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Gameman112358

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Everything posted by Gameman112358

  1. Oh really? The cursors were okay? Huh. It was probably a problem on my end if that's the case. I will admit, the stun lock is pretty strong. Pretty much what IMO the Glaahk's melee attack should really be: a decently powerful stun lock melee attack (not as strong as the paralyzing blade, though). I have no idea how to alter the finale text or the flags that control which text gets selected. Though I do wish it was possible to simply disgrace Rawal in general once you get rid of the control tool + you're working for a Shaper councilor that trusts you. You'd think that I could simply tell the Shaper councilor that he has a Geneforge, and then I get to execute Rawal for violating Shaper law so badly without any serious repercussions from the Shapers (Killing Rawal forces you into Ghaldring's faction, whether you like it or not). It seems like Rawal is untouchable, even to us modders. XD
  2. Yeah... it seems Litalia just gets more and more insane (and powerful) as the series goes on. Starting from GF3, she's already insane. The games after that simply make that insanity even worse. XD I wasn't really too surprised when Litalia said she and Ghaldring designed the control tool way before Rawal. Considering who the two of them are, I'm not really very shocked to hear it. "I didn't see any atrocity or crime in GF that Litalia hasn't commit already" I agree wholeheartedly. I'm actually struggling to think of something really evil or insane that Litalia hasn't done already. XD XD XD
  3. Tried it; there's no applicable command to change the amount of essence a character has the same way you can change the max health of a character. Probably the same with the max energy of a character, though I haven't really tested the energy part.
  4. The stat for stealth is 215, I think. So that's the stat you're looking for if you want stealth to affect your options in the game. Also, you can only add onto the stealth stat via items in the game; you can't use alter_stat to change the stealth stat of your character; you'll get an error saying "procedural text error in line x" or something like that (I was planning to give Agents/Infiltrators a built in increase to their stealth stat via alter_stat. Wasn't pleased to find out that the Stealth stat can't be increased with alter_stat. On the other hand, you could just simply give the Agent and Infiltrator a charm (item that works as long as it's in your inventory) that increases the stealth stat). I also have no idea if it's possible for the game to check your Stealth stat, but then again, I've never tried it. Though alhoon, I'm curious what you have in your mods that would make you use the Stealth stat as an indicator. Do you have something where if you don't have stealth, all enemies in the area are alerted and zerg rush you? XD
  5. I seriously don't know why people change their username so frequently. I feel that just confuses people, who are probably like "Why the heck are these people changing their username so much?" XD Anyways... Do you need a lot of the Stealth stat for it to be effective? Most items that grant stealth only give like +1-2 Stealth, which I doubt does a whole heck of a lot. Does the Stealth stat do anything regarding mines? Can you get closer to the mine triggers without making them go off? I heard that Stealth affected mines, but I'm not sure whether or not they really did. Even if it didn't do anything to mines, the fact that it makes it easier to sneak by enemies is pretty good already. Might just add it to a couple of the artifact items my mod will have (I'm actually bringing back a lot of the artifacts that were from older games, like GF3 and GF4, with some buffs and other modifications. There will be custom artifacts, but a lot of them are going to be a nostalgia trip for those that played those two games. Won't spoil what I'm putting in exactly, though).
  6. Oh, thanks for reminding us about the rules. Quick off topic question: why does your username change every time I see you in a thread? I don't even know what your original username is because of it... XD Back on topic, does anyone know if the Stealth stat does anything? Or is it a useless stat to ignore?
  7. Drakons, Ur-Drakons, and Unbound actually have no resistance to energy attacks. It means that any attack that does magical damage is going to hit them pretty damn hard. They've got lots of HP, but magic attacks will chew through that HP very quickly. It's why the Wingbolt's attack is so effective against them. Same with the Gazers. EDIT: Quick question, does the Stealth stat do anything? I've noticed the Assassin Boots and some other items have a +x to Stealth, but I have no idea what it does exactly. If it does something cool, I'll consider putting it on one of the upcoming artifact armors that I'm making.
