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Slawbug

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  1. Infestation: OVERRUN

    This is a giant mod that overhauls creations, skills, equipment, general progression, and other game mechanics.  It adds some entirely new content, including quests and items.  And it includes some Quality of Life features, like increased walking speed.  (See bottom of post for download link.)

     

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    Creations and items that used to be lackluster now do cool, unique things.

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    In Infestation: Overrun, you can mix and match creations of different types without any sacrifices.  Rotdhizons fearlessly clearing the way for fire-spitting Roamers and poisonous Artilas, maybe, supported by blood-stirring Vlish and nimble Stalkthorns.

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    High Leadership can increase joinable NPC levels, too, creating another option for party building.

     

    Some spells and abilities do new things when raised to high skill levels.

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    Some items are used in completely different ways.  Almost every unique item has been augmented or altered to be unique and useful.  There are new mechanics and shifted balance for shields, armor, missile weapons, wands and rods, and Feisty Slap of Pain.  In Infestation: Overrun, everything has a use!

     

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    Enemies have some new tricks up their sleeves, too.  The difficulty level hasn't gone up overall, but the variety of challenges definitely has.

     

    Speaking of difficulty, additional tweaks have been made to Veteran and Torment, tightening up exploits and pushing you get good use out of low- and mid-tier creations and spells, rather than jumping straight to tier 4 creations and Airshock.  Torment is a serious challenge.

     

    QoL improvements include things from my QoL mod, like increased walking speed; more informative tooltips; and other helpful information-sharing from the game interface.

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    New content includes game-spanning quests, items, and even a new NPC.

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    G2 is a pretty great game on its own.  This mod is intended to offer a new experience for a second playthrough.  And, you do need to start a new game for many of these changes to take effect.

     

    (For a more exhaustive list of changes, check out the in-game Codex.  Shanti also summarizes most of them as you go through the first zone.)

     

    Bon appetit!

     

    Installation Instructions

    1) Close the game.  Locate your G2 "Scripts" folder.  Sample path might look something like:

            C:\Program Files (x86)\Steam\steamapps\common\Geneforge 2 - Infestation\Geneforge 2 Infestation Files\Scripts

    2) Back up the folder.

    3) Download and unzip the attached file.

    4) Copy all text files into the Scripts folder, replacing the existing copies.

    5) Use at your own risk 🙂 This is why you're backing things up first!  Also, don't bug Spiderweb, they aren't responsible for this.

    6) Please do not release altered versions of this mod, or copy and paste pieces of it into your own mod.  In part for to reduce confusion for people using mods, and in part because, frankly, this took a lot of work.

     

    (If you prefer, in step 2, you can copy the entire "Geneforge 2 - Infestation" directory.  This way you can keep the base version of the game available to play.  Just be careful about which copy of the app you open!)

     

    Note: This version (v1.01) is a sort of public beta.  The mod is "complete," and has been tested for bugs, but there are probably things I missed.  I'm going to have to update all the files when Spiderweb releases v1.02 of Geneforge 2, anyway, so I figured this would be a good opportunity to get some extra feedback and bug-squishing before that happens.  Feedback, questions, and reports of possible bugs are appreciated!  When v1.02 is released, you will need to re-install the updated version of the mod (it'll probably take me ~24 hours from the update to get it out) -- you won't have to restart your playthrough, though.

     

     

    Version History

    v1.01 - Initial release

     

    G2 Overrun Mod v1_01.zip

  2. That's fair.  I do think taking down the Shapers is important.  But I don't think it trumps all other considerations.

     

    In the Trajkov G1 ending, the Shapers are taken down, and creations are given equality right out of the gate.  That's basically a better outcome for everybody.

     

    Trajkov could do that because he wasn't bent on vengeance -- he just wanted to win.  Okay, lots of other reasons too.  But there are better options than the drakon plans.

  3. Shanti would have killed them all.  She'd have been sad about it.  She'd also have prevented all the devastation and war that followed.

     

    Pinner's stance is open to ridicule, to be honest

     

    And yet, in the Awakened ending, that stance works out for the best.

     

    The G1 and G2 endings both offered multiple ways out of the utter devastation of what we might as well call the drakon wars.  Even the rosiest and most idealistic way to wrap up G5 seems like a worse outcome to me.

  4. Ah... if it's original G2, then creation level truly trumps everything else in the game.  Literally everything.  If you've been re-making your artilas all through the game, anything you can do to boost your Magic Shaping skill, just re-make them and that should help a lot.  (If they've been gaining levels with you, ignore that, it won't help at this point.)

