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Belial666

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Fledgling Fyora

Fledgling Fyora (1/17)

  1. No problem. And thanks for pointing out my mistaken assumptions.
  2. Well, the system had to be able to handle bigger numbers because the various bosses were using them, either in their attacks or in their stats, or both. Since a continued progression is probably easier to code than entirely new abilities, there was a chance the caps applied only to levelling choices and could be sidestepped. A mod that might work would be a replacement in-game level-up tool that tracks high XP for levels 30+, gives you the appropriate stat/hp/vitality and 'points' and edits in the changes you select on spending them. Sort of an integrated CE table, except only giving you the appropriate point/stat amounts. As I said though, I got no programming knowledge on how to make something like that. And yeah, I always was a fan of the sorceress.
  3. Thanks for the reply! Now trying it at level 90 to see what happens. Game engine seems to be working OK - at least as far as vitality/health/ability/stat points are concerned. Since the game seems to be recognizing high stats/skills/levels fine when the caps are manually sidestepped, could a cap-removing mod be created or something? I got no programming skills so if I want to play without caps, I have to rely on manual updates via Cheat Engine.
  4. Assuming that the various caps could be removed or bypassed, could people that have finished higher difficulties give an opinion on the following? 1) Would a high-powered Torment run (such as with your hands being at twice normal levels) be worth it? 2) At what level of power could a solo character beat Torment difficulty without it being boring? 3) What level would you say reflects Redbeard's personal power when we had to fight him in the first game? (because I always wanted to get my sorceress that kind of power ever since that fight - Natalie has the right idea, you know?) 4) Are there any level-dependent story/mission triggers that high level/stats might mess up?
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