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If you are bored some day and have nothing else to do, feel free to update it if you find a trinket to balance :D
The rarity is also something I dont understand, why is that a thing, when common trinkets can be better than ancestral.
Then Red Hook nerfed the Sun Ring to its current state, and now the modded version is better than base game version. I've decided to keep it as is, but it's a good example of how this mod used to be somewhat weaker than the base game but is now a bit stronger, even though I haven't changed much, it's the base game that's changed.
Balance relative to the base game has changed quite a bit since I first put this out. When I first published it, there were some very powerful trinkets in the unmodded game that were way better than all the other options. But since then, Red Hook seriously nerfed a lot of the most powerful trinkets, so this mod tends to have better trinkets than the base game.
But my big goal has been to give the player more options. All trinkets shouldn't be equal, but they should at least be useful, which wasn't always the case. That will admittedly make the game a little easier overall. But it's a difficult enough game as is, and I don't think it takes the difficulty down by that much.
The penalties aren't a new idea, gear in RPGs has had various drawbacks attached since the days of the old pen and paper RPGs. But in any case, there are mods that just remove all the penalties if that's your preference.
Thanks.
I must ask, to be sure - this only alters the vanilla trinkets (including COM and CC), am I correct? I want to add this to a mid-save, but don't want to have any issues.
. . . But it did prompt me to finally fix the long-standing bug with the Crusader's rare trinket. That's the last issue I'm aware of. So there is an update, but it's just for the Commander's Orders.
Guessing it's a conflict with my mod order, so I did some rearranging, but I'm still getting that even with yours at the top. I'll play around some more and see if I can't resolve it. Just bringing it to attention in case it is in fact an issue here
And kudos - I love what you've done with nearly every trinket, your changes effectively open up the build space without introducing power creep. Adding it to my collection and recommending to others
The last biggest change was adding in PvP (the Butcher's Circus); I think I checked everything with that release and nothing had changed, at least for the trinkets. I didn't touch the PvP specific trinkets since mods and PvP don't play well together. So the mod should be current for all intents and purposes.
I would recommend disabling all other mods except this one, and then seeing if you get the same issue. If it doesn't show up when all other mods are disabled, it's an issue with another mod. (It shouldn't save or corrupt your game as long as you stay in the Hamlet screen, but you may want to back up the save file first just in case.)
If you keep getting this issue even with just this one mod active, your files may be corrupted. It wouldn't hurt to do a file check in any case. (Properties -> Local Files -> Verify Integrity of Local Files.)
I use Sun Ring and Focus Ring a lot, but as soon as I get the Pistol, it's an almost automatic pick for any ranged hero. (Prophet's Eye is basically a better Pistol, but only for Rank 4.)
Ancestral trinket that gives +15 range accuracy for +10% stress, excuse me what the hell?
So the question is not if all trinkets are useful to you when you have a full collection. The question is, can you see a situation where they would be useful - early game when no better options are available; or a very specific team comp; or even a completely different play style? If there's literally no situation where a trinket would be worth using, then it is in fact "useless", and that would be a problem. But for each one, I've tried to envision a use case where it would be used, even if it's a relatively unusual or specific scenario.
I'm not going to claim that this mod is perfect, but in my own play-throughs, I do use a lot more than I would in "vanilla" without the mod. Not literally all of them, but at some point or another I will use a solid majority of them, and the ones I don't use aren't necessarily weak, they just don't suit my play style.
Easier to get trinkets should be more useful in the early game, but they will naturally get eclipsed by better trinkets as the more rare ones are found. My goal with the more common trinkets was not to make them competitive with set and ancestral level trinkets - it was to make them actually worth using before the better ones become available.
And not all trinkets will suit all play styles. You're never going to use some if they don't suit how you play the game - like the darkness and light specific bonuses. Some you're going to look at and say, I would never use this, but another player may come to a different conclusion.
And overall game balance was also a consideration. I didn't want this to be an easy mode mod. There are other mods out there that ramp up the power of trinkets dramatically - which makes the game easier, but you still end up using the same trinkets you'd be using in "vanilla".
While this mod does improve overall game experience, sadly it doesn't solve ultimate problem: 70% of trinkets are trash. Trinkets that were good, stayed good, but those that were bad, became a little bit better...but still nor worth using them. So for people who looks for a mod to improve trinkets without making them OP - sadly, this mode does not do this.
To simplify, consider this:
Vanilla: +30% HP and +40% stress for 2 trinket slots
This mod: +30% HP, +30% heal received and +30% stress for 2 trinket slots
Quirk named "Natural" (DLC): +20% HP, +20% heal recevied, +3 SDP and no stress for 2 trinket slots
So yeah.
It won't work with any that make any sort of modifiers to the base game trinkets, like the "no negative stats" type mods. It also won't work with any mods that make broad changes to the game. It definitely does not work with T.O.P., though there's a compatibility mod out there that is supposed to get these two to work together, though I can't verify that since it isn't my mod.
Basically: you may have to experiment a bit to see which mods play well together. With so many mods out there right now, it's hard to say which will be compatible and which won't.
I don't anticipate doing a balance pass for the new gladiator trinkets that will be coming with the DLC. My guess is that the new trinkets will be for PvP, and that most players doing PvP will be using no mods, so a balance pass wouldn't make any sense. If the new trinkets are usable in the regular game, I may rethink that.
<3
I wanted to make it more worthwhile to use more of the trinkets, and that pretty much required toning down some of the most powerful. Otherwise I'd just have to add speed and damage to everything! And I wanted to keep the difficulty level of the game about the same.
You certainly will find the common and uncommon trinkets to be less useful as you progress through the game - that's as designed. They're supposed to be useful as soon as you find them, but as soon as you start getting Very Rare / Ancestral / Trophy / Set level items, yes, they'll get outshone by those, as designed.
yes I use a 3 trinket mod slot (as that feels fair and balanced overall with how items work in game)
if i didnt I just use base game trinkets and use certain ones/combos (ignoring most CC trinkets and COM ones too)
But so far some common or uncommon trinkets just still feel......less useful overall with the redundant nerfs here and buffs there.