  8. Dealing with Unbound doesn't involve strategy. Strategy doesn't matter when you're dealing with creatures loaded with so much power to the point that they become mindless beings out to destroy everything in their paths. Do not think that just because you could deal with Guardian Makar that you can deal with the Unbound. Maker is meant to be a mid game boss that is prepping you to transition towards mid-late game (Storm Plains). He's not that tough, compared to other Shapers (Who are waaaaaaaaaaaaaay harder to kill than that old, arrogant idiot). I will admit, fighting the Unbound in Gorash-Kel gets ugly fast, even if you have high powered creations. If the smaller creations roaming around the area don't kill you (I've died to the pack of Cryodrayks in the area, which is how I knew about the fact that NPC cryodrayks could attack twice... XD), the Unbound with their high powered attacks and AoE auras will kill you. Their melee attacks are far less threatening, fortunately. And I think Wingbolts, Gazers, and a few other creations are highly resistant to the Unbound's regular ranged attack, so you can probably tank their attacks with those. Simply use the Wingbolt/Gazer/etc to aggro the Unbound. Also, don't fight more than 1 Unbound at a time; I tried that, and got absolutely slaughtered. I did have the temptation to make it possible for the PC to create Unbound, replacing the Ur-Drakon that the PC can create (It can be done, with some effort). I got rid of that idea later, mainly because: 1. It would be horribly game breaking. They're expensive (Since they're taking the Ur-Drakon's slot, they're going to cost a lot of essence) and difficult to get (You need very specific conditions to have access to Ur-Drakons, since no trainers teach you how to make them, and the canisters for the skill are extremely difficult to get) but you'd need only one of those monstrosities to win most engagements, and you can create more of them at will. High health, can attack twice, ridiculous attacks, etc. 2. Lore wise, the Unbound were completely uncontrollable, I think. The Drakons were able to keep them pacified until they reached Shaper lands, but they couldn't control them after that. I remember in GF4 where you and a few other NPCs (Won't spoil, but one of them is pretty damn important, and is seen in GF5) had to fight Unbound to "test their effectiveness"(Which in my head translates to "The Drakons are trying to kill me, again..."), and the Drakons were unable to get them to stop when you succeeded in proving the Unbound's strength. They had to send a kill command to the Unbound, killing them (Setting me against the Unbound so callously is why I absolutely refuse to join the rebels in GF5; they're even further off the deep end than in GF4!). So it would make little sense for a random lifecrafter to be able to control Unbound fully when the Drakons were completely unable to do so. EDIT: P.S. The new artifact armors I'm planning are going to be taking a lot of script lines. I can only hope that there's enough space to put the new armors in. I'm putting in artifact shields, chest armor, and cloaks. I'm also planning to bring back a few old artifacts from past games, possibly with some buffs. I would hope I won't have to delete anything to add them in, but if I have to do it, so be it. EDIT 2: I'm also thinking about adding artifact necklaces and rings, as well. Though I don't know if I'll go through with this one because you can craft some necklaces already (nothing for rings though), and there are some very strong necklaces and rings in the game already (Talisman of Might for example) EDIT 3: I'm looking at how much the existing artifacts in GF5 can be sold for. Interestingly enough, it seems like all of them have the it_value set to 0, meaning that the artifact isn't worth anything. Perhaps Jeff thought people shouldn't be selling the artifacts for huge amounts of cash? Convenience? EDIT 4: Removed certain spoilers. Really need to stop typing spoilers every time I post something. XD
  9. I don't think you can get Shaping skill training from Quothe. You can learn how to make new creations for him, but I think he only offers Magic skill training with the skill training thing. I think the reason why skill training is so expensive is that you're getting stats using money instead of using level ups. You're essentially getting "free" stats as long as you have the money using skill training, saving you skill points that you can use elsewhere, whereas using your available skill points not only has an opportunity cost (If I put points into Shaping, I would have to consider what I'm not going to get at the moment. If you're a Shock Trooper, for example, you have to give up some of your combat abilities for better Shaping. Not the best example, but it fits), but you have to kill a lot of sh*t to get level ups. Yeah, I'm talking about that quest line Quothe gives you. You get cheaper training from him after your first quest, though, so you could simply just do the first quest and ignore the rest of the quests until you're ready. For the first quest, you just have to get to the entrance of Gorash-Kel; you don't have to go in super far or fight anything, just send a creation to the entrance, get the dialogue pop up saying about you stepping into the fort and some other stuff, then just leave. The first quest is not hard if you know what you're doing. The second quest has you kill an Unbound that are wandering the Fens. Those aren't as dangerous as the ones in Gorash-Kel, since they only have their regular attacks; they don't have any crazy AoE aura attacks to use on you. Just charge in with a bunch of melee creations, force the Unbound into a corner, then have the melee creations wail on it. Unbound melee attacks sucks compared to their ranged attacks, so it shouldn't be hard to heal the damage being done to your creations. The third quest... yeah, that one is definitely for later, since you have