神界:原罪2 - 终极版

神界:原罪2 - 终极版

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Mortality: Combat Revamp
   
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6.297 MB
2018 年 9 月 13 日 下午 4:42
2018 年 9 月 19 日 下午 3:18
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Mortality: Combat Revamp

描述
The overarching goal of this mod is to make combat and customization more interesting, and less oriented around stat-bloat and cheese. There are a wider range of viable builds, too.

Big Update September 15th! Check the change notes for more info.

CONSIDER THIS A BETA VERSION. I'm not sure how well the balance and scaling changes hold up at higher levels, and there may be some monsters/animals with ridiculously strong or weak attacks. Please report any issues and I will take them into consideration. I'm releasing this because I want more testers.

THIS MOD IS DESIGNED FOR CLASSIC DIFFICULTY. I consider Tactician difficulty stupid and bloated. I want player stats to be similar to enemy stats, without trivializing combat. I've attempted to smarten up the AI to make Classic more challenging without stat bloat. Whether or not I've succeeded yet remains to be seen. It needs testing!

Recommended mods to pair with this one
More civil points.
Rude loot
Fort Joy respec
Interesting Uniques
Good Chemistry

Now, on to the features...

No more constant equipment cycling!
Your stats don't bloat as you level up, so you can keep using the same equipment as long as you want! See the change notes for more info.

More meaningful weapon choices!
All weapons (even single-handed) now have around the same dmg/AP. Some weapons now cost less AP to use! Some cost more! All In, Sucker Punch, and Flurry were changed to be more distinct, and useful! There's more changes! Weapons have more distinct roles, and weapon-switching is more meaningful.

Strength/Finesse + Intelligence teams are more viable!
Mostly because I made water and earth damage all do physical damage instead! Because those types of damage are inflicted through physical impacts! They could feasibly be blocked with a shield, whereas poison, fire, and electricity are more of a "don't let that even touch you" sort of thing, which would be blocked with magic armor (the big psychic bubble effect you see when magic armor activates.)

This change also results in...

Somewhat less oppressive crowd control!
Chilling, freezing, and blinding (the Throw Dust geo skill) requires you to first deplete the enemy's magic armor using some other kind of magic (most likely electric, since fire would be counterproductive for freezing.) Shocking and stunning will be less oppressive once I make my planned change to make air attacks mostly cost 3-4 AP but have higher damage (making it a "high impact" magic).

Smarter, more ruthless AI!
The AI was already programmed to be capable of being ruthless, but Larian gave it strict orders to NOT be ruthless, because it was too depressing for the players! I've attempted to simply allow the AI to be smart again. It needs much, much more testing to see if the desired changes were achieved, and see what else might need to be changed.

Other tweaks!
I made Teleport less abusable! And did some other stuff! Phoenix Dive now makes a solid flame surface underneath you so you can do Pyro combos more easily. Or I tried to. I haven't tested whether that worked yet; I need to do a long playthrough with my current build and iron out any issues I notice.

See the Change Notes for more complete info.

If you have any criticism of my design ideas, I would really appreciate your input so I can refine this mod/game.

If you enjoy the mod, I would really appreciate a Rate Up.

If the mod isn't working or something, please yell loudly.

EDIT: Not currently updating this. Lost interest in the game as a whole.
热门讨论 查看全部(4)
16
2018 年 9 月 22 日 上午 2:01
置顶: Potential future changes
your mom
1
2018 年 11 月 23 日 上午 8:19
Is the A.I any better?
maxine64
1
2020 年 10 月 20 日 上午 5:58
Report issues here!
your mom
81 条留言
your mom  [作者] 2019 年 4 月 28 日 上午 12:00 
I think you could also take a big hacky shortcut and just crack open my mod with the pak extractor, remove everything that ISN'T the AI files, and adjust the ... meta files (the files that tell the mod what it's name is and stuff) so that it thinks it's a slightly different mod instead of thinking it's the original mod. But that may not be a shortcut if you can't figure it out, and I remember it being a little puzzling in itself.

