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Cloaked Figure Expert

Joined: 17 Oct 2008 Posts: 88
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Posted: Wed Jun 24, 2009 9:53 pm Post subject: Arcanum Rebalance Pack v1.1 |
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This little mod seeks to re-balance some aspects of the game. Here is the list of changes:
*The Balanced Sword has had its speed lowered from 18 to 12.
*Harm has had it's damage altered from 3-40 (scaled) to 2-20 (scaled).
*The Seething Mass, Rock Sprite, and Ore Golem NPC's of the BMC mines have had their Damage Resistance and Health reduced significantly.
*The Worthless Mutt follower has had its damage output decreased drastically.
Compatibility:
This Re-balancing mod works with the Unofficial Arcanum Patch (and all of its secondary components such as the Extra Pack and HQ Sound).
It will also be compatible with any mods I release in the future unless I state otherwise.
It is unfortunately not compatible with other main modules such as A:WIP and Car-Arcanum. (due to overlapping of files and such).
Full details on how to install this are contained in the Read Me file.
Click here to download.
If you have any suggestions or comments you can post them here or PM me.
Thanks
Last edited by Cloaked Figure on Fri Jun 26, 2009 12:08 pm; edited 2 times in total |
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rroyo Alchemistæ Metallum Magnus

Joined: 13 Oct 2006 Posts: 3198
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Posted: Thu Jun 25, 2009 12:03 am Post subject: |
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I know what I'm doing Sunday.
In the meantime, thanks! _________________ If you can't go through a problem, go over it, under it, or around it. |
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Muro Mutant Patron of Deviation

Joined: 22 May 2007 Posts: 2170 Location: The Empyrean
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Posted: Thu Jun 25, 2009 12:16 am Post subject: Re: Arcanum Rebalance Pack v1.0 |
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| Cloaked Figure wrote: | | *Harm has had it's damage altered from 3-40 (scaled) to 5-10 (scaled). Mana cost has been raised from 5 MP to 10 MP. |
Wowowowowow. Wait a second there. Everyone knows harm is overpowered. If I understand it correctly, it's changing 40 damage for 5 fatigue into 10 damage for 10 fatigue for a character with 100 MA. That means decreasing harms's power eight times (damage per fatigue point from 8 to 1). Isn't that just a little too much? _________________
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TheDavisChanger Water Merchant
Joined: 07 Feb 2009 Posts: 579 Location: Boise, ID; USA
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Posted: Thu Jun 25, 2009 12:22 am Post subject: |
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Not for me...I roll tech. _________________
| Dark Elf wrote: | | This thread delivers. |
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Cloaked Figure Expert

Joined: 17 Oct 2008 Posts: 88
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Posted: Thu Jun 25, 2009 12:30 am Post subject: Re: Arcanum Rebalance Pack v1.0 |
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| Muro Lightning wrote: | | Cloaked Figure wrote: | | *Harm has had it's damage altered from 3-40 (scaled) to 5-10 (scaled). Mana cost has been raised from 5 MP to 10 MP. |
Wowowowowow. Wait a second there. Everyone knows harm is overpowered. If I understand it correctly, it's changing 40 damage for 5 fatigue into 10 damage for 10 fatigue for a character with 100 MA. That means decreasing harms's power eight times (damage per fatigue point from 8 to 1). Isn't that just a little too much? |
What do you propose?
I was thinking of maybe making it 10-15, or taking the MP back down to 5 MP.
Testing the new harm, it still was a very strong spell. And still pretty overpowered at low levels. So I was thinking of lowering the minimum and increasing the maximum. Say, 2-15 damage, for 5 or 10 MP. |
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rroyo Alchemistæ Metallum Magnus

Joined: 13 Oct 2006 Posts: 3198
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Posted: Thu Jun 25, 2009 1:11 am Post subject: |
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Just a suggestion: The Dark Magick hack simply lowered the damages to 3-20 while maintaining the 5 mp cost. Having tested this out more than once in my hack, it still works pretty good for a low-level spell. _________________ If you can't go through a problem, go over it, under it, or around it. |
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Cloaked Figure Expert