to clear Gorash-Kel, meaning kill all of the Unbound in the place. The Unbound in Gorash-Kel have AoE aura attacks that can wreck most of your party, and the area is littered with high powered creations (Patchworks, Podlings, and Cryodrayks that can attack twice) in large numbers. I was considering increasing the reward that Quothe gives you for this mission, since the reward he gives at the moment (Grounding Plate) is pretty lousy for what you had to do. Perhaps one of my upcoming artifact armor items + one of my artifact weapons will suffice... Also, speaking of armor, I'm also planning to add a few new Artifact Armor items as well. So that's artifact batons + artifact swords + artifact armor. I've noticed that you have artifact greaves, gloves, boots, and belts, but nothing for regular chest plate armor, cloaks, or shields (There is a recipe to make the Perfected Cloak, I think, which is a Shaped Fiber Cloak + Purifying Elixir, but there is no artifact cloaks to craft with it. Plate armor is great for protection, but the weight and decrease to Chance to hit makes it hard to use. Shields straight up suck; too heavy for what they give). I'm planning to add new items for the three types of armor I mentioned. Most of the shields and armor are pretty heavy, so I imagine more combat oriented classes, which already put stats into strength, would benefit more than say, a Shaping class. Could change though; we'll see what happens. ...also, I just realized that my "little" mod is not going to be so little when I'm done with everything I mentioned. This game's so much fun to mod, it literally sucks you in, and you think "Oh, I'll just add 1 more tiiiiinnnny thing", and then when you're done, you realize you've made something that's absolutely massive. XD XD XD
  10. ^Precisely. Meaning that the moment a player uses skill points to raise a certain skill, skill trainers won't be able to train you in that skill (Ex: If you raise Battle Magic by 1 via skill points, you can only learn +1 Battle Magic from Quothe, not +2). Doesn't help that skill training is very expensive until you do quests for certain NPCs. To make a list: - To make weapon training in Isenwood's Spire cheaper, you need to complete Rawal's 3rd task for you, which involves going to the Storm Plains and stealing something for him. Unless you have a ton of coins available to you to buy all of the skill training early on (Highly unlikely), then it's better to wait until you complete that quest. That's mid-late game already, meaning that the combat boosts are useless, since a player must've already increased their weapon skills at that point, especially if you're a Guardian/Warrior/Shock Trooper class. I honestly would've made it so that you either got the cheaper weapon training the moment you complete Rawal's 2nd quest, where you're still in the Mera-Tev, or simply made the skill training cheaper right from the start. It wouldn't be hard to change the scripts to do so, actually... - Quothe's Magic skills training is relatively easy to make cheaper, since all you have to do for him is his first quest, which can be done with little problem if you know what you're doing. That being said, the skill training is still not that cheap even after you do his quest (I believe you needed like 800 coins to increase one of your magic skills by 1 point, Spellcraft training required ~1200). It is easier to get magic training from Quothe, though, since you have to do less to make it cheaper and you get it relatively early on (Mera-Tev). - Shaping skill training (Fire, Battle, Magic, Healing Craft) is very difficult to get, since the only NPC in the game that will teach Shaping skill training to my knowledge is Sage Pavyl, who won't give you skill training unless you join Alwan's faction, which is problematic for players that don't like his faction either for thematic reasons (There are people on here who don't like Shapers, for reasons that I can understand; Alwan IMO is waaaaaaaaaay more level headed than the other Shapers, but he's still a Shaper, after all) or for gameplay reasons (Late game already; surely the player has to have already put points into Shaping skills already at this point, unless you knew this information beforehand and prepared for it. Have fun with weak creations until then though...). You could just simply take the skill training and run to another faction I guess, though that's not really my cup of tea (Something about betraying a faction makes me uncomfortable... I don't know why). Because of how difficult access to skill training is, the fact that most of it aren't useful at the stage of the game you're in, coupled with the fact that they're all very expensive to get, skill training is something that I imagine most players would not bother with. Though I think there is a workaround, if you're willing to do scripting. Basically what you do is set the skill training to a flag, then once you pay the money to an NPC, the NPC will give you that skill training via alter_stat, which will raise the number on that flag, until the flag hits the point that you are unable to get training. For example, the flag starts at gf(1,1,0) at the start, before you get training. You pay the NPC, they train you and give you, let's say, +2 Spellcraft. It raises the flag from gf(1,1,0) to gf(1,1,1), which means that you cannot train in Spellcraft again. Rinse and repeat for all trainers. It does require more dialogue options to do so, however, which means that more lines have to be added into the script, so modders be careful, since the scripts do have a maximum limit on how much you can put in them. Not really something I'm focusing on at the moment (Artifact Blades is my current focus at the moment), but it is something for modders out there to keep in mind, since doing this would make skill training relevant regardless where you are in the game (You can use your skill points and still get the training, for a cost, of course).
