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


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#26
Joshua Raven

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For those of you who couldn't see the files to download, they should be there now...

#27
DaZugZug

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I love this mod. =)

#28
DragonRageGT

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I'll prolly try it after I finish my current "normal Nightmare" run. But you guys could name the whole thing as "Hell difficulty" package... hehe...



Nightmare has always been the middle difficulty setting.. in an old game still rated as the best ever (in GSpot at least), where everything started!

#29
Joshua Raven

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RageGT wrote...

I'll prolly try it after I finish my current "normal Nightmare" run.


Just to let you know. This mod can easily be activated and deactivated in the ingame "Downloadable Content" menu. So you can even try it with your current save (for example, try a save about 10 to 20 minutes ago) and see how you feel about the changes.

Don't like them? Uncheck the Packages and game on. But if you do like it, it might make your first playthrough even more enjoyable ^_^

#30
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!

#31
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 .


#32
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

#33
Joshua Raven

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Just sharing what I just posted on the description page of this mod, these changes are currently in development (some further along than others):



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

#34
SheffSteel

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I'm not sure I'm going to use this, but I am very glad that you've made the effort. In particular I felt that the vanilla game's injuries were a bit of a joke, so kudos for being motivated to do something about it.

#35
Joshua Raven

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SheffSteel wrote...

I'm not sure I'm going to use this, but I am very glad that you've made the effort. In particular I felt that the vanilla game's injuries were a bit of a joke, so kudos for being motivated to do something about it.


Remember that you can easily pick the changes you want in your game by only installing the Packages you like. In your case, since you like the Injury changes, you can simply install the Injuries Package and have those changes without any of the other changes being forced upon you.

Hope that helps you in making the game more fun =]

#36
Guest_krullstar_*

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You are definitely on the right track here!

Modifié par krullstar, 01 décembre 2009 - 11:14 .


#37
Crowtac

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Hats off to you Joshua. Im loving this mod so much this is really how nightmare mode should have been!

I've seen the game over screen quite a few times since using your mod (only saw it about once when played through on nightmare vanilla) and im loving it!



Im finding that tatics play so much more a part of the game now where before (on vanilla) I could just run in and let my group fight with their pre-ordered tatics whilst I myself ate a sandwich and had a drink and watch them with boredorm!



But now it's whole new ball game and I dare not take my hands from my keyboard. 10/10



(The only package I did remove was your spell package as My staff attacks where doing no damage and whilst on a quest in Denerim (The blood mage hideout) The blood mages there would cast a single chain lighting spell and instanly kill all my group..maybe something to look into? Apart from that I would highly recomended downloading and using this mod for anyone who wants a real challenge!)








#38
SheffSteel

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Actually I like the sound of more than just the injury fix. I'm just uncertain of whether to download mod or get the entire toolkit myself.

But I have two playthroughs to finish first.

#39
Joshua Raven

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Crowtac wrote...

Hats off to you Joshua. Im loving this mod so much this is really how nightmare mode should have been!
I've seen the game over screen quite a few times since using your mod (only saw it about once when played through on nightmare vanilla) and im loving it!

Im finding that tatics play so much more a part of the game now where before (on vanilla) I could just run in and let my group fight with their pre-ordered tatics whilst I myself ate a sandwich and had a drink and watch them with boredorm!

But now it's whole new ball game and I dare not take my hands from my keyboard. 10/10


Thank you for the kind words and I am glad you are enjoying the game.

(The only package I did remove was your spell package as My staff attacks where doing no damage and whilst on a quest in Denerim (The blood mage hideout) The blood mages there would cast a single chain lighting spell and instanly kill all my group..maybe something to look into? Apart from that I would highly recomended downloading and using this mod for anyone who wants a real challenge!)


Actually, the Spells Package doesn't alter anything about the staff (though it is in the planning for future versions) so it might be a conflict with other mods. I'll take a look at the Blood Mage. I did change (fix) the lightning spell to become more powerfull for each point in Spellpower. So perhaps the BioWare devs gave that Blood Mage a gazilion Spellpower points, which would explain the instadeath scene:whistle:

#40
Elanareon

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I don't like some if the changes in the core packages. Is it really required?