And it wouldn't let you release your mod on the Steam workshop or easily share with friends.
your mom  [作者] 2019 年 4 月 27 日 下午 11:56 
Your resulting .pak mod file should resemble the Shared.pak file, probably. It should definitely resemble my own mod file, so you can reference that for folder structure, compare it to the folder structure you've ended up with in your exported .pak file, and adjust things accordingly if things aren't right. It's probably easier than I'm making it sound.

And if you figure it out you'll feel really empowered and smart. I guarantee it.
your mom  [作者] 2019 年 4 月 27 日 下午 11:53 
3. Create the right folder structure in the right part of the mod's folder so that your replacement files end up in the right place. (I mention in the Reddit post I linked below that the AI Archetype files should ultimately end up in Public\Shared\AI\Archetypes, and that they're in that subfolder in the Shared.pak game file.)

4. Get the original Archetype files from the Shared.pak file (using the pak extractor I mention in the reddit thread), modify them however you want to, put them in your mod folder, and export (or whatever the term is) the mod from the editor.
your mom  [作者] 2019 年 4 月 27 日 下午 11:53 
I think something you'll have to do will be along the lines of:
1. Make a mod in the editor but don't actually modify anything from the editor.

2. Find where the mod's folder is. (All the mod's files end up arranged in folders that mirror the file structure of the game, so that any changed files can easily replace the original game files.) Per this thread, it's probably Data/Public/MODNAME. Or maybe Data/Mods/MODNAME. "Data" may be in the game's install location. Probably.
your mom  [作者] 2019 年 4 月 27 日 下午 11:42 
Maybe the AI files are some of the things alluded to on this page [docs.larian.game] that aren't accessible from the editor. I'm sitting here scratching my head a little trying to remember if there was secretly anything counter-intuitive that you might run into as a roadblock, in trying to make what should in theory be a relatively simple file replacement mod of some relatively simple text files (the AI archetype files).
your mom  [作者] 2019 年 4 月 27 日 下午 11:39 
For you, the challenge is making sense of basic usage of the mod tools (which I think are the "Divinity Engine 2 Data" DLC), and finding the AI files. I actually guess I made a Reddit post that included a mention of where those files are, a while back. It may be possible to open them from inside the main modding tool (Divinity 2 engine or whatever) instead of using a pak extractor to crack them open, or maybe it isn't?? I don't remember now.
your mom  [作者] 2019 年 4 月 27 日 下午 11:39 
It depends how determined (and fundamentally computer-literate) you are :p

The reasons I said it's a hassle for me are
1. Needing to install the game, and the game's mod tools, again.
2. Needing to remember (or re-search) where to look to find the AI files that can be changed.
3. Probably needing to remember fundamentals of how to use the mod tools. Which DO make modding easier than a lot of other modding for other games, but are still fundamentally a challenge to learn to use.

And as I've already said, it's a considerable hassle to make adjustments to the AI and then contrive scenarios in-game (or in the mod tools) to test and see if the desired changes are actually happening. It's just time-consuming.
-Snoopi- 2019 年 4 月 27 日 下午 9:32 
Ok fair enough.

Yes I know why the devs dumbed it down, I actually had several e-mail back and forth with them in regards to this topic. And yes you correct, they did not want the AI to be smart like humans because of how difficult the game would then be.

Which bloody sux, because now the difficulty is the opposite for me!

Ok, so if you are saying its a hassle does that mean its going to be hard for me to try and mod this aspect myself if I make an attempt later tonight. I have 0 experience in modding :)
your mom  [作者] 2019 年 4 月 27 日 下午 8:05 
iirc there's an article/interview somewhere online with the devs where they mention that the "smarter" AI was basically too depressing for players, what with it pragmatically murdering the ♥♥♥♥ out of them. The AI in the released version of the game seems more tuned for "drama" than effectiveness. e.g. it behaves more like a bunch of individual kinda-dumb people instead of a single coordinated murder-brain.

I'm not gonna release the AI part as a standalone, because
1. it's a hassle, and
2. I never tested it thoroughly enough to figure out if it's actually Good, quality-wise.
-Snoopi- 2019 年 4 月 27 日 下午 7:43 
and if possible, could you release this standalone mod that improves AI? lol