Tiered Uniques
Alters the enchantments on various uniques to have a smoother 'curve'.
Tiered Uniques
Started by
Site Bot
, Nov 17 2009 03:22 PM
16 replies to this topic
#1
Posted 17 November 2009 - 03:22 PM
#2
Posted 17 November 2009 - 03:28 PM
Other item types will be looked at and (possibly) updated if and when I can gather the energy required to do so.
Note that none of these changes are set in stone, and are just what seemed to be the most seamless and yet still logical changes to make.
If anyone has suggestions; feel free to make them. I, however, make no promises as I'm currently in a particularly black mood.
--------------------------
v1.05:
- Added Robes
- Decreased Faulty Amulet Value
Armor is next.
--------------------------
v1.1:
- Armor done
--------------------------
v1.2:
- Pyromancer and Emberstaff stats switched
- Aeducan Light Shield renamed, stats made more similar to Medium versions
- Weapons done
--------------------------
That should be everything. More or less.
I didn't touch the Dog items because I seem to remember them being fine, and I didn't touch the DLC items because the Toolset is horrible at editing anything not in the Core Resources.
Sometime in the future I'll go back through the various items and alter the Values to be relative to material type. It will only be a few hundred in either direction, so it's not really a pressing concern at this time.
Note that none of these changes are set in stone, and are just what seemed to be the most seamless and yet still logical changes to make.
If anyone has suggestions; feel free to make them. I, however, make no promises as I'm currently in a particularly black mood.
--------------------------
v1.05:
- Added Robes
- Decreased Faulty Amulet Value
Armor is next.
--------------------------
v1.1:
- Armor done
--------------------------
v1.2:
- Pyromancer and Emberstaff stats switched
- Aeducan Light Shield renamed, stats made more similar to Medium versions
- Weapons done
--------------------------
That should be everything. More or less.
I didn't touch the Dog items because I seem to remember them being fine, and I didn't touch the DLC items because the Toolset is horrible at editing anything not in the Core Resources.
Sometime in the future I'll go back through the various items and alter the Values to be relative to material type. It will only be a few hundred in either direction, so it's not really a pressing concern at this time.
Edited by Offkorn, 18 November 2009 - 03:46 PM.
#3
Posted 18 November 2009 - 06:45 PM
It's not clear from the description: did you actually lower the stats on any of these items or does this mod generally make the game easier? All the items I recognized had increased stats.
#4
Posted 18 November 2009 - 07:02 PM
Many are not touched, some are increased, and a few are decreased.
The curve has, as was said, been smoothed out.
Default has tons of near-useless items and a few always-use items. This makes it so you have a few near-useless, a few average, and a few always-use. And as in default, the 'always-use' are the 100+ gold purchasable items.
Difficulty should, overall, be the same (the best are still the best and have not been touched). Possibly even a bit more balanced toward freeform exploration thanks to the slight de-emphasis on seeking out particular unique drops as soon as possible.
You can always open up the toolset to see an item's default stats (which is why I didn't bother saving sheets for the 'befores').
---------------------
Oh yes:
Also note that several of the changed items are (currently) NPC-specific.
I didn't differentiate due to the fact that some day down the line someone might make a 'NPCs drop their equipment' Mod. I'd prefer to update this less after all.
---------------------
No change to the files; I just consoldidated them for simplicity's sake.
Items are separated by folder, so it's still modular (and slightly easier to uninstall).
The curve has, as was said, been smoothed out.
Default has tons of near-useless items and a few always-use items. This makes it so you have a few near-useless, a few average, and a few always-use. And as in default, the 'always-use' are the 100+ gold purchasable items.
Difficulty should, overall, be the same (the best are still the best and have not been touched). Possibly even a bit more balanced toward freeform exploration thanks to the slight de-emphasis on seeking out particular unique drops as soon as possible.
You can always open up the toolset to see an item's default stats (which is why I didn't bother saving sheets for the 'befores').
---------------------
Oh yes:
Also note that several of the changed items are (currently) NPC-specific.
I didn't differentiate due to the fact that some day down the line someone might make a 'NPCs drop their equipment' Mod. I'd prefer to update this less after all.
---------------------
No change to the files; I just consoldidated them for simplicity's sake.
Items are separated by folder, so it's still modular (and slightly easier to uninstall).
Edited by Offkorn, 19 November 2009 - 04:50 AM.
#5
Posted 20 November 2009 - 01:19 AM
800 posts...so this where your new home
;(
dragon age has been keepin you busy
;(
dragon age has been keepin you busy
#6
Posted 20 November 2009 - 01:35 AM
Yeah ...seems so. And we were hoping for the merger update :-(
Man i'll try starting Dragon Age over again... at first it reminded me of BG but then it somehow got boring for me once i reached the Shade from Mage tower and I drpoped it. Maybe I'm missing out on something...
Man i'll try starting Dragon Age over again... at first it reminded me of BG but then it somehow got boring for me once i reached the Shade from Mage tower and I drpoped it. Maybe I'm missing out on something...
Edited by Waylander1978, 20 November 2009 - 01:40 AM.
#7
Posted 20 November 2009 - 01:49 AM
I did mention in the Merger thread that I was installing DA... and if it was good....
#8
Posted 10 December 2009 - 12:00 AM
I like the idea; but could you make a list of what is actually changed for each item, rather than just highlighting the changes? I personally don't know off-hand, for example, seeing "Enchanted Dagger, +1 Dex" highlighted; I don't know if that's an upgrade, downgrade, or addition. Same thing for the other abilities and the costs; especially since you recently said it was a mix and match of all of the above across the board.
Otherwise, this sounds great
Otherwise, this sounds great
#9
Posted 10 December 2009 - 05:16 AM
Open up the toolset, then open up the item in question.
I did not bother writing down all the 'befores' because all the 'befores' are easily visible by simply checking the toolset.
---------------
But whatever. It's not like I have anything better to do. I'll throw together some befores in a hour or two.
---------------
v1.22:
- Howe Shield tweaked (was underpowered)
- Lloyd Ring tweaked (was too similar to Dawn ring)
- Key to the City added (somehow forgot to add it to the archive earlier)
---------------
v1.23:
- Corruption helm now correctly reduces willpower
- Fade Wall shield now correctly reduces willpower
I would've thought having the Property 'Reduce Willpower: 2' would reduce Willpower by 2. Sadly, it actually increases it by two (though the text is red).
The Fade Wall may have already had the correct properties, but I re-added it just in case it didn't.
I did not bother writing down all the 'befores' because all the 'befores' are easily visible by simply checking the toolset.
---------------
But whatever. It's not like I have anything better to do. I'll throw together some befores in a hour or two.
---------------
v1.22:
- Howe Shield tweaked (was underpowered)
- Lloyd Ring tweaked (was too similar to Dawn ring)
- Key to the City added (somehow forgot to add it to the archive earlier)
---------------
v1.23:
- Corruption helm now correctly reduces willpower
- Fade Wall shield now correctly reduces willpower
I would've thought having the Property 'Reduce Willpower: 2' would reduce Willpower by 2. Sadly, it actually increases it by two (though the text is red).
The Fade Wall may have already had the correct properties, but I re-added it just in case it didn't.
Edited by Offkorn, 12 December 2009 - 01:01 PM.
#10
Posted 14 December 2009 - 03:48 AM
Thank you so much for creating this mod! Could you consider formatting the mod for use in DAModder? This would mean the creating of a manifest.xml and reorganizing the files, but I think it would be a great boon overall.
Thanks again!
Thanks again!



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