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Does this mean that in Classic mode, enemies aren´t buffed?
As far as I know, the UI for controllers cannot display more than 4 party members, so mods providing a 6 man party will not work.
But someone who has successfully used a 6-man mod can jump in and correct me if I'm wrong.
I do not have a controller myself so I could never personally test it.
:(
Achievements disabling is a thing of version 2, not version 1.
- Public\Shared\Stats\Generated\Structure\Modifiers.txt
- Public\Shared\Stats\Generated\Structure\Base\ValueLists.txt
The first tells you what type of value something is, e.g. for type 'Character'
[code]modifier "Strength","Qualifier"[/code]
Which means that STR is a 'Qualifier'.
And the second file tells you which values are allowed for certain types. You'll find that a 'Qualifier' can have values from '0' to '10' and the special value 'none'.
Vitality is a 'ConstantInt' which has no pre-defined values, which makes it unlimited (withing the restrictions the game can handle before register overflow etc.
(and there might be an engine-internal limit)
As mentioned below, attributes might be additive, and if so, you can get pretty weird outcomes if you increase one above 10, definitely not what you intended.
So you should be able to use that standard Character.txt until you reach Cyseal and companions are hired, and exchange the file after that point.
(Not while the game is running though but I guess that's clear.)
So you'll have a hp increase of 1500 for the void dragon (which is 15 times the vita it would have with 100 Vitality) compared to 500 (5 times) unmodded vs. 1100 for most other enemies that have 100 unmodded. If you also want the void dragon to also have 11 times the hp as in the unmodded game, you'll have to increase the Vitality value in its stat accordingly.
There are other enemies which also have a value for Vitality different from 100.
Be aware, that the meta increase also takes effect before you can even hire the first party member, so if you start a new game with these values, there might be no chance to even reach Cyseal ...
If they are additive, you have to pay attention for those enemy stats that would go over 10 because that's the internal limit for character attributes.
(Has nothing to do with attributes modified during the course of the game ... the character sheet!)
Character.txt :
new entry "HardcoreNPC"
type "Character"
data "Vitality" "1000"
data "ChanceToHitBoost" "0"
data "Strength" "5"
data "Dexterity" "5"
data "Intelligence" "5"
data "Constitution" "10"
data "Speed" "5"
data "Perception" "5"
data "Armor" "0"
data "Initiative" "10"
ups autsch! xD
In that case, the 'six man party' thing would not work.
You still have to make two characters at the start, and you can later recruit all four other members for a total of six. (you technically can also recruit mercanaries, and have more than six members in your party). This mod eliminates the *4 characters only* party rule.
The difficulty increase is fair and balanced. I was skeptical at first, and didn't want to waste my time if it was too easy, but this is a good challenge on tactical.