  11. Err, trainers can only train you in magic if you haven't already increased your magic skill already. Meaning that if you want to use the trainer to train up magic, you would have to not put any points into magic until you've gotten the +2 from the trainer. And the training isn't what I'd call cheap IMO. Carnelian Gloves give +1 Battle Magic, you're right. Don't know what necklace you're talking about that boosts magic; tribal fetish? But the Magic training has to be done first before you spend level ups on magic. And I've played through the same; there aren't any canisters that boost the magic stat early on. Heck, canisters that boost stats are pretty rare in general. But it doesn't matter, since I've already nerfed the +6 Spellcraft to +3 Spellcraft. Also added in the stuff you suggested for the Hypothermic and Corroding Blades.
  12. Hmm. Energized Sword's Spellcraft boost is pretty high, now that I look at it. My line of thinking was that +Spellcraft would make it more geared around a caster, since you would still need Battle/Mental/Blessing Magic stats to use any of the stronger spells. Guardians/Warriors/Shock Troopers have very expensive magic, so they would need to wait for the mid-late game artifacts that boost magic before they can utilize the +Spellcraft. That being said, I'll cut the +Spellcraft in half, so +3 Spellcraft. The attacks do pure fire damage, with an energy DOT on top, meaning enemies that are resistance to either one (Drakons, Drayks, other high powered enemies) won't be hurt too much by this sword. Keep that in mind. (I might change it later) Melodious Sword was a sword that I did a lot to make strong. I will admit it would be pretty strong in terms of stat boosts, though at the same time, it does require the Singing Rapier (Pretty bad sword IMO; gives +2 Quick Action, +1 Parry, not so strong attack, you get it too late for it to be useful), which you can only get by doing a Trakovite quest. It's that quest you get from Caretaker Eloise, the quest where you have to go to the Storm Plains, find and talk to a certain NPC, and give them some money so they can return to the Trakovites. That takes time, and by then, you're in the Storm Plains already; the enemies you're facing are going to be much tougher than they were in the Mera-Tev. Quick Action and Parry from my experiences don't trigger too terribly often, so I didn't really hesitate to increase their stats, especially since Parry has been nerfed a lot from its previous incarnations (You would need a lot of parry to even have a chance to block attacks, so...). I don't think it's too bad, considering when you get access to it, but I might change it later. Hypothermic and Corroding were due for some buffs, I will admit. +15% to hit is a good buff, I think. The Hypothermic Blade's +25 Melee Damage Protection was going to get an increase, to +50. EDIT: Swords have been changed based on some of the feedback you gave me, alhoon. EDIT 2: Also, this forum is really freaking empty most of the time. I know Geneforge as a series is really old, but still, you'd think there would be more people here...
  13. Alright, I've made 5 artifact blades that can be created by the PC. These blades are: Energized Sword (Requires Flaming Sword, Purifying Elixir, Lightning Crystal, and Flaming Crystal) +25% Energy Resistance +25% Fire Resistance +3 Spellcraft (Was +6) +50% Energy Preservation Attacks do pure fire damage (no physical), places the Searing Lightning status effect on enemies. Can be stacked with other enchantment gems. Corroding Sword (Requires Oozing Sword, Purifying Elixir, and two Bile-Infused Crystals) +25% Poison Resistance +25% Acid Resistance +50 Damage Shield +15% Chance to Hit (NEW) Attacks do physical damage, places acid status effect on enemies. Can be stacked with other enchantment gems. (I was considering having the blade do pure poison damage, with the acid status effect, but then I saw that certain high powered enemies were very resistant to both damage types, so I scrapped the idea for the moment.) Hypothermic Blade (Requires Frozen Blade, Purifying Elixir, and two Ice-Infused Crystals) +25% Cold Resistance +3 Healing Craft +50 Melee Damage Protection (Was +25) +15% Chance to Hit (NEW) Attacks do pure ice damage, places the slowed status effect on enemies. Can be stacked with other enchantment gems. Paralyzing Blade (Requires Stunning Blade, Purifying Elixir, Radiant Crystal, and Ensnaring Fibers) +25% Stun Resistance +3 Mental Magic +20% Chance to Hit Attacks do physical damage, stun locks the enemy that is hit by the attack (Basically an enemy hit by this sword will lose all their turns. That's what it's supposed to do, anyway. If I find it doesn't, I'll buff its stunning ability further) Melodious Sword (Requires Singing Rapier (Which requires you help the Trakovites with one of their quests to get the sword), Purifying Elixir, and two Radiant Crystals) +3 Dexterity +4 Quick Action +4 Parry +2 Action Points Attacks do physical damage, apply the "cursing" effect onto enemies. Bug that I couldn't fix: the Hypothermic Blade, Paralyzing Blade, and Melodious Sword have the wrong attack cursors. Basically, when you hover over an enemy you want to attack, the cursor will change depending on weapon. Ranged attacks have a Javelin cursor, Melee attacks have a fist cursor. The three weapons mentioned use the Javelin Cursor. I've tried to fix it, but nothing works (I think it has to do with the fact that the weapons are occupying the slots that used to be taken by the mine spore batons in GF4.). Swords are fully functional otherwise. You will have to go to the smithy in Mera to get these weapons. And they do require a fee. 100 coins. I picked Mera because the PC will be passing through that area a lot while on their journey, more so if you're in Astoria's faction, so it's relatively convenient. That being said, the script for getting the items can be copy pasted to other smithies if you want. Feedback on the swords are welcome. Also, I would like to hear ideas on how to make Javelins better. I've been trying to think of ways to make javelins better, but I'm running into problems because giving them infinite ammo would make them too similar to artifact batons (not to mention I don't really have a reasoning behind infinite javelins), and I have no idea on how to make javelins strong, while at the same time unique to the batons. Stat boosts are out of the question IMO, since the Javelins are going to be consumed really fast, meaning that the stat boosts won't last for very long. EDIT: Blade stats have been changed a little bit, you can see which ones got the changes.
