Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The bosses added by this mod aren't hard, their "haha your dead" bullshit hard. Your going to lose party members in a single turn. This mod is best enjoyed with modded classes and a six player party, enjoy!
The good:
- Sensible nerfs to adrenaline, elf racial skill, teleport and resurrect
- New fun and difficult encounters keep the game fresh
The bad:
- Compound nerfs kill skills:
* Battle stomp has 4 nerfs. (Friendly fire, lower dmg-multi, double cooldown, warfare dmg%/lvl is low)
* Acid spores cost 1/3 more ap and deals 1/5 less dmg: dmg/ap is halved. Contamination, a level one 1AP skill, is better. Geo is arguably the worst elem. class, but is nerfed harder than either air or fire.
- Skills require twice the investment, killing multi-classing, already dead in the base game.
- Physical resistance. Resistances are meant for skills that don't have hit chances.
These changes don't actually make the game more challenging, as previously powerful builds remain unaffected. For that there are probably better mods out there.
It is still free content and I thank the author for the effort.
Pretty please!
Physical damage now loses to magic one and loses a lot. Probably Warfare should be increased at least to 3%.
Nerfed skills from Polymorph became useless.
Some of the new enemies have around 10 AP, can kill 1-2 members of your party in one turn, and the best thing - cast Invulnerability or Death Grip on themselves, so you can't really kill them. I don't know how these encounters were designed to be dealt with. Any advice?
If you ever felt that the game is way too easy, I highly recommend this mod.
@Ozymandias
There's a small bug - the Teleportation Glove in Fort Joy uses the old version of Teleport skill. If you could fix it, it would be great.
What is the balance like?
"Adjusted the base AI so now it more likely to focus fire and attack low hp targets. Some bosses will have custom Ai profiles that make this aspects even more pronounced.
Adjusted AP/SP cost of some of the enemy versions of skills, so that the AI will consider them worth using/will use them more often."
Can you tell me what skills will the enemy consider using more frequently? I hope it will be really effective skills like teleport, nether swap, chicken claw and battlestomp etc. Because I find it really crap that I can use such skills whenever I want and I always do to much great effect in battle, yet the enemies in Vanilla never do the same!
I don't suppose you would make ONLY these 2 features of the mod as a stand alone file/mod would you? ;)
As far as i know, DE haven't changed things a whole lot in that regard.
For new enemies/items to spawn you need to either enter a new act or start a new playthrough.
"Tougher Bosses" is not fully compatible with my mod. Stat entries for enemies will get overwritten one way or the other depending on the load order.
1. So what was the Tactician like in DE without mods. Was it balanced and challenging near the end or was this mod created because it was still too easy after progressing far into the game(DE)?
2. I have already played through most of Fort Joy, do I need to start a new game with this mod?
3. The other mods I have been using is 'Enemy Randomisation' and 'Tougher Bosses'. Should either of them be disabled and or become redundant if I use this mod?
If you link the original and mention my name, then sure.
Fights in the sewers should be fine.
And what about the ARX sewers fights? They changed the sewers a lot.
Checked triggers in the editor - fights will overlap. Can't you kill him before visiting the tomb though, and hence prevent him from spawning there?
I don't really have the plans on creating separate versions/updating the mod, atleast in the near future (don't have the time/interest).
You should be able to extract the mod files using https://docs.larian.game/Pak_Extractor_Guide , modify the .txt files to your liking, then pack it back again.