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[MOD] Nightmare Plus 2.5 - for those who like a challenge


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#26
Dendybar

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Well, I deleted the zNightmare folder, then the potions still cost too much. So I left the area and came back and that seemed to help. However, some things still seem far too expensive. When I installed the mod version 1.5 that was the only folder that was different.

#27
Joshua Raven

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The mod only modifies the following prices:

ITEMS PACKAGE
- Increased Injury kits prices by 200%
- Increased Health potion prices by 100%
- Increased Lyrium potion prices by 50%
- Increased reagent prices for Health potions, Lyrium potions, and Injury kits by 50%

So any other items that seem too expensive are not due to this mod. Maybe you should restart a new game and see if the prices really are too high in your current save game?

Modifié par Joshua Raven, 23 novembre 2009 - 09:09 .


#28
I saved Star Wars :D

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The enemy attack script looks really cool.



Dave

#29
Joshua Raven

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It's rather quick and dirty but it does the trick for now, albeit not in the most efficient way. I'll continue improving it for the next few versions, adding some more effects, conditions, etc.



Also, I'm experimenting with more random (and in the future, custom) encounters on the map, might be an interesting feature for a new "Encounters" Package in 2.2 or later.

#30
Joshua Raven

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 Version 2.1 is up!


24/11/2009 - VERSION 2.1
Added Features & Bug Fixes


Bug Fixes
  • Removed version check to fix version difference error

██████ CORE PACKAGE 2.1 ████████████████████████████████████

Core Package function
  • Moved difficulty changes from Core to Difficulty Package
  • Core package now includes only game fixes and tweaks
  • Currently includes unofficial BioWare Dexterity Hotfix.
██████ DIFFICULTY PACKAGE 2.1 ██████████████████████████████

New Difficulty Package
  • Introduced Difficulty Package
  • For those who only want simple difficulty tweaks
Changes for all levels
  • Independently changes all difficulty levels
  • Easy is now harder, but still easier than Normal, etc.
██████ ENEMIES PACKAGE 2.1 █████████████████████████████████

New Enemies Package
  • Introduced Enemies package
  • Focused on changes to all enemies
Death Blow Animation
  • Chance on Normal enemies increased by 13%
  • Chance on Lieutenant enemies increased by 10%
Health & Damage
  • Enemy Health increased by 20%
  • Enemy Damage increased by 10%
  • Changes do not affect (unique) bosses
AI
  • Removed possibility of Enemy Pulling
  • Enemies now help allies attacked from range
██████ ITEMS PACKAGE 2.1 ███████████████████████████████████

Combat Crafting
  • Disbled Trap Crafting during combat
  • Disbled Poison Making during combat
  • Disbled Herbalism during combat
Potion Cooldowns
  • Same-Tier potions trigger a 25% party-wide cooldown
  • Same-Type potions receive 5 seconds cooldown
  • Same-Type cooldowns only affect drinking player
  • Tiers: Lesser, Normal, Greater, Potent
  • Types: Healing Poultices, Lyrium Potions
██████ SPELLS PACKAGE 2.1 ██████████████████████████████████

Shapeshifting
  • Casting times set to Instant
Cleansing Aura
  • Removes all but one Injury
  • "Remove Injury" Area of Effect reduced by 75%
  • Healing Area of Effect left unchanged
██████ INJURIES PACKAGE 2.1 ███████████████████████████████

Injury Kits
  • Moved cooldown changes from Items to Injury Package
  • Tooltips now show exact Injury Penalties

Modifié par Joshua Raven, 25 novembre 2009 - 12:20 .


#31
Joshua Raven

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For those of you who haven't found this mod by now. I just updated some of the Packages to version 2.2 Check out the Project page or read more about the mod at www.jramods.com



Enjoy!

#32
Joshua Raven

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Updated Enemies Package to Version 2.3 to fix a game crashing bug that occured in Redcliff Castle.

If you haven't updated yet, you can get past this part by simply disabling the Enemies Package around the crashing area.

To completely solve the crashing problem, simply install Enemies 2.3 and you're good to go.

Modifié par Joshua Raven, 28 novembre 2009 - 11:39 .