  14. NPC inventory is pretty damn empty then, considering the amount of items that the PC drops if he/she is killed (everything in your inventory) versus the amount dropped by NPCs (very little in most cases). Makes sense, given that their stats and attacks are built in; they don't have to worry about finding ammo or getting a blade, unlike the PC. Lucky them. XD I'm not joking, there are serviles in the game that can throw javelins, and believe me when I say they never run out; they just keep throwing... and throwing... and throwing... well you get the point. XD XD XD Also, I'm starting work on the Artifact Blades. Using the same script for my Artifact Baton mod, mostly because I want to make it easier for myself. Also, I do want to release an artifact weapons mod someday, so that's just making my life easier. Already got a few of the artifact blade's stats and materials needed outlined; I have swords that require the Flaming Blade, Oozing Blade, and Frozen Blade as materials, along with some other materials (attack crystals, like the lightning infused crystal for example. Not using enchantment gems, since the player can use them on the artifact blades on top of everything else. Besides, artifact batons already use enchantment gems as it is). Will update my progress as I go.
  15. Some variants of NPC Warrior Serviles use javelins, you know. By your logic, they should run out of ammo after a couple shots. XD Explain why the NPCs get infinite ammo then. XD XD XD Same case with the bows in Avernum; why do they never run out of ammo even though they should, hypothetically? At least both sides have infinite ammo... XD
  16. It wouldn't be hard, actually. Javelins actually have the same mechanics as batons; they use ammo to fire a projectile. Simply removing the ammo problem and giving the Javelins some perks would make them stronger, much like the artifact batons. Only problem is that I'm not sure how to ensure that artifact Javelins and artifact Batons are distinct from one another; considering that both are ranged weapons, I'm trying to think of ways to ensure that neither weapon would make the other redundant. Ideas welcomed. Artifact swords will be something I will enjoy making. Melee has always been sorta dead after GF3, after the multiplier nerf. It wouldn't be hard to set it back; simply set for "Broadsword" type weapons ab_effect_per_level = 8; to unnerf sword attacks, but at the same time, why not go a step further? Take unique swords, put more materials, and make them into very powerful ones. I'll get to that when I have the chance. Though I have some ideas on what to do with the swords. Not Vlish debuffs. More like "weakening" acid. The roamer I had in mind would use an acid based attack much like the regular searer, but it causes the 'weaken' status effect instead of poison. Though I'll be honest, most of the t1-t2 creations need buffs, with Roamers, Thahds, and Artilas being the worst offenders. Some upgrade variants as well; Plated Artilas aren't the greatest (I gave them 50% physical resistance in my experiments along with stronger existing resistances, and at one point, +2 AP. It helps them a bit.), and Pyroroamers straight up suck, which is why I'm considering these ideas. I'll be buffing and changing regular roamers first before I touch Pyroroamers (Btw, I'm making sure that NPC creations, friendly or not, don't get these buffs. These will be for PC made creations only; the enemy already gets a numerical advantage and other bullsh*t to throw at you, so it would be horrific if enemies were suddenly x20 stronger). I'm also considering replacing the type of Vlish that the PC can create at the start; Curse is good, but at the same time, looking at the variants of Vlish that can be seen, I want to give the PC a different Vlish type to make. There are so many to choose from, not mentioning the possibility of custom Vlish types. Just an idea.