#41
Joshua Raven

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Which changes in the core package don't you like? All that is included is the Dexterity Fix, which fixes a bug that was acknowledged by BioWare so even if you don't like that change, it'll still be there when the new official patch arrives. Nothing else is included in that Pack, for now. All other changes where split off to different packages in the 2.0 release. I'll update the first post to make that more clear.

#42
Elanareon

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Is that so? Well im using the dex hotfix now so i guess ill try it then, but the player dmge reduction reduce by 10% those things like that i saw on the website. Seem to be just gimping yourself. Just dont want to change anything with the core rules. Jusy the group pulls and the injuries

#43
Elanareon

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- Base spell resistance for players lowered by 10%

- Trap damage received increased by 33%

- Damage vulnerability increased to 10%

- Healing multiplier reduced to 75%, healing 100hp will now only heal 75hp

- Enemy flanking bonus significantly increased

- Enemy elemental damage modifier increased from 5% to 10%



All of this.. hehe





- Enemy special ability usage increased



This one the only thing i like :D

#44
Joshua Raven

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Those changes are included in the Difficulty Package, not in the Core Package. And while I can see why you only want those changes, it's impossible to place them in a separate package as those changes are all changed in the same file and thus need to be in the same package.



You can still install all packages and set the difficulty on normal or hard, that way you still get the above negative changes but with slightly less impact for each lower difficulty level.



If you want group pulls and injuries, install the Enemies and Injuries Packages next to the Core Package, that should set you up nicely.

#45
dienon11

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Will be checking this out after my run thru NM. Thanks!

#46
Guest_krullstar_*

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This mod is very impressive. No longer spam potions in battles, the AI seems smarter - they don't wait to be picked off one by one.



Great work! If you have time perhaps you can check out a thread I started called 'Fundamental Flaws'. In it I highlighted what I felt were loopholes with current battles - not sure if you will be able to address any of them but incase you can - please try!



Again, really good mod!

#47
Joshua Raven

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krullstar wrote...

This mod is very impressive. No longer spam potions in battles, the AI seems smarter - they don't wait to be picked off one by one.

Great work! If you have time perhaps you can check out a thread I started called 'Fundamental Flaws'. In it I highlighted what I felt were loopholes with current battles - not sure if you will be able to address any of them but incase you can - please try!

Again, really good mod!


I've subscribed to your thread and am looking into the possibility of fixing these "bugs". Obviously the "NPC Static Behavior/Lack of Respons" bug has already been taken care of with the Enemies Package but I also dislike the other bugs/features you mentioned so will definitely be looking into them after I've released the new Items Package at the start of this weekend.

#48
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

#49
badkenbad

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I really appreciate what you're doing with your mod, especially the modularity of it. Unfortunately I don't see myself using it because you have quite a few non-difficulty related things bundled in there. Stuff like frequency of special animations really has nothing to do with difficulty. Also, revamping the spell system without a huge amount of playtesting sounds like a recipe for disaster.



Most of it is great, though, especially the changes to healing, player health, enemy groups, and I like the direction you're going with potions. The concept of lyrium addiction & withdrawal is just brilliant.



Keep up the great work!

#50
Joshua Raven

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badkenbad wrote...

I really appreciate what you're doing with your mod, especially the modularity of it. Unfortunately I don't see myself using it because you have quite a few non-difficulty related things bundled in there. Stuff like frequency of special animations really has nothing to do with difficulty.


Well that's why it's all modular. The death animation frequency is a *very small* change in a list of hundreds of changes so it really shouldn't have that much of an impact whether you're going to use the mod or not. So far almost all (save for a very tiny amount of changes) have been focused on difficulty.

Also, revamping the spell system without a huge amount of playtesting sounds like a recipe for disaster.


We've been working on this for quite some time now and agreed that we won't release anything before we believe it's fun an balanced. The spell changes that are in the mod right now are small and only add to the difficulty without changing anything too drastically, so that shouldn't be a problem for now.

Most of it is great, though, especially the changes to healing, player health, enemy groups, and I like the direction you're going with potions. The concept of lyrium addiction & withdrawal is just brilliant.

Keep up the great work!


Thanks. I hope you give it a try with only the packages you like. There's still a lot being planned and I hope to release new updates on a weekly basis for the next few weeks at least.