#33
Joshua Raven

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Updated Enemies and Difficulty Packages:



Enemies Package 2.4

- Fixed Line of Sight problems (enemies helping allies in a different room)

- Fixed attacking placeables crashing the game (barricades, etc)

- Fixed Enemies sometimes standing still when attacked



Difficulty Package 2.2

- Increased maximum allowed creature levels in Ferelden

- Darkspawn and Dragons max levels scale +75%

- All other enemies max levels scale +50%

- This will increase mid- & late-game difficulty

- % increase keeps a sense of getting stronger late-game

#34
Scyles

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The improved enemy aggro behavior alone is enough to make this package a "must have" for me. Your work is appreciated.

#35
Joshua Raven

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Scyles wrote...

The improved enemy aggro behavior alone is enough to make this package a "must have" for me. Your work is appreciated.


I still don't understand why BioWare left things like these out? I mean, the AI and script capabilities are obviously right there, yet they "dumb down" the AI. Something Reviewers tend to notice and remark.

My script (albeit heavily improved and written by a real pro) could probably have given them a few higher ratings, going from 9.5 to 9.6 ;)

#36
reddragon567

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So why no pulling?



Enemies even do it somtimes, of course if you're smart enough you won't fall for it. But still. If they can constantly ambush me why can't I? The game even suggests doing just that.

#37
Joshua Raven

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I ask to you, would you not notice your friend, standing 10 feet away from you, getting hit by a bolt of lightning or an arrow? Not only is it unrealistic (in most situations) but as the focus of this mod is to make the game more difficult, this will do just that. Add to that the fact that I find it annoying to be able to pull enemies one by one in an area swarming Darkspawn which should be screaming "touch us and we swarm you!!!", and you have three reasons why this mod changes this behavior ;-)





On another note, here's a list of current scripts/packages in development for this mod:



Lyrium Addiction System:

- You can drink up to 10 Lyrium potions before you die, drinking the eleventh

- Each Lyrium potion resets a 20 minutes Withdrawal timer

- First four potions have no effect on your mental state

- Each subsequent potion reduces player stats (Magic, Willpower, etc)

- After the first potion, each subsequent potion during combat will restore 20% less lyrium (maximum of 5 Lyrium potions per fight)

- A new "remove addiction" potion will be added to the Camp Merchant (removing the Lyrium addiction effects & timer)



Enhanced Random Encounter System:

- Frequency of encounters during travels increased

- All encounters will take into effect the status of the kingdom, blight and area you are traveling to

- Encounter difficulty will be enhanced, adding possibilities of "bosses" being present

- Custom encounters will be added in future versions



Complete Item Overhaul

- DrUcross and I are currently mapping out a strategy to changing "all" item stats/requirements/etc

- No changes have been made so far but we are working on it

- Our goal is to have a full Item Overhaul Package in this mod



Individual Enemy Balances

- Currently working on changing balancing specific enemy types

- Certain enemies tend to spam their given abilities (like Charge, Overwhelm, etc)

- Also, enemy spellcasters are being looked at and given new and more powerful spells

- All changed and/or given spells will be in line with their origins, race and creature type

#38
reddragon567

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Joshua Raven wrote...

I ask to you, would you not notice your friend, standing 10 feet away from you, getting hit by a bolt of lightning or an arrow? Not only is it unrealistic (in most situations) but as the focus of this mod is to make the game more difficult, this will do just that. Add to that the fact that I find it annoying to be able to pull enemies one by one in an area swarming Darkspawn which should be screaming "touch us and we swarm you!!!", and you have three reasons why this mod changes this behavior ;-)


I think I need clarification. Usually, unless the AI bugs out, when I pull it's pulling the whole group of enemies, not just one at a time. Does your mod just make sure it pulls everything near or does it make it so that they will retreat back so that you can't pull them at all?

Because I am all for pulling everything in the area.

