Wildermyth

Wildermyth

Smoker Mods
Deso 24 Jun, 2021 @ 1:46pm
Doesn't this set make the game much easier overall?
I really like the many options your mods provide (more gear consideration, more relevant transformations and artifacts). But it does seem to make character lean towards the overpowered side.

I can't say what is mostly to blame...
Maybe too many bonuses from augments?
Or the strong offhands attacks that each character can carry 1-3?
Perhaps the armors that provides 3 speed?
Last edited by Deso; 19 Jul, 2021 @ 10:33am
< >
Showing 1-7 of 7 comments
Lethwyn 25 Jun, 2021 @ 8:02pm 
Hmm, i play on tragic hero combat and adventurer campaign and it seems to be a bit OP early with some of the weapons and the fact there are so many augments. However, by late game in a 5 chapter campaign things even out quite well. It might work out differently in other difficulties.
Xathos 14 Jul, 2021 @ 10:35pm 
Originally posted by Deso:
I really like the options on what to do on your turn thi mod provides (extra gear to use, more relevant transformations and artifacts). But it does seem to make character lean towards the overpowered side.

I can say what is mostly to blame, maybe too many bonuses from augments. Or offhand attacks that are too good. Or armor that provides 3 speed.
You realize this is an optional mod. Complaining, about something optional in a single player/coop game, is pointless.
Smoker  [developer] 19 Jul, 2021 @ 1:34am 
2
2
I didnt see this post before, don't worry you can and should complain or critize a free mod if you think that could be better, always with education and thanking the creator for his work (unless its ♥♥♥♥ X)). What Im surprised is that people is more ready to critize a free product than a bought product, its not me who is putting OP combos in the game (well, not only me jeje). Having said that, Walking Lunch with extra calamities its not easy at all (and you can even play Carved in Stone for extra challenge).

When you add something (and this game needed lots of adding in it) you risk making the game easier as more options and possible combos are opened to the player (and if you add equipment for the heroes that is even more so).

Expanded Enemies mods are on the way (in fact the base was in the workshop before 1.0), i focused on the heroes first because Devs where constantly changing/adding things to monsters.
Last edited by Smoker; 19 Jul, 2021 @ 1:38am
Smoker  [developer] 19 Jul, 2021 @ 1:50am 
Originally posted by Deso:
I really like the options on what to do on your turn this mod provides (extra gear to use, more relevant transformations and artifacts). But it does seem to make character lean towards the overpowered side.

I can't say what is mostly to blame...
Maybe too many bonuses from augments?
Or the strong offhands attacks that each character can carry 1-3?
Perhaps the armors that provides 3 speed?

I havent given any bonus to augments (unless you are refering to helms that are replacing augments scarfs). Wait maybe in Artifact Augments yes i added some stats not much.

Off-hands in augment slots make the game easier ofcourse, i reduced the uses maybe should reduce the damage a little. But a character feels much more complete with those, if not you are like ok i have a sword a torch and a bow for all the campaign X) (that is if i dont want to see any arm transformation).

I always though the speed armors where the best but many times I find myself buying other armors cause i need some other stats for combat in the char. I'm reticent to nerf the armors in Expanded Armors but to make them exactly with the same power as in vanilla i should do it. Im in the process of making visuals for the armors better so when i update i will probably nerf them a little.
Last edited by Smoker; 19 Jul, 2021 @ 1:51am
Smoker  [developer] 19 Jul, 2021 @ 1:56am 
"Expanded Combat: Separate Defenses" can increase difficulty if you dont have a wide range of weapons in the party to respond to any situation.

"Expanded Combat: True War" will also increase difficulty along with the Expanded Enemy mods on the way.
Deso 19 Jul, 2021 @ 10:42am 
I actually really like your mods, probably half of my playtime is with them.
I was trying to point out that things felt a bit OP.

I think augments feel stronger because the bonus are more condessed and easier to stack up. But you are correct, you mod just combines stats that would be spread out over two slots into 1 slot. Still it feels like character can grow faster due that. (Wildermyth original system is still terrible). It seems you managed to add an augment shop, I need to test it out.

Incidently I didn't use helms - for a similar reason that movies don't use them. The face is really handy to differentiate characters. That's the reason many games have the option to make helms invisible.

I think what feels odd is scaling speed up on that armor - for instance a "light armor" could grant +1 speed, reggardless of it's tier - it's comparably lighter than other armor (thus +1 speed) but higher quality doesn't make you go faster. I found it optimal was to make tier light armor on character that are very old at the start of chapter 5.
Last edited by Deso; 20 Jul, 2021 @ 5:49am
Smoker  [developer] 20 Jul, 2021 @ 4:06am 
Yes Jewelry Set and Armor Complement Set get two bonus, but all others dont give any (give off-hands), that way i have free slots for backpacks, mounts, consumables and banners.

Expanded Helms has the option to make helms invisible (except in combat in wich they automatically show).

I will rework the armors and make them exactly like vanilla (in terms of total stats given) but due to limited stats to work with, to make armors different, one armor of each class give, speed, other stunt, other accuracy, etc to make the 5 kind of armors per class varied.
Last edited by Smoker; 20 Jul, 2021 @ 4:07am
< >
Showing 1-7 of 7 comments
Per page: 1530 50