  17. Oh yeah, let's just give an already powerful creation (Cryodrayks) the ability to move and still attack twice. That's totally balanced... XD I'm actually tempted to see how broken PC made Cryodrayks would be if the PC made ones had the +AP... XD (NPC Cryodrayks get +4 AP, btw) Maybe not to the level of the Savage Cryoa, considering how strong it is, but it would be closer. Increase the level of PC made Cryoas (NPC ones are unchanged) from 12 to 16, and give them cr_nimbleness = 20; (Makes them harder to hit; in this case, 20% harder to hit. 30% -> 10%). I don't know, I'm just thinking of ways to make lower level creations viable. Also, btw, I think I'll be dabbling in Artifact Swords, once I have the time. I think I'll be doing something a little bit different this time; this time, you need a 'unique' sword from the start, like the Captain's Shiv or the Stunning Blade, for example, instead of just taking a generic sword. You then put Purifying Elixir onto them, which will boost them, much like Artifact Batons. You can then put certain materials to really make them powerful, again, much like the Artifact Batons. These swords will have a set specialization based on the starting sword and the materials put in. I'll probably be changing things regarding the swords as I go, so feel free to give me suggestions. EDIT: Also, I'm trying to think of what to replace the Pyroroamer with. The main problem is that the Pyroroamer is pretty bad as a creation, but it's really damn cheap in terms of essence costs. Putting a super strong roamer variant into that slot would create a lot of problems, simply because it's not difficult to get the Roamer's upgraded form early on, and as noted, it isn't terribly expensive to create them and increase their stats. Considering maybe buffing the regular roamers first, then make the cheaper upgrade more of a side-grade; essentially, the new roamer form would be very strong in terms of damage, but it would be a glass cannon; it wouldn't need too many hits to die. Alternatively, it could be the other way around; does less damage than a regular roamer, but it can debuff enemies and it has a lot of HP and resistances. There's probably more ideas around this forum, so ideas are welcomed. EDIT 2: Also, considering the idea of merging the Artifact Baton mod with the later Artifact Swords mod, as well as some other weapon mods I have in mind (javelins, some other stuff), and then calling the new mod "Artifact Weapons" mod. Just putting it out there.
  18. Hmm. Actually, speaking of smaller creations, I actually found a way to buff them, sort of. In my head, t1-t2 creations aren't super big, at least when compared to later creations, such as Wingbolts, Battle Alphas/Betas/Gammas, Rotghroths, and Drakons. There was an interesting stat I found, called cr_nimbleness. Basically, from what I can gather, this stat increases the dodging chance for the creature that has it. So for example, if I set cr_nimbleness = 40; onto a creature in the script, that would increase its dodging chance by 40% (From what I've seen), essentially meaning that a 50% chance to hit becomes a 10% to hit. I noticed this stat on 'ghost' creatures, like specters, ghosts, and other things of the sort. I actually at one point made a joinable NPC have cr_nimbleness = 50; in its part of the script. Yeah... let's just say no enemy could hit her no matter how hard they tried. XD This might actually be a good way to buff some of the smaller creations. Smaller creations can be more nimble, and thus, be harder to hit. Roamers and Fyora/Cryoas in particular. I know boosting dexterity or luck would probably achieve the same thing, but still, more useful scripting information to use. Bigger creations have massive health pools and other things to help them stay strong, while smaller creations would be better at dodging attacks outright, to make up for their lack of DPT and health pools. Just putting ideas out there. Going to experimenting more with this myself. Oh, and increasing the levels of t1-t2 creations and their upgrades might make it a little easier to keep them alive to the end. Currently, the level discrepancy makes it extremely difficult to keep lower level creations alive and viable at the endgame. To take your example alhoon, if I were to boost the base Cryoa's level from 12 to 20 and set cr_abil_level 1; from 0 to 4 (The same levels as the NPC 'Savage Cryoa' players face at many parts of the game), you would have to work much less to bring that cryoa to the same level of a Cryodrayk, and it would not take a lot of extra effort to make that cryoa surpass a cryodrayk (Freshly made, not ones that you keep for a long time). That would encourage people to keep their creations around a little more. Having said that, it might make the earlier parts very easy, given that Savage Cryoas were no joke to fight against, and having the PC make them would be pretty strong. But then again, Cryoas aren't cheap in terms of essence cost for both creation at the start and stat boosts, so it might not be as bad as I think. Just my ideas. Also, more scripting ideas! EDIT: And actually, speaking of Cryodrayks, I'm kinda curious why NPC cryodrayks have extra AP; they have as much extra AP as a Battle Gamma! Giving a strong ranged attack two attacks per turn? Really? Why? Just why?
