@Booface
When decreasing HP keep in mind that it increase randomness of combat. If you go too far player's skill will be replaced by luck. You'll either roll a hit or miss, die and reload savegame; you'll either dodge attack or be hit, die and reload savegame. Too much realism might turn into frustration.
Flash Creatures Rescale
Started by
Site Bot
, Jul 02 2010 12:58 PM
199 replies to this topic
#61
Posted 13 July 2010 - 01:20 PM
#62
Posted 14 July 2010 - 04:33 PM
@Flash_in_the_flesh - Thanks, I just had to tweak the settings a bit until I got the right balance. Combined with Combat Tweaks things get very interesting using the Normal setting to begin and switching to the Hard setting after Ostagar. It's very difficult but not to the point of endless frustration (unless you try to kill the Revenant in the Brecilian Forest while you are level 8!!!).
#63
Posted 14 July 2010 - 05:10 PM
@Flash
Yeah, that is true. I've been experimenting with it, though, and it might not suit everyone, but I think it would suit a certain kind of person.
What it essentially means, then, is that if you get stuck in melee combat, you tend to die. Melee combat becomes all about knockdowns and stuns, and keeping your characters from getting hit (just like in the Sacred Ashes Trailer, I might add). Using stealth to scout out encounters and set up in a favorable position, etcetera. And constitution becomes more valuable, because it more quickly means you take 4 hits to die rather than 3, for example.
So I've been modifying player talents and skills to promote this new gameplay. (Ex., changing shield cover to be an activated talent that makes you invincible for 3 seconds, so you can survive that incoming fireball just like in the trailer.) You'd also think it would make mages too good, but they literally go down in 1-3 hits.(Generally, a 10 con mage will have about 70 hp at level 10, and enemies with 1-handers generally do about 30-40 dmg on a normal hit. On the flipside, same applies to enemies, and even most bosses (But bosses will mess you up if you don't kill em fast or run)).
I played through most of the game this way, tweaking abilities as I went (the list has gotten pretty extensive, in just a few days I redid the rogue, archery, two-handed, and sword and shield trees--I'm recently unemployed so its nice to have a project for the evenings after job searching). It's actually not much more challenging than vanilla nightmare, it just rewards more attention to tactics and micromanagement than before. I love it, feels almost like an action movie.
Anyway, man, thank you for a great mod. It's got me re-energized for the game, and is possibly the first thing that is drawing me into the toolset and scripting for DA:O.
Yeah, that is true. I've been experimenting with it, though, and it might not suit everyone, but I think it would suit a certain kind of person.
What it essentially means, then, is that if you get stuck in melee combat, you tend to die. Melee combat becomes all about knockdowns and stuns, and keeping your characters from getting hit (just like in the Sacred Ashes Trailer, I might add). Using stealth to scout out encounters and set up in a favorable position, etcetera. And constitution becomes more valuable, because it more quickly means you take 4 hits to die rather than 3, for example.
So I've been modifying player talents and skills to promote this new gameplay. (Ex., changing shield cover to be an activated talent that makes you invincible for 3 seconds, so you can survive that incoming fireball just like in the trailer.) You'd also think it would make mages too good, but they literally go down in 1-3 hits.(Generally, a 10 con mage will have about 70 hp at level 10, and enemies with 1-handers generally do about 30-40 dmg on a normal hit. On the flipside, same applies to enemies, and even most bosses (But bosses will mess you up if you don't kill em fast or run)).
I played through most of the game this way, tweaking abilities as I went (the list has gotten pretty extensive, in just a few days I redid the rogue, archery, two-handed, and sword and shield trees--I'm recently unemployed so its nice to have a project for the evenings after job searching). It's actually not much more challenging than vanilla nightmare, it just rewards more attention to tactics and micromanagement than before. I love it, feels almost like an action movie.
Anyway, man, thank you for a great mod. It's got me re-energized for the game, and is possibly the first thing that is drawing me into the toolset and scripting for DA:O.
#64
Posted 14 July 2010 - 07:28 PM
I am just starting to use the mod with a game difficulty of "hard" and a "flash-difficulty" of very hard. I also have activated the HP reduction part. What puzzles me now is: Do bosses and elite bosses now have more or less HP in my current flash-mod-game compared to a vanilla-nightmare-game? I.e. does the "very hard part" contradict the HP reduction?
#65
Posted 14 July 2010 - 07:28 PM
I am just starting to use the mod with a game difficulty of "hard" and a "flash-difficulty" of very hard. I also have activated the HP reduction part. What puzzles me now is: Do bosses and elite bosses now have more or less HP in my current flash-mod-game compared to a vanilla-nightmare-game? I.e. does the "very hard part" contradict the HP reduction?
Edit: Oops, sorry for the double post!
Edit: Oops, sorry for the double post!
#66
Posted 14 July 2010 - 08:02 PM
On very hard difficulty tweak bosses have about the same HP or a bit more than in vanilla.
#67
Posted 15 July 2010 - 10:47 AM
Hi there, I'm really excited to try this mod, but I was wondering if it's compatible with the Forced Deathblow mod? I never get tired of watching the awesome deathblows, and it's a pretty important feature for me. I checked the name of the deathblow file, it's: creatureranks.GDA, and I searched for that file in your mod, you have creatureranks_FCR.GDA, I'm kind of hoping the "_FCR" makes a difference. Sorry if it's a stupid question, I can be a bit of a noob. I'm also pretty much praying that you add a forced deathblow feature if it's not too much trouble? Pretty please?
#68
Posted 15 July 2010 - 11:49 AM
FCR, among other things, also increases the chance of finisher animations so it has the same function as Deathblow mod. You don't need to install Forced Deathblow.
#69
Posted 15 July 2010 - 04:08 PM
ur mod is making me loose tooltips any solution to fix this
#70
Posted 15 July 2010 - 04:20 PM
If you're not using Combat Tweaks mod, you have to delete CT compatibility folder in HP decrease as it is stated in the README.



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