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Please fix this, we really want to use it in our playthrough since it is a great concept, just horribly broken right now.
All 3 of us are now pretty sure having a cap on Menace is a major factor in this problem.
The epitome of WTFery was 2 people at cap Menace, and one of them somehow passing the other Highest Menace by attacking an enemy... I don't even ;3
You might also want to use the in game adjustments offered by LeaderLib, for the Menace system- Set an attribute to decrease Menace, increase decay rates ETC.
It is my understanding that DarkAssassiaN is considering several ways to approach the issue.
Wits because for example in my head it's like... Thinking tactically, not presenting your self as a target to the enemy ETC ETC in a role play sense. It's your "Smarts" but not your intelligence or wisdom let's say. So you'd not be attracting too much attention, striking surgically and methodically - It is even supported by how Wits do increase Crit.
And of course Sneaking because it means you know how to be... Sneaky. IE, not attract attention, be stealthy ETC.
I still think toying around with what generates Menace, how and when, and of course what decreases it and so on, is the way to go... In other words, balance until you refine "Cycling" of Menace so that it happens organically and intuitively, without players having to stop attacking ETC. It might not be too easy, but that's the ideal solution.
But sure, I'd definitely test a no cap version as a possible solution.
im now thinking how to solve this problem.
solutions that i see:
1) similar to your suggestions: decrease Menace gains for some skills/statuses and probably remove 100 cap (but i need to check that this wont break anything)
2) change Menace gain formula to something like this:
MenaceGain = Base + GainMult * GainAttribute - DecreaseMult * DecreaseAttribute
this is more "lore frendly" and level-based: with every point in DecreaseAttribute your character "learns" how to generate less Menace and opposite for GainAttribute
"""All lost Menace to DMG non CON builds like ST Rogue, ST and MT Ranger, and couldn't get it back. It was worse against surfaces such as Rain+Electricity, or explosions from Poison+Fire."""
this is major/core problem in a mod, max value of Menace = 100 per character
so first character who "capped" at 100 (80% of time - main DD that single handedly drained all vitality of one enemy) will have status "HIGHESTMENACE" forever until some other character dont reach 100 Menace and you:
1)dont do anything that generate any additional Menace in your turn (so you will have 90 Menace) and wait untill character with higher Menace do someting
2)use some spells that decrease Menace
(1-st variant almost imposible if you have surface that generate Menace to you)
so your only hope that tank will generate 100 Menace and you somehow "rotate" "HIGHESTMENACE" status to him.
> if you have installed LeaderLib:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1499447796
through book you can change scaling params for Menace gains and Menace decreases:
-Attribute: Strength, Finesse, Constitution, Intelligence, Memory, and Wits
-Multiplier: how many bonus Menace you gains/decreases for each attribute
> fix for Menace decrease
in original mod you gain Menace using skills that should decrease Menace
(Chameleon skin, etc.)
> i figured out how properly update mod
so you dont need make "clear" save after switching from original mod
- DMG/CON + Shield, then 2Hand, with and without Wits
- Pure CON + Shield
- DMG + Shield then 2Hand
All lost Menace to DMG non CON builds like ST Rogue, ST and MT Ranger, and couldn't get it back. It was worse against surfaces such as Rain+Electricity, or explosions from Poison+Fire.
Taking into consideration no shield builds too, here's my suggestion;
- Increase Menace value even more, based on CON.
- Taunt, Shield Throw, Shield Up, Persevere, Retribution, Gladiator and other such skills, talents or stats should gen lots of Menace and reduce decay, based on CON.
- Sneaking and Invis should lower Menace or increase decay.
- Heal, HOTs, DOTs and status(IE Shocked or Burning by surface or otherwise) should gen less Menace.
- LOS and such should affect Menace. Characters far away should not gen Menace for enemies around a Tank, or at least distance should reduce Menace or increase decay.
@Spazz i attached video where you can see that mod is working properly,
at 12 constitution - 1 attack generate 10-12 menace
at 201 constitution - 1 attack generate 194-196 menace
if you already have installed the original mod, create "clear" save without it, and then activate this mod.