     

    Are you supporting your creations with spells?  Buffing spells make a huge difference, and mental magic can be effective too, even as a Shaper.

  5. ...except listen to how he talks about the Awakened.  He ridicules them, he ridicules their openness and kindness.

     

    Was Zakary (that is how his name is spelled) probably always a shaper who was relatively decent to creations?  Sure.  So, by all indications, is Shanti.  I don't think he's a failed Awakened, I think he's a failed Shanti.  He's not cruel, but he also doesn't care about how creations are treated by the Shaper world in general.  He accepted the free serviles earlier in his life not because he agreed with them but because he is unprincipled, and it was useful to his power and prestige-seeking to accept them.  He's just an unprincipled and self-centered Shaper.

  6. On 4/20/2024 at 2:36 PM, E-Rose said:

    Hit chance should be influenced by points added to melee/missile/combat/mind shaping... not on char level.

    It's an interesting game design dilemma.  On the one hand, what you say makes sense, and it feels "dumbed down" for hit rate to just automatically rise, and be out of the player's control.

     

    On the other hand, in old SW games with stat or skill based hit rates, that just resulted in incredibly inflexible and predictable stat/skill point usage.  It was really punishing if you wanted to diversify at all, and it didn't actually result in deeper or more varied or more interesting build options.

  7. You know... I kinda like this idea.  It's not like it would really be overpowered for Guardians to be able to use either type of attack.

     

    On 4/19/2024 at 5:14 AM, Elerai said:

    Anyways, its not about difficulty. I want diversity in build paths. Max BM + SC + INT, with 5 MM and 4 BLM is really the only option Agents get. They can't focus on creations, aside from maybe a Gazer or two; Daze + ST damage isn't great on them as BM is very AOE + DOT focused, and they definitely don't want anything to do with Melee/Missile. Sure, Dominating stuff all around is a cool playstyle, but I wouldn't call it hard or diverse.

     

    Hell, I'd even want some diversity in shaping. With how accuracy works, not focusing a single shaping tree is suboptimal. If creation accuracy was adjusted a bit to not be as dependant on shaping levels, multi-shaping can again be a legit option. Admittedly, in G5 shaping skills were a bit weak since creation level bonus from skills were massively outclassed by base creation levels, but maybe we can get a better compromise?

     

    Love all of this.

     

    There is one thing, one very stupid thing, which makes Agents and Guardians likely better than Sorceresses and Shock Troopers in G5: in G5 and only G5, the 3 original classes have invisible armor and resistance bonuses that are pretty huge, ranging from 30% to 60% for damage types, and at 70% for mental.

  8. 45 minutes ago, earanhart said:

    It would have until Infestation added the Unaligned path which by not having an official name in-world kind of means that for this game at least "factionless" is supportive of the Shaper Council.

    Although in metaconversations we specifically call that the Unaligned path already, and I doubt any new player would be confused by the term, excepting possibly the singular interaction there and that will be rare.

     

    I like "factionless"

     

    Infestation didn't add that.  It was present in the original.  A few more people comment on it, but it was already described by a couple of them, and it already had a different ending.

  9. Most of the practicums I'm familiar with are part of graduate programs -- it happens in undergrad but it's a lot less common.

     

    I suspect this conversation may be the result of differences between countries where undergrad is professionally focused on one subject, versus countries where a lot of undergrad is general or elective, and most professional programs are in grad school.

  10. I don't care if it's "neutral shaper" or "ex-shaper" or "disloyal shaper" or whatever but you guys each object to a different one.  We need something that can be used to communicate effectively in this world.

     

    But yes, we should use terminology that is based on what something actually is (stated as flatly as possible) rather than what one or more parties subjectively want to classify it as.  The Shaper Council would call Sharon disloyal, maybe, but that's their definition of loyalty, and not even a universal cultural judgment among Shapers, let alone anyone else.  And whether or not they were okay with the term "neutral," the Shaper Council would not object to drawing a distinction between an actual rebel shaper fighting against them, and an old shaper who basically retires to the countryside as a hermit.  I agree that "ex-shaper" is confusing for various reasons.

     

    "Factionless Shaper" is maybe more precise than "neutral Shaper."  If it's a factual and direct label, then for our purposes, it doesn't really matter what anybody in-world thinks about it.

  11. It doesn't matter if the Takers or the Shapers agree with the terminology.  We need that terminology to have this discussion.  Just because the Takers and/or the Shapers don't recognize a distinction doesn't mean it doesn't exist.

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