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And about a balance, nothing in attributes is changed from original mod.
As a solution, I can suggest using mods that give a little more attribute points per level up so you can put extra in Perception to keep up in mid or late game.
I'm not going to balance this mod further as I find it working very well for me (but once again, I run like 70 mods, and trust me, not all of them are balanced xd)
I see this so often on mod pages, people requesting changes to things that they are manually inducing into a game. For your rogue to cast flesh sacrifice and adrenaline multiple times in same turn they'd need to have quite a few points in magic (and I'm talking about actual points investment, not random +2 magic from equipment). Why does your rogue has a lot of magic? You build him to be able to proc adrenaline multiple times and then you ask for modder to nerf it. Just don't build your rogue with intention to cast adrenaline 10 times per turn? Another bright example is with mods that add items or skills, where 90% of mod is balanced but 10% is broken af and people keep asking modder to remove it or nerf it. Just *don't* use that specific item or skill, that's it.
https://gyazo.com/88b2dc197ef1df2c911fd77dfba02272
Can you show me on this picture at least where I start?
I'd make the armor +2% maybe even 1% and back to 7% vitality, also constitution is a cool word.
But you are right it should add some armor/mr
Lone wolf is 60%, a mere 10 levels and u can have 100% armor, 40% more than lone wolf.
That sounds like a good change to me, retribution seems fine as is.
(the 5 is only from first point) so at level 10 it'd be 5 + 5% per turn.
Also be cool if it was stand-alone.
Also, from original mod: "Enemies get an 8% damage increase calculated with half of their Might, Speed and Magic rounded down. This means most enemies will do the same damage as in the base game but will be a bit more versatile i.e. they'll have the same increase to all attack types and consequently hurt more with grenades.
Some enemies will do slightly less damage than base, some slightly more."
2) Leadership was giving 5% movement increase per level, same as in Attributes Insanity 3.0, now it's removed.
3) @Bavarian Bionicle eh, I'll tweak and upload version without "difference of 7" mechanic in few days.
Also, have fun investing all your points in magic and have 10 in all other stats. Purpose of this mod is to make character use more than 2-3 Attributes. If you wanna stick with using 3 attributes on each hero, this mod is not for you, sadly.
This is how original mod works, and it adds soem real flavour to the stats, no longer you only increase 3 attributes on each character, now you can make use of all the attributes :D
"Would you be able to release a version that gets rid of speed and magic or gets rid of the whole "difference of 7" mechanic?"
At some point later, sure, but surely not in nearest days/weeks