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As a party of 3 with no lone wolf, we're having quite the fun :D
but this mod also make the battle lot boring after the boss reach 0 defense
i dont think increasing health bar will increase the difficulty
To optimise it, just note that you deal mostly physical damage, thus making your ccbot less efficient.
Got two frontliners, a spear polymorph / aerothurge and a necro, both with warfare knockdowns
Backline, got a geomancer archer and an aero / hydro ccbot.
Three of the four characters have heals (restore / first aid / blood suck).
From my point of view, maybe you could optimise it, to be able to progress forward (?)
By the way, did you install both these mods?
- More Monsters' Spawns
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1138853635
- Monsters Madness
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1147504394
They give a lot of XP, making it easier to progress further.
I've been enjoying your mods greatly. Running around Fort Joy killing what enemies I could to get xp, in order to take on bigger packs. I killed the bastard frog packs last, just shy of lvl4, then decided it was time to escape.
So I have a choice of fighting Orvind and has merry band of mages or the houndmaster and his merry band of archers.
And I can't do any of them. The extra mobs plus the 5x boss stats just overwhelm me, and no amount of lesser healing potions or teleportation is cutting it. At least with the big mob packs, I could see how they were to be tackled, and getting close but failing was fun.
Any advice on how to proceed with your boss fights going forward?
This mod is meant to be very challenging, refrain from using it if you enjoy easier gameplay.
Thanks for ruining my game tho.
This mod is for people feeling they lack resistance.
If for you they don't, it's all good.
Enjoy your playthrough. :)
If you're asking yourself if a boss has been modified by this mod or not, it's rather the later, as the increased vitality and armor can't be overseen.
Create a new save, go to the entrace of Fort Joy and look at Alexander's health : if it's normal, then the mod isn't working.
Is there any way I can check if this mod really works as intended?
I am playing lone wolf co-op on tactician with a buddy with rather optimised builds (ranger/summoner and necro/hydro/melee hybrid) and we have not problems killing any boss. We're using multiple mods, so maybe there is a problem there and I'd like to check somehow.
What I actually meant was if this mod will be compatible with mods that increase the overall difficulty (not only bosses) like this or this .
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1150280268&searchtext=fix
Yes, all my mods are compatible.
Will it work with the "tougher bosses" mod?
Here's what you can do, if you want him to be updated on your current playthrough:
1- save your game
2- disable this mod, in the main menu
3- load your game (might take some time)
4- save
5- reactivate this mod
6- load your game (might take some time)
7- install this mod (not mine)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1150280268&searchtext=fix
Everything should be fine after this.
Update : Scapor is a boss now. :)
- In the dialogs, Scapor speeks like she's used to dealing very easilly with any of her opponents.
- Slaying is still her job, unlike other Baccus' servants you meet, that he weakened on purpose in their undeath.
- She's all alone, so she's actually really not a big deal at all. And she wouldn't be that difficult to beat even while being a bit tougher anyway.
- The update in your diary sounds like managing to avoid this fight is sort of a big success. It made me laugh.
In any case, thank you so much for this mod, and please pardon my grammar :p
Thanks again 3lackrose.
Update : Radeka The Witch has to added to the boss list.
Even if the devs didn't give her a Boss status, it didn't make sense to me that a non-boss would be able to enslave a Boss.