Joined: 17 Oct 2008 Posts: 88
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Posted: Thu Jun 25, 2009 11:54 am Post subject: |
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OK, I'm going to maintain the 5 MP cost, and make the damage 2-20. Thanks for the input guys!
Download has been updated. |
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TheDavisChanger Water Merchant
Joined: 07 Feb 2009 Posts: 579 Location: Boise, ID; USA
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Posted: Thu Jun 25, 2009 4:41 pm Post subject: |
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What other balances are you considering for this project of yours? _________________
| Dark Elf wrote: | | This thread delivers. |
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Cloaked Figure Expert

Joined: 17 Oct 2008 Posts: 88
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Posted: Thu Jun 25, 2009 7:33 pm Post subject: |
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| I will look at whatever is brought to my attention. I will continue to revise the current things I have balanced, and I am currently looking at the charged rings that give you +4 dex if you wear both of them, as well as direct damage spells like fireball and jolt. |
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Muro Mutant Patron of Deviation

Joined: 22 May 2007 Posts: 2170 Location: The Empyrean
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Posted: Fri Jun 26, 2009 5:46 am Post subject: |
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Do you plan to alter Quench Life? It had a serious feel odf underpower in vanilla. This of course was mainly because of the harm being too powerful, but still QL nearly never killed a more than average enemy with one shot, while that was the theoretical purpose of the spell, or at least how I understand it's magical mechanism. _________________
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Archmage Orintil Water Merchant

Joined: 18 Sep 2007 Posts: 585
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Posted: Sat Jun 27, 2009 1:57 am Post subject: |
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Yeah, Quench Life is a massive disapointment. It's very name commands fear and awe, but then you cast it and realize you wasted the character point. _________________
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No! Naughty dog! Master
Joined: 05 Jun 2009 Posts: 163 Location: England
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Posted: Sat Jun 27, 2009 12:33 pm Post subject: |
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My personal thoughts on harm is that it should suck as a spell, good for a beginner but crap enough that a higher level mage would move on
the 2-20 5 version of the spell sure cuts it down but it is a very first level spell and is still a rather spammable spell throughout the game
Sure it is your rebalance, that is just my take on it
What changes are you proposing to charge rings etc? _________________
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Cloaked Figure Expert

Joined: 17 Oct 2008 Posts: 88
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Posted: Sun Jun 28, 2009 6:55 pm Post subject: |
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// 59 -- Quench Life
{3951}{Cost: 50, Resist: (stat_constitution @ -5), Info: aggressive}
{3958}{[Callback], Type: Damage, DmgType: Dmg_Normal, Dmg: 50-100, Dmg_Flags: Scaled}
Here are the important lines from Quench Life. What do you guys recommend be changed with the spell?
| Quote: | | but it is a very first level spell and is still a rather spammable spell throughout the game |
Changing it to a poison-based DOT spell would quite fix this, but most of the people I have talked to are opposed to the idea, and I don't want to change the spell too much. Trying to keep the mod out of custom-content territory. |
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Muro Mutant Patron of Deviation

Joined: 22 May 2007 Posts: 2170 Location: The Empyrean
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Posted: Sun Jun 28, 2009 7:19 pm Post subject: |
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| Cloaked Figure wrote: | // 59 -- Quench Life
{3951}{Cost: 50, Resist: (stat_constitution @ -5), Info: aggressive}
{3958}{[Callback], Type: Damage, DmgType: Dmg_Normal, Dmg: 50-100, Dmg_Flags: Scaled}
Here are the important lines from Quench Life. What do you guys recommend be changed with the spell? |
Doubling the damage would be a start. I would be even satisfied if the damage dealed was unlimited (which in pracitice would mean 30k like in case of desintegrate), since that spell deserves it. Seeing how someone survives a Quench Life is so very wrong and unsatisfying. Yes, even if it's the player.
Would it be possible to make Kerghan immune to Quench Life in the second case? The spell shouldn't affect him for various reasons, especially if it would be made that much more powerful. _________________
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Maloch Journeyman

