DAO Magic Overhaul
This is a project for a complete overhaul of magic in DAO.
Better Magic
Started by
Site Bot
, Jan 04 2010 01:44 PM
29 replies to this topic
#1
Posted 04 January 2010 - 01:44 PM
#2
Posted 04 January 2010 - 03:44 PM
This sounds really good, I like this idea
Am going to try it as soon as possible.
Am going to try it as soon as possible.
#3
Posted 04 January 2010 - 03:47 PM
The mod looks good, but i detect some issues.
when you are in map and you train change party's they go but dont return.
and you cant travel to anoter wolrd map locations
when you are in map and you train change party's they go but dont return.
and you cant travel to anoter wolrd map locations
#4
Posted 04 January 2010 - 04:22 PM
I don't understand why the undead should be totally immune to cold/frost magic... they freeze like anything else. Perhaps give them some damage resistance instead?
#5
Posted 04 January 2010 - 07:20 PM
In almost all lore undead are immune to cold. Also in DAO, it's only that in many undead prototypes they forgot to add the immunity (while in others they did, as in Arcan Horror).
@kallas_br:
I doubt it has to do with this mod in particular. The issue you find it's usually tied to chaning the module_core, a thing this mod doesn't do.
@kallas_br:
I doubt it has to do with this mod in particular. The issue you find it's usually tied to chaning the module_core, a thing this mod doesn't do.
#6
Posted 04 January 2010 - 07:41 PM
Will this mod works with Better Melee and Advanced Tactics ?
#7
Posted 04 January 2010 - 08:09 PM
@gandalf51
As I understand, this mod alters mostly the script files for spells, so it must work with Better Melee. But it seems to conflicting with more “general” mods like Combat Tweaks.
@DivideByZero84
And so, “to be or not to be compat with Combat Tweaks — this is the question”, since it's one of the most effective game mechanics overhauls.
As I understand, this mod alters mostly the script files for spells, so it must work with Better Melee. But it seems to conflicting with more “general” mods like Combat Tweaks.
@DivideByZero84
And so, “to be or not to be compat with Combat Tweaks — this is the question”, since it's one of the most effective game mechanics overhauls.
#8
Posted 04 January 2010 - 08:27 PM
Why can´t Morrigan shapeshift anymore?
#9
Posted 04 January 2010 - 09:06 PM
I'll be watching this with interest, but I'll pass for now.
Why? "For example Undeads are now immune to cold, stun, sleep, breathe, control, confusion and paralysis".
That is just way over reaching in scope and completely unbalancing to the game and has me worried about the approach the mod is taking. IMO, most of those resistances don't make sense logically, but even if you decide they make sense to you such things need to be balanced around playability.
You might want to limit resistances to a maximum of two per mob type, even if more than two seem to make sense in a given case. (For undead, sleep and gases are the two most glaringly appropriate). Also, resist the urge to go too trigger happy with giving everything a resistance of one sort or another.
The spell lines in deed need a re-balance and I'm glad to see someone tackling it, but I'd hate to see every encounter requiring a chart to determine the rock-paper-scissors arrangement of spell resistances, nor would I want to see balance take a complete back seat to "fantasy logic".
Why? "For example Undeads are now immune to cold, stun, sleep, breathe, control, confusion and paralysis".
That is just way over reaching in scope and completely unbalancing to the game and has me worried about the approach the mod is taking. IMO, most of those resistances don't make sense logically, but even if you decide they make sense to you such things need to be balanced around playability.
You might want to limit resistances to a maximum of two per mob type, even if more than two seem to make sense in a given case. (For undead, sleep and gases are the two most glaringly appropriate). Also, resist the urge to go too trigger happy with giving everything a resistance of one sort or another.
The spell lines in deed need a re-balance and I'm glad to see someone tackling it, but I'd hate to see every encounter requiring a chart to determine the rock-paper-scissors arrangement of spell resistances, nor would I want to see balance take a complete back seat to "fantasy logic".
Edited by FiontarTES, 04 January 2010 - 09:07 PM.
#10
Posted 04 January 2010 - 09:18 PM
I don't see why skeletons should be immune to freezing, paralysis, or stunning...



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