  19. Cryoas are one of the few creations that you can viably keep with you for most of the game. Same thing can't really be said about all of the other creations, though. And Cryoas still lack some of the aspects of a Cryodrayk (Resistances, for example). So they're not that much better than Cryodrayks, but have a very similar essence cost. You also have to keep the Cryoa alive for a really long time. Not worth the investment IMO. There isn't really anything in the game to give players reasons to keep their older creations alive once you get stronger creations. That being said, it probably wouldn't be hard to simply buff lower level creations so they are able to scale better in the later parts of the game. It is possible to change what creations the PC can make though. The majority of creations the PC can create can be separated from the NPC versions, with a little bit of work. Not all of them, but the majority of them. I remember making it so that the PC can create Battle Gammas instead of Battle Betas as the upgraded variant for the Battle Alpha, for example (I think Battle Gammas were a much better choice for the upgraded variant, since it has +4 AP and is substantially stronger than Alphas or Betas).
  20. I actually don't like Charged Creations simply because they: 1. Leech EXP off of you, since they will die the moment you leave a zone, meaning any level ups they get are pointless. 2. Aren't exactly much stronger than their regular variant for the most part (Charged Vlish is the worst offender, though I think there are other examples) 3. (Personal Playstyle problem) I like to keep creations alive. Unit preservation is sorta my way of playing the game. I won't try keep a fyora for the whole game, but I am going to try and keep my creations alive if I can. (My experiments on the script are actually to encourage this play style; make it easier to hold on to creations. Too bad there is no way to alter essence costs for creations, otherwise I would cut the essence costs for adding additional skill points to creations by 50%-75%. You wouldn't want to keep a t1 creation alive all game, but you would have more incentive to try and level up existing units. Adds more options to the game.) Charged Creations go completely against that play style, simply because they're designed to die, and I can't do anything about it. Those reasons are why I wish it was possible to swap these charged creations with something else. I wish I knew how to get rid of the decaying effect, because if I did, I would swap out these charged creations with something else instantly. (I miss terror vlish, for example.) Charged Kyshakks are definitely good suicide bombers, I will admit. Extra AP is never bad either. Pretty expensive for a suicide unit though.
  21. A character specific podling? Which one? Is it a new one you had in mind, or is it one of the existing ones? Existing ones are regular Podlings (Weakening Rain), Armored Podlings (Curse Rain, not really armored though), and Assault Podlings (Slow Rain). Unless you're making a new Podling type that only the PC can summon, in which case I'm curious what you have in mind. Vlish are pretty ugly too, I will admit. Powerful though, which is funny given that even though they were hit pretty hard with the nerf bat, they're still good. XD Still kinda wish it was possible to replace the Charged Vlish with a different Vlish type (You can replace the Charged Vlish, but the Decaying effect still applies, meaning that the new summon will die the moment it either doesn't get healed or you leave the zone). Glaahks IMO don't do their job well enough. How I see it is that they're meant to charge in and essentially stun lock an enemy, using the fact that their melee attack supposedly causes the enemy to be stun locked in place. However, that only works for the enemy, simply because they have numbers on their side, while for the player, that Glaahk is taking up a creation slot. Which can be used for any other powerful creation. Even worse for the Ur-Glaahk; more essence spent, and it's not that much better relative to essence spent. I would not hesitate to replace Glaahks and Ur-Glaahks with Podlings and Armored Podlings (with some heavy buffs) respectively simply because Podlings fit the whole 'magic debuff attacker' schtick better (Though I'd probably be more likely to massively buff Glaahks and Ur-Glaahks if that was the case, since it is possible to buff those two creations while ensuring that enemy creations don't become ridiculous as well). Podlings are made exclusively by the rebels, I think. I have never seen Podlings as part of a Shaper attack force, nor have I seen them in Shaper fortifications. Only rebel attack forces and defenders have Podlings mixed in with them, and I think some NPCs note that Podlings are a rebel-exclusive thing. Patchworks I've only seen in the Foundry, which is Shaper controlled, yes. But I've seen them waaaaaay more with the rebels, not the Shapers. So who made the Patchworks first is up for debate.
  22. I actually tried what you suggested just now; giving it several points of fire/cold essence. I gave it +80, just to see if the large number will do anything. Did absolutely nothing. You can't just add the stat to the weapon; you need to use the crystal. I tried to buff the crystal itself, but it didn't give any extra damage or anything. I never bother with the charged creations all that much; the problem I have with them is that they decay away once you leave the zone or you don't heal them for a period of time. They're literally expendable, and that makes them unreliable. The worst part is that kills they make are leeching exp away from my character, since while the charged creations can gain exp, it doesn't matter for them since they can't level up if they're just going to die the moment I leave the map. Though I did find out that Pyroroamers don't have the decaying effect present on charged creations, surprisingly. That means I can buff them to my heart's content, without worrying about them essentially decaying away (Too bad it isn't possible to change the essence cost of a creation. Pyroroamers are pretty damn cheap in terms of essence cost, both for their creation and the amount of essence you need to put extra skill points into them. Doesn't help that you can get the upgraded roamer variant very early on because you get +1 to Shape Roamer from Rawal, and you can easily get +2 Shape Roamer skill from Haria-Kel).
