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That being said, here are my two cents for balance; a lot of items in the mod are better than baseline items in the vanilla, which makes vanilla options simply obsolete- much, much more obsolete. For example, Gorechild is 6 AP, +25% dmg and only costs 200 influence, while Mourning blade is 2 AP, +25% dmg and 160 influence. For only 40 more influence, you are getting a weapon that boosts your AP by 4 more than vanilla, AND stacks with weapons like clawed hand with blood with +30% attack, lifesteal with only lower morale (which in my opinion, is a very miniscule drawback; morale is relatively easy to recover). Keep in mind entropic locum with +1 Ap is 40 influence, so getting gorechild is actually much better than getting entropic + mourning blade!
I think the best way to approach this would be to drastically increase the item cost for more powerful items; imho, weapons like gorechild should be 400 influence at least, and weapons like clawed hand should either be also 400 influence or have a much more severe penalty (such as -30% lower max HP so heroes don't become tanking self sustaining melee machines). Ultimately, don't be afraid to make costs drastically higher for higher tier items, as the stacking potential for those are immense. TBH, balancing each and every item is difficult, but I would say in general make items 20-50% more expensive than you think it should cost (ESPECIALLY for items that are capable of stacking, such as melee items, passive items, or trait items that do not cost actions, etc)
But before changing anything, I wanted some feedback (what is the case now). I tried not to deviate too much from the base trade values but you're right and I'm going to make some changes for the next version, ideally I'd even like to create a new item category (maybe "Relic" if i can add a new color) that would supplant artifacts. Thanks again !
A recent review on this item let me know it's way too powerful, here are some ways to make it more balanced, take your pick :
No, its not just you. I think feel no pain reduction would be better since that can be ignored. There is no counter to invulnerable. 50% feel no pain would be entirely reasonable.
Both option 2 and 3 combined would work, or just 50% feel no pain.
[2023-Apr-29 02:05:23 UTC] Turn 55.1 started.
[2023-Apr-29 02:05:24 UTC] Processing AI pass 0 ...
GenericUnitAbility.cpp:501: double __cdecl gladius::world::action::GenericUnitAbility::getHealingScore(const class gladius::world::Tile &,double) const: Assertion "targetTile.getUnit()" failed.
ExceptionHandler::handleSignal()
The unit that was using it was a Tyranid deathleaper (from mod, although not sure if that's the reason for crash) with full HP, and I changed the item's XML file (talos.xml) to below (similar to recoverypackage.xml), and I think it fixed the crash (maybe it was something else, but not getting the crash now). No idea why the original xml made the game crash, but hopefully it helps. Pls test it out for urself when u have the time (both when AI uses it with full/partial hp, or when player uses it with full/partial hp, or even using a unit from mod)
<?xml version="1.0" encoding="utf-8"?>
<item>
<actions>
<mediPack cooldown="3"
consumedActionPoints="0"
consumedMovement="0"
icon="Items/Talos"
requiredActionPoints="0">
<model>
<action sound="Actions/MysticBuff"/>
</model>
<beginTargets>
<selfTarget>
<conditions>
<unit>
<damaged/>
</unit>
</conditions>
<areas>
<area affects="Unit">
<modifiers>
<modifier>
<effects>
<hitpointsFactorFromMax add="0.50"/>
</effects>
</modifier>
</modifiers>
</area>
</areas>
</selfTarget>
</beginTargets>
</mediPack>
</actions>
<modifiers>
<modifier>
<effects>
<influenceCost base="80"/>
</effects>
</modifier>
</modifiers>
<traits>
<trait name="Uncommon"/>
</traits>
</item>
edit: Steam comments ♥♥♥♥♥ the formatting up a bit, but hopefully it still helps
I don't have the save anymore but if I get the crash, I will.
I'll check about the Valcoran's medical pack (i think i understand the issue). As for the Mask of secrets it's not related to Slaanesh but to the Laughing god (divinity of the harlequin/Aeldaris). I'll balance this soon.
For more clarification, i'll revamp the traits to be more clear (it will be updated today).
Ok, Valcoran's medical pack is safe to use now. The item can't be used anymore on a full HP target (this is what caused the crash, because the target must have been injured to receive the heal effect).
All item with ranged/melee effect been updated, if there is no distinction (for exemple : only Accuracy + 2) it's affect both melee and ranged.
Some effect can't be displayed as specific to melee or range, such as the "damages returned" and "life steal" (only melee for now). It's hardcoded, the value for melee/ranged only doesn't exist for now.
Mask of Secrets => 50% Inv.Dam.Reduction // -30% HP Max (let's check this new configuration)