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#11
Basileus777

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Will the items package work correctly without using the core package? It seems to be working fine right now, despite any disclaimers.

Edited by Basileus777, 20 November 2009 - 04:13 AM.


#12
JoshuaRaven

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Basileus,

It does indeed, though because of the nature of this mod, it won't be quite balanced without the use of the Core Package.

The disclaimer is because in the (very) near future, the Core Package will very likely become a must because of further changes that rely on certain changes in the core package. And I want players to not be confused when that time comes.

However, you are correct, you can use the Items package as a standalone package right now, or any package for that matter. And I will probably split up the Core Package into two separate Packages when the time comes that you absolutely need it. Something like "Core Package" and "Difficulty Package" where Core only includes small things that are needed for the mod to function and Difficulty includes all the current Core changes.

Hope that helps. Stay tuned for the next update in a few hours, mainly focused on Mages.

#13
JoshuaRaven

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I just updated the Spells Package to 1.5, adding new changes to rebalance Mage spells and of course add another layer of difficulty to the game. You can read more about the changes in the Read Me (click here) under the "Change Log" tab.

Just delete the old zNightmarePlus Spells 1.4 or zNightmarePlus Full 1.4 directory and the readme file and replace it with the new content in the zip file.

More updates likely to follow later today.

Enjoy.

Edited by JoshuaRaven, 20 November 2009 - 01:59 PM.


#14
Ellzedd

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Looking forward to trying this. One issue i had was enemy mobs just dying too quickly and not being a threat.

Any plans, besides talent/item changes, to make enemy creatures more of a danger? Especially bosses!

More HP / Armour / Damage(risky) perhaps?

Edited by Ellzedd, 20 November 2009 - 03:53 PM.


#15
JoshuaRaven

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Ellzedd,

I'd almost think you just copied those requests from my Read Me page ;)

Here's what it says under Change Log > Planned Changes:

CORE PACKAGE
- Modify enemy AI (make them smarter, take cover, etc.)
- Modify enemy difficulty (health, mana, damage, etc.)
SPELLS PACKAGE
- Nerf mages (make them less powerful)


So yes, more damage, health (and armor) are amongst the listed changes for the future. I'll probably get around to those tweaks this weekend.

Edited by JoshuaRaven, 20 November 2009 - 06:04 PM.


#16
Cabal2k

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Nice, your mod grows better and better :)

Edited by Cabal2k, 21 November 2009 - 12:33 AM.


#17
Beyonder

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Nightmare was a cakewalk for me, nice to know someone thought it was too easy too, and I'm using a Wizard/Fighter/Thief/Stone Golem before anyone starts defending the game and starts saying I'm using an all wizard part or such silly comment.

One question though, I would like to keep the item changes but no price difference in any of them, as gold is annoyingly hard enough as it is without using glitches or exploits, is it possible?

#18
Ellzedd

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Doh, apologies i had attempted to read the read me page but it just wouldn't load up. Making a playthrough with your mod tomorrow.

#19
JoshuaRaven

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One question though, I would like to keep the item changes but no price difference in any of them, as gold is annoyingly hard enough as it is without using glitches or exploits, is it possible?


Right now there isn't. It would require me to release two different versions of the Items Pacakge, as it's technically impossible (as far as I can tell) to separate the cost and cooldown changes. And I'd rather not get in the business of making all kind of different versions of the different Packages which all need thorough testing with all the other Packages.

You could however easily install a mod that increases the sale price of items a tad, to increase money income. I wouldn't consider such a mod "unbalanced" since paying on average about 125% of the item value for a new item and selling it for only 25% of item value seems quite harsh to me.

Check out the Selling to Merchant mod on the social site. The author also gives a short and easy to understand description of how to make the changes yourself, if you find his changes too drastic.

Having said that, the main reason I changed the prices was for people to not be able to buy out every store of their potions without any regards for your gold. Now you need to consider buying a potion to save you in certain situations or rely on your skills to do it without that potion and save up some money for that armor that actually gives benefits for the next 20 fights instead of the one-time-advantage that potion would give.

Edited by JoshuaRaven, 21 November 2009 - 11:47 AM.


#20
Ellzedd

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" - Price changes in the Items package require a new game for the changes to take effect, cooldowns work with current saves "

Just a heads up fella but price changes (at least for potions) we're implemented in my game right away. I unzipped all the files, loaded my current-game up and the prices had gone up. 24g's something for the potent health pots, i believe?

Edit: this was after i uploaded on 20/11 at around 11am.

Edited by Ellzedd, 21 November 2009 - 04:10 PM.





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