  23. Well, you can have multiple damage types, since it's the weapon ability + status effects, but that's pretty limited, all things considered. Ohhhh. I see. So the problem is that Wingbolts come too late to be useful, since you already have Gazers. Not sure how you do it, but I won't ask (I usually have Wingbolts come waaaaaaaaaaaaaaaaay before I come close to getting Gazers, so... YMMV, I guess.) Don't know why they have the same attack; that's just asking for redundancy to happen. XD Here's the problem: Wingbolts cost 140 essence; replacing them with podlings means that you're going to be coughing up 140 essence + essence for 2 intelligence to get podlings (Can't change essence costs, don't forget), which don't have a very good attack in terms of damage (great status effects though), and not so hot survivability. Dunno about you, but Podlings are better off replacing freaking Glaahks than Wingbolts. At least Wingbolts have a strong attack... Though I was considering giving Wingbolts a different attack to use. Or something else to differentiate them from Gazers... Diamond Spray Wingbolts, anyone? XD (NPC Wingbolts keep the regular attack, just the ones the PC creates will have that attack) So basically you couldn't replace Wingbolts with Podlings because they're too ugly in terms of graphics? Not even as a joinable NPC? Wow. XD XD XD Yeah, the new creations (Patchworks and Podlings) were given some pretty hideous graphics. It's even noted in-universe; the game via pop up text or NPC conversations will occasionally comment on how ugly those things are. Can't argue that they're powerful and annoying as hell though.
  24. Actually, the Artifact Sword mod was something that I was planning to do myself, as something that would go alongside my Artifact Baton mod. The Artifact Swords would use components that you would find relatively commonly (talking like weapon enchantment crystals, swords, maybe attack crystals like the Icy Crystal), which you would then give to a smithy, who, with a fee, gives you a powerful weapon to use. Pretty much my artifact baton work, but with swords. Podlings in place of Wingbolts? That wouldn't be a good switch, since Podlings are annoying because of the fact that they come in numbers + they have AoE status effect attacks. Their attacks don't really do a lot of damage individually, and enemies get aggroed to whatever hit them last, meaning that PC made podlings are going to be going down fast unless they've got a lot of support. If treatable, they're more of less support creations, used to spread debuffs to numerous enemies. That would be more fitting at t2-t3, where you can take out one of the weaker creations (*Cough* Glaahks *Cough*) and put podlings in. Not t4, and taking Wingbolt's position. Also, keep in mind that changing what creation won't change the essence cost (I think), meaning that podlings are going to be very expensive to make if they take the Wingbolt's slot. I can tell you guys right now that you can't have attacks with multiple damage types and multiple status effects. At least not with the gf5objsmisc script. I've tried; you can only have one status effect at a time for an attack ability. Same with the damage type; there doesn't seem to be a way to implement multiple damage types. Only thing that seems to have multiple status effects is the blessing spells like Battle Roar, which seem to be tied with the ab_effect_type line, not the ab_status_effect line. You can buff blessing spells to have multiple effects if you know what you're doing (I made Battle Roar give everyone Essence Blade alongside its other buffs, for example), but I don't think it's possible to have attacks with multiple damage types and status effects (Believe me, if there was a way to make it possible to have multiple status effects and damage types on attacks, I would've utilized that in all my modifications, experimental and released, like the Artifact Baton mod).
  25. I just added a bunch of the vampiric regeneration onto an item... I can say now that it is probably the most useless stat I've ever seen. I put +80 of that stat on a dagger, and not only does it not trigger all of the time (sometimes it does, mostly it doesn't), it only heals 1 HP regardless how much you put into it. 1 FREAKING HP. I wish we could mod what each stat does exactly, because I would buff the hell out of Vampiric Regeneration. Also, yeah, it is possible to change the creations that the PC creates, while also ensuring that none of the creations in game are affected. I think most of the creations that the PC makes are separate from the creations that are seen in-game, so you can alter the majority of them, I think. I'll try exploring that further at some point. Only caveat is that changing the "decaying" creations (Charged Vlish, Corrupted Thahds) won't prevent the decaying effect from being put onto the creature, I think (Translation: the altered creature will still die once you leave the zone or it's been left alone for too long. I don't know if there's a way around this; if there is, I'd like to know about it, simply so I can replace the Charged Vlish with a different Vlish variant).
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