#39
Joshua Raven

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 Then this mod is for you, it pulls all the mobs who can visually see the mob being attacked :D

#40
Joshua Raven

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Items Package version 2.2 released. Introduces the first version of the new Lyrium Addiction System



See the wiki for a list of changes: http://wiki.jramods....ems/updates/2.2

#41
Joshua Raven

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For those of you who subscribed to this thread and are interested in updates, here's a list of planned changes for the next Items Package update:

http://wiki.jramods....ms#future_plans

Modifié par Joshua Raven, 08 décembre 2009 - 03:45 .


#42
Astrid Bashir

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uhm from what i read and correct me if i am wrong does that mean that you crippled the mages?

#43
Joshua Raven

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Not sure where you got that idea from. Only the staffs will be nerfed yes, but that's hardly "crippling the mages". But yes, if you consider the staff the primary weapon of your mage then those changes certainly aren't for you.

To clarify a bit more: We will be addressing mages but I don't want to nerf them. I just want to make them more fun and make them less of a one-man-army. We also have internal documentation on how to tackle the mages and their spells, will update the spells package wiki page later with these planned changes so you can see for yourself.

Modifié par Joshua Raven, 08 décembre 2009 - 06:57 .


#44
Joshua Raven

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I've updated the Spells Package wiki page to include a lot of the planned changes to the spells system in the next version of the Spells Package.



Feel free to comment on the changes, nothing is final yet but we are getting closer to the point where we actually start implementing all these changes.

#45
Astrid Bashir

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i didn't feel that a mage is a one man army in the game. in fact i found the sword and shield warrior type or the dual assassin rogue to be quite it. in fact except the spellweaver and one staff that escapes my mind a bit i was not very impressed with the mage weapons. Arcane warrior sure was fun to play but he was no warrior really. plus the delay to cast due to sheathing kind of balanced them quite a bit. in fact with my mage i reached lvl 20 and with warrior and rogue 21.

thanks for clearing out the wrong impression. nightmare difficulty sounds like fun :)

P.S. i think Morrigan and Wynne were the only overpowered mages in the game :)  

Modifié par Astrid Bashir, 09 décembre 2009 - 04:33 .


#46
Astrid Bashir

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my 0.2 cents regarding the spells package.

the schools idea sounds interesting. although i think the bar is more like a simpler visual aid of how close you are on completing the school and earning an achievement.

the 20% less cooldown sounds like a lot. 25% resistance also. especially if you have an arcane warrior wearing juggernaut combined with dusk and dawn. and staves etc..

about the variety enforcement, i don't think the way spells are right now make you spam same spells in fact i often found myself in a difficult position because i wanted to spam and i couldn't :) good i had morrigan with me :)

one good idea in order to do that imo is perhaps by limiting the combos of spellcasters. i.e. with one mage i had full pyro, and morrigan was full on frost naturally, so this made us an unstopabble combination. if someone chooses to play with morrigan and wynne and his chosen wizard pc plus a rogue.. i do not think there is going to be anything that will stop you. I would simply have morrigan and wynne hate each other so much,(as they should) that they can't be in the same party. :) OR if you put them together you get penalties due to lack of concentration and nervousness.

regarding willpower yes, i believe something should be done since as you said, it makes no difference really... the Lyrium addiction idea is good. i would implement it slightly differently if i could. that is would increase the amount you need to drink, this would make it an extremely expensive habit and you would have to cut down eventually in order to return to normal levels over time. also after certain amount and/or if you get overdose you could paralyze every now and then, get poisoned.. or things like that happening to you due to your sickness. no major reduce of resistances.

regarding the earth spells, i would actually reverse the order, with petrify not last, but before last and earthquake last and slightly more powerful.
frost and fire weapons spells would come first, not second, and yes decrease a bit. (this was real spamming) and so on and so forth. this way sells would be a bit more streamlined and "normalized"

i guess this was a bit more than 0.2 cents :) you can buy a beer or non alcoholic beverage of your liking with the rest :)

thanks for reading ;)

Modifié par Astrid Bashir, 09 décembre 2009 - 05:11 .


#47
Joshua Raven

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First things first...

