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[RELEASE] Dragon Age Mutator


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#1
TheMutator

TheMutator
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Well, since my old topic seems to be locked and I'm unable to post
there I'm forced to create a new topic so please bare with me.
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Dragon Age Mutator Project Page

New Mods in 008
R1: Summoned creatures do not disappear
After area transition and traveling summoned creatures will remain
instead of being removed.
R1: Containers and dead foes are more likely to contain coin
There is now a chance on nearly every enemy and box to contain a random
but still balanced amount of coin for all those heroes who like shopping.

Modifié par TheMutator, 27 novembre 2009 - 10:50 .


#2
TheMutator

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Meanwhile I'm at version 010:

R0: Spellcasting can't be interrupted
R0: Finishing moves happen more frequently
R1: Death Syphon and Death Magic improvements

And the specialization unlocker has been changed to a much more reliable and safer  "unhider".

#3
TheMutator

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Version 011 is out:

R1: Open locks with warriors "bravery" and mages "staff focus"
These talents are now active and can be used on locked objects. They can open any pickable lock no matter the difficulty but there is a cost involved. Since forcing open locks damages the content, the spell automatically removes a small amount of silver from your possession.

Modifié par TheMutator, 03 décembre 2009 - 10:20 .


#4
TheMutator

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Version 012 is out:

R0: Chain Lightning electrifies the enemies for a while
After the initial impact each foe will twitch and suffer electric damage for a while and is therefore unable to move or act. Completely with visual effects. Also, the cooldown has been reduced by 25%.

R1: All locks are open to everyone
You think picking locks is for wussies? Well, use this mod and then won't be any need to pick anything ever again. But you won't get experience for unlocking either.

R0: The Wisp spell increases movement speed of the party
In addition to the usually benefit to the caster, the wisp now increases movement speed of the whole party.

(FIX) R1: Summoned creatures do not disappear
After area transition and traveling summoned creatures will remain instead of being removed. An exception is Flemeth's Hut. If you have troubles with your summoned creatures, go there.

Modifié par TheMutator, 08 décembre 2009 - 01:50 .


#5
TheMutator

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Version 014 is out. Use the link in my signature to read about all the new mods and changes.

#6
LyonVanguard

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I love your program. I use it all of the time. Keep the updates coming.