Joined: 18 Apr 2009 Posts: 40
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Posted: Sun Jun 28, 2009 11:46 pm Post subject: |
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| Cloaked Figure wrote: | // 59 -- Quench Life
{3951}{Cost: 50, Resist: (stat_constitution @ -5), Info: aggressive}
{3958}{[Callback], Type: Damage, DmgType: Dmg_Normal, Dmg: 50-100, Dmg_Flags: Scaled}
Here are the important lines from Quench Life. What do you guys recommend be changed with the spell? | Since the damage only occurs if the target saves against the instant death, wouldn't making the spell nonresistable turn it into the instant death spell the name implies it to be?
| Muro Lightning wrote: | | Would it be possible to make Kerghan immune to Quench Life in the second case? The spell shouldn't affect him for various reasons, especially if it would be made that much more powerful. | That would make a lot of sense considering kerghan's power and skill in the dark necromantic arts. Since he created the spell he may have found a way to become immune the the effects after studying it over the years. _________________
Take the Magic: The Gathering 'What Color Are You?' Quiz. |
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Archmage Orintil Water Merchant

Joined: 18 Sep 2007 Posts: 585
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Posted: Mon Jun 29, 2009 4:26 am Post subject: |
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| Cloaked Figure wrote: | // 59 -- Quench Life
{3951}{Cost: 50, Resist: (stat_constitution @ -5), Info: aggressive}
{3958}{[Callback], Type: Damage, DmgType: Dmg_Normal, Dmg: 50-100, Dmg_Flags: Scaled}
Here are the important lines from Quench Life. What do you guys recommend be changed with the spell? |
I always found it a bit odd that Quench Life could harm things that aren't alive such as undead.
| Quote: | | Since the damage only occurs if the target saves against the instant death, wouldn't making the spell nonresistable turn it into the instant death spell the name implies it to be? |
In all my years playing, I don't believe I've ever had an instant death with Quench Life that didn't have a weak target. I can never know if that the target succeeded the save, or it failed but the damage done was more than its hp. Any target of substance always required more than one casting. _________________
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Muro Mutant Patron of Deviation

Joined: 22 May 2007 Posts: 2170 Location: The Empyrean
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Posted: Mon Jun 29, 2009 6:56 am Post subject: |
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| Archmage Orintil wrote: | | I always found it a bit odd that Quench Life could harm things that aren't alive such as undead. |
Same goes for harm. Sheez, those spells are supposed to drain the life force from a target, which the undead lack. Undead clearly should be immune to harm and QL because of it, as well as some other beings, such as mechanical (if they aren't immune already, I don't remeber at the moment) and elementals and their variations (animated doesn't equal alive). So should Kerghan, because a) by now after all of his self-alterings, studies and soul wanderings he's propably more or less undead anyway (and his body is made of what, metal?), and b)
| Maloch wrote: | | Since he created the spell he may have found a way to become immune the the effects after studying it over the years. |
Casting harm or quench life on Kerghan is like throwing water baloons at a water elemental. _________________
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Xiao_Caity Póg Mo Thóin

Joined: 11 Oct 2005 Posts: 3694 Location: A wee cottage just north of Roseborough
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Posted: Mon Jun 29, 2009 12:43 pm Post subject: |
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| Muro Lightning wrote: | | Casting harm or quench life on Kerghan is like throwing water baloons at a water elemental. |
Elegantly put, sir.
...Sorry, the mental image keeps distracting me.
"Take THIS!"
"..."
"..."
"What the hell were you thinking?"
"I honestly have no idea." _________________ "Writer's block: it affects the best of us, and doesn't affect the worst of us enough."
~ Kitty, ImpishIdea
Currently surviving on caffiene, microwave dinners and requests for porn from certain fandoms. Guess the fandoms, win some porn!
Nice Girls Don't Scream Orcish Battlecries. (Thank God I'm Not A Nice Girl.) |
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Archmage Orintil Water Merchant

