aeroldoth Posted March 4, 2017 Share Posted March 4, 2017 Having cracked the impenetrable core of the game by successfully changing a single character (tiniest mod ever!) for stealing, my bloodthirst for more change has grown. I'd appreciate any advice on how to make any of the changes below. I've looked at various tutorials but they're over my head. They talk about complex changes when I only want to do simple ones, and they all focus on creating new content when I only want to edit. I'm surprised there aren't super simple tutorials for dummies. I'm also interested in feedback on whether you think these changes are under/over powered. I'm changing things I think are too weak or wrong. SKILLSI've changed stealing from (+5/ stealing and +5/ stealth) to (+25/ stealing and +0/ stealth). Survival - add lightning/cold/fire to 5/5/5/10 nature resistances (no spirit) Tactics - add 5/5/5/10 physical and mental resistance to an otherwise worthless skill (you shouldn't have to pay for tactic slots, they should be free). Also change 1/1/2/2 new slots to 10/1/1/1. KITSI want to standardize the class kits to offer +N to a single stat, and a special bonus. I can't decide what N should be. 3, 5, 6? Shifter - change spider and bear forms to cause nature damage. Remove mana degen. Add +3 regen (health for spider/bear, mana for swarm), +6 with mastery. SPELLSStaff focus - change from +1/3 dmg to +2/3 (or maybe 3/3?).Arcane Mastery - change from +5 spell power to maybe +30.Spell Wisp - change from +5-10 to +10-20 or even +15-30.Spell Bloom - change to center on caster, 3x duration/ radius/ power, zero casting cost.Stinging Swarm - either change to "storm" aoe spell, or vastly increase damage, maybe 10x. (Total damage output of this T4 spell should equal that of other T4 spells, like the various storm spells, and currently it doesn't come anywhere close.)Crushing Prison - change to affect all creatures, including bosses. Cause instant damage equal to half of current health, paralysis is set time with -1s/ rank. (This spell, just like swarm, is incredibly weak as a damage spell, only taking off a tiny part of a single creature's health. By having it take 50% health, it becomes useful as a boss softener)Drain Mana - have it drain mana/stamina from all foes, not just mages.Weakness+Disorient - should have long durations to offset their otherwise weak effect.Telekinetic weapons - more damage as it is consistently weaker than the T2 elemental blade spells. ITEMSHave the elemental salves have very long duration cause I never use these things. Why care about shaving 4 points off a few rounds of fire damage when I have a healing pot that will restore 100 hp at once? Any advice for any of these things, including where to find the files to modify is appreciated. Link to comment Share on other sites More sharing options...
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