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Unplayable because (and this is guesswork, so I never dug around in the mods code), it still seems to use the pre-existing armor values for it's damage reductions. So this mod then adding a x165% multiplier to it could throw that completely out of whack.
I'm always ready to help my buds
This mod (and any others that change enemy stats) only takes effect when a new act is loaded (Fort Joy, Reaper's Coast, etc.), so it CAN work on an existing save, but it won't change anything until you move on to the next area.
Though to make a buff to piercing damage like that would fall under where I made this comment in the mod description:
"And even if/when my modding skills improve, it will likely be made part of a new mod instead. So as I don't suddenly add new features to peoples current playthroughs that they did not consent to".
Granted, my skills really haven't improved. Shortly after finishing maintenance on this mod (as no bugs ever arose) the Mod tool started acting strangely and no longer recognising or accepting files.
But for me to make a tweak like that would basically be adding an extra mechanical step beyond the mod's scope, and would set precedent for more and more changes over time. Something which can be ill-advised given any change I make like that will envitably alter the gameplay for anyone currently mid-playthrough with this mod.
I doubt a compensation that the piercing damage gets buff only for the player and not for the enemys would be possible.
600% vitaly, 115% phys & magic armor would make things less tedious. Can only speak for early game.
Also, my PC has broke right around the time this COVID-19 outbreak started. So I am left unable to figure out a replacement for the duration of such. Meaning I won't be logging on Steam to play anything (meaning I don't see any notifications) meaning that I will likely be much slower in response time for the duration.
Yes I've been starting fresh saves and the initial guard (my tester) is always 75hp on tactical. The only other mods as I said are the random buffers and cloners, which operate by adding separate buffs or just spawning more, no value changes.
I'll try out the drive link. I appreciate the help!
NPC's vitality is loaded upon first being spawned. So if you're applying this mod in the middle of a playthrough that would causing it, since it would still be recalling it's vanilla spawn value.
If that's not what's going on though, I see no reason why it would conflict with Divine War. Divine War alters mechanics, but not difficulty settings, so the load order for them generally shouldn't matter much. Though I'd put Divine War as low as possible given that it's an overhaul and by putting it on the bottom it will win most conflicts with additional mods.
I would check to see if there is another difficulty mod enabled. If not, try installing it from the Google Drive instead of the workshop, since it's possible the file changing bug hit you, which would be causing the mod to simply not be read.
https://drive.google.com/file/d/1uQzDUYrwDc-njPc9bwCyBC06gjGb2Lxf/view?usp=sharing
Do I put this before or after Divine War to make it work, I've tried it both ways and the enemies always seem to have the same HP regardless. I can't think of any other enemy stat mods in my stack, just cloners and miniboss adders. Any ideas?
Now that I think about it, no hard cc was kind of dumb. Also it was kind of funny to see the kraken took 4 hits to kill the guy on deck.
This mod changes the difficulty to work for 6 characters, ideally with a method of also getting them all Lone Wolf.
If you want a mod that increases the party limit look at "Party Size Evolved".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1503849808&searchtext=
@zerobadhabits https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1825196904 here ya go ;)
If it is not to much trouble can I have a copy of your damage Boost version plz.
Thanks for the reply, I will have to just check it out and see how it works. I suppose I could always just alter it if it is too much or... play with less than 8 party members!
Due to the behind the scenes math I used in this mod to determine the values used, this mod will actually be harder on Divine War than in Vanilla. Because I didn't scale Armour to the same extent I did Vitality, and boosted Vitality by extra to compensate. However, since Divine War gets rid of Armour and replaces it with a new system entirely, the Vitality will be ramped higher than intended in comparison. However, although I didn't boost armour by the same extent, it is still boosted. So, if Divine War doesn't have any options to boost Willpower stacks it may actually be weaker.
Speaking theoritcally, I haven't actually played Divine War much. Cause when I did it was still bug ridden with instances like death via rain. So there are probably elements I'm not factoring in here. I've planned to test it after fixing, but my DnD and Work life as left the majority of my time occupied as late, leaving little time for games like Divinity.
Go ahead, nothing in this mod is unique to me anyways. I just altered base Divinity settings. :)
This mod only alters Tactician mode
Anytime ^_^
Any mod that alters HP need to be loaded before the NPC is loaded. It's an issue with the games code and how it draws data.
I believe that's a gradual growth? I never touched those values myself so I could only go by the tooltip that would show.
T I never touched myself. But going by the tooltip it increases the players damage.
And yes, you're looking at preexisting Tactician before my mod. So it still has the 50% damage boost. So if you wanted it 25 higher than that make it 75, which will increase damage any an additional 25%.
You delete the values and make your own in the override version (not the base version).
And sorry. I made a mistake in the armour claim cause of the high numbers of my own mod. 100 isn't vanilla, it's +100%. So 50 means +50%, not half. >_<
I would edit the below post in steam let me.
And that's typically all you'll want to touch for a Difficulty Mod.
After that go back to the main Divine Engine window and select "Project > Publish Project". Which will open a new window you finalize the mod name and pick the workshop tags. If you want it on Workshop just leave the "Public to Steamworkshop" button pre-selected.
The Description box will be greyed out, don't worry much about it as it just decides the description box that appears when you hover over the mod in-game. To edit the workshop description you do that in the steam client directly.
You may also wanna join this Discord: https://discord.gg/3SUW5Nw
Which is where most of the big mod authors hangout, and where you can ask questions to them directly.