Astrid Bashir wrote...

i guess this was a bit more than 0.2 cents :) you can buy a beer or non alcoholic beverage of your liking with the rest :)

thanks for reading ;)


I'll go with a nice cold Corona and a slice of lemon :wub:, if that's okay with you.


my 0.2 cents regarding the spells package.

the schools idea sounds interesting. although i think the bar is more like a simpler visual aid of how close you are on completing the school and earning an achievement.

the 20% less cooldown sounds like a lot. 25% resistance also. especially if you have an arcane warrior wearing juggernaut combined with dusk and dawn. and staves etc..


Obviously the 20% is when having unlocked all spells of a specific School of Magic. But still, you might be correct, and if testing brings up the issue of 20% being too much, it will be toned down, as is the case with every other number documented on the Wiki.

about the variety enforcement, i don't think the way spells are right now make you spam same spells in fact i often found myself in a difficult position because i wanted to spam and i couldn't :) good i had morrigan with me :)


It's obviously different from each persons playstyle, these changes where made on account of the issues/limitations we encountered while playing the game and this was one of them. But yes, for some this might never have been an issue anyway.

one good idea in order to do that imo is perhaps by limiting the combos of spellcasters. i.e. with one mage i had full pyro, and morrigan was full on frost naturally, so this made us an unstopabble combination. if someone chooses to play with morrigan and wynne and his chosen wizard pc plus a rogue.. i do not think there is going to be anything that will stop you. I would simply have morrigan and wynne hate each other so much,(as they should) that they can't be in the same party. :) OR if you put them together you get penalties due to lack of concentration and nervousness.


We had this in our initial plans but scrapped it as we really don't want to limit people in the way they enjoy this game. If we started introducing penalties to certain party combinations we'd be shutting out a lot of people and we really don't want to start doing that.

The way I considered this; if I was looking for a nice difficulty/gameplay mod and found this one, then learned that it "forced" me not to play with Morrigan and Wynne, I'd gladly skip the mod and look for anything else.

So no, no party limitations for now, perhaps in a separate package later but we'd rather solve the issues in different, less intrusive ways.

regarding willpower yes, i believe something should be done since as you said, it makes no difference really... the Lyrium addiction idea is good. i would implement it slightly differently if i could. that is would increase the amount you need to drink, this would make it an extremely expensive habit and you would have to cut down eventually in order to return to normal levels over time. also after certain amount and/or if you get overdose you could paralyze every now and then, get poisoned.. or things like that happening to you due to your sickness. no major reduce of resistances.


Actually, the current Lyrium Addiction System already reduces the amount of Mana recovered by 5% for each next level of addiction. We had this at 10% before the release but found it too extreme which meant you got no mana at all at level 10, which was too quick.

The paralyze/poison idea is really nice and I'll look into implementing that in the first version of the Consumables Package, where the potion changes are moving to. Thanks for that!

regarding the earth spells, i would actually reverse the order, with petrify not last, but before last and earthquake last and slightly more powerful.
frost and fire weapons spells would come first, not second, and yes decrease a bit. (this was real spamming) and so on and so forth. this way sells would be a bit more streamlined and "normalized"


100% agreed. Earthquake should come last and the weapons spells should come first. We'll likely be changing the order of other spells as well, I just haven't documented this yet.


Thanks for all the feedback, really valuable information and I hope you'll enjoy the final product. *takes another sip from his Corona* :whistle:

#48
Astrid Bashir

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about the party limitation thingie, well this could be nicely balanced by enraging more the berserker because of all the situation that is going on between them lets say :) so this way giving limitations at certain characters and strength to others by choosing more carefully your party members. imagine how much irritated sten could have been with zevran talking non stop :) this would be a bit complicated to balance properly and not limit the player from selecting certain party members but rather make more interesting combinations that would make sense gameplaywise not just idle chatter lines.

and as for the corona well cheers to that ;)

Modifié par Astrid Bashir, 09 décembre 2009 - 07:27 .


#49
-Thalrane-

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Just wanted to say great work with this mod. My favorite feature is the modularity. It lets me grab the changes I want, but avoid the ones that don't quite suit me. Thanks for all your hard work!

#50
Joshua Raven

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I just updated all packages to version 2.5. It includes a lot of new changes like a Shield Blocking System, a Health over Time System and other changes. See the wiki for all the latest changes.



The wiki will get all the latest updates on there later today