Joined: 18 Sep 2007 Posts: 585
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Posted: Tue Jun 30, 2009 12:03 am Post subject: |
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| Muro Lightning wrote: |
Same goes for harm. Sheez, those spells are supposed to drain the life force from a target, which the undead lack. Undead clearly should be immune to harm and QL because of it, as well as some other beings, such as mechanical (if they aren't immune already, I don't remeber at the moment) and elementals and their variations (animated doesn't equal alive). So should Kerghan, because a) by now after all of his self-alterings, studies and soul wanderings he's propably more or less undead anyway (and his body is made of what, metal?), and b)
| Maloch wrote: | | Since he created the spell he may have found a way to become immune the the effects after studying it over the years. |
Casting harm or quench life on Kerghan is like throwing water baloons at a water elemental. |
Mechanical things like Automaton are immune to Quench Life from my experience. In fact, I'm unable to actually cast Quench Life on the automatons in the Vendigroth Ruins. Disentegrate works marvels on them tho'.
As to the big K, unless he's undead or mechanical, in which there's no reason to believe he is since he was a living human when he was banished, there's no reason why he shouldn't be affected by black necromancy. He did not invent it, he discovered the opposite to white necromancy according to his journal that you find in the Stonecutter Clan mines. Unless he's also a master of Meta, there's no reason why Black Necromancy shouldn't affect him.
Edit: After some pondering on Kerghan's existence in the void and Arronax's comment on him transforming or something to that extent, I don't actually see why Kerghan wouldn't have devised methods of protecting himself from the magicks he mastered. That's what I'd do and I assume so would any self respecting, ancient, and vastly powerful arcanist supreme would do. Btw, I recall not be able to even cast Quench Life on Kerghan, or perhaps due to its rather low damage it didn't have any noticable effect. _________________
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jarpie Untrained

Joined: 21 Aug 2009 Posts: 3
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Posted: Sat Aug 22, 2009 12:57 pm Post subject: |
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| Is this mod still being maintained/updated? I think that firearms would require a drastic improvement, as for example shotgun which only does 1-10 damage, but in my opinion should give maybe 3-15 or something along those lines. Also, most of the guns should have increased range, like clarington rifle has only 15 range. |
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Drog Black Tooth Guest
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Posted: Sat Aug 22, 2009 3:06 pm Post subject: |
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| jarpie wrote: | | Is this mod still being maintained/updated? |
I don't think. As far as I know, the author has gone to the army. |
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midfiks Untrained
Joined: 14 Oct 2009 Posts: 6
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Posted: Sun Nov 22, 2009 7:38 pm Post subject: |
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| ei..cloaked figure,now that your back are you gonna update this patch?? just wondering.... |
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Cloaked Figure Expert

Joined: 17 Oct 2008 Posts: 88
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Posted: Mon Jul 12, 2010 9:31 pm Post subject: |
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I am going to be taking up the Balancing Patch again.
My current point of concentration is the BMC mines, which the general consensus says is too difficult considering it comes so early in the game. I am quite happy with the changes to Worthless Mutt and the Balanced Sword. I am still playing around with the idea of making Harm a DOT spell.
I'm also taking a look at the Necromantic Evil spells affecting undead, although I don't want to stray too far from simply trying to balance the game.
If you guys have any more suggestions, please, feel free to share. I'm hoping to make this more large-scale, and touch on both character builds, as well as encounters within the game world. |
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RunAwayScientist Master

Joined: 20 Apr 2003 Posts: 160
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Posted: Tue Jul 13, 2010 9:23 am Post subject: |
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How about just a total combat rework? Instead of HP, let's think blood quantity....realistic combat dynamics and wounding...bleeding....internal organ failure simulation, etc.
Would you be willing to, instead, write a script wrapper that changes combat altogether? Then, perhaps, make it portable to other mods?
How are you currently editing things? Are you manually making tweaks via game files? |
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luppolo Apprentice

Joined: 28 Jun 2010 Posts: 11
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Posted: Tue Jul 13, 2010 11:59 am Post subject: Re: Arcanum Rebalance Pack v1.1 |
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| Cloaked Figure wrote: |
*The Seething Mass, Rock Sprite, and Ore Golem NPC's of the BMC mines have had their Damage Resistance and Health reduced significantly.
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if you nerf weapons and stuff and then enemies too the whole thing is pointless |
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