Lords of Xulima

Lords of Xulima

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tweaks, changes, conveniences, etc, ver. 1.1
   
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标签: Ruleset
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2019 年 5 月 31 日 下午 2:22
2019 年 6 月 3 日 上午 6:43
4 项改动说明 ( 查看 )

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tweaks, changes, conveniences, etc, ver. 1.1

描述
Shop, global and loot changes.

factor enhancement increased to 0.5 for all difficulties. more enchanted items in the shop. Good enchantments are hard to find. this will make it a little easier.
monster level increased by 0.1 across all difficulties. slightly more difficult monsters. More difficult but more rewarding as well.
random encounter increased by 0.2 for normil and casual. slightly more frequent random encounters. I may increase the number of encounters later but this is to help clear zones a little faster. Feels good so far.
lock pick break reduced by 0.2. tougher lockpicks. more locks to pick so I made better lockpicks.
max resistances reduced by 5 to 80. lower resistances for all difficulties to make late game more difficult. I did this since late game (monster)spells seemed to be quite insignificant. Maybe this will create a more challenging scenario.
defence when parrying increased by 0.2 to 0.5. more meaningful parrying. Parrying seemed blah, maybe not so much now.
Randon corpses can now have up to 3 items, increased probabiliy by 0.1 and may be trapped. It depends on who killed them in first place.
Random sacks can now contain gold. sacks of gold, nuff said.
Random bookshelves now can contain scrolls/usables and are more frequent by 0.15 and may contain 2 items and may be locked. who doesn't put shurikens in their books?
Random armory may be locked. Safety first!
Random trunks may also contain accesories and consumables and contain up to 3 lower level items by 0.15. they may also be locked. Reasons.

Bards: I see Bards as a jack of all trades. These changes reflect this.
Shurikens 2 SP. Why do thieves get to have all the fun?
Lock picking 2 sp. No thief? No problem.
Trap disarming 2sp. Thieves are great but sometimes I want something different.
Matter to gold 5 sp. Not so much a spell as a skill, so why not?
ally buffs have a 15 seconds action cost. better songs take longer to sing, yeah?
ally buffs now affect all party members. Bards are now 50% louder!
magic light 3 sp. A simple cantrip now to help light the way.

Explorer (More changes ITF)
maces 2sp. sometimes prey needs to be tenderized first, XD.
item valuing and object identification reduced to 1. Maybe not necessary but well see, (Possibly temporary)

Fighter: versatile and tanky, hopefuly now, more so.
Mp scaling increased to 1.25 and starting Energy increased to 3. (temporary till a better solution reveals itself)
Strength reduced to 11. Balanced.
hp scaling increased to 5. Fighters are mostly meat shields early, this helps. late game, we'll see if this makes a difference.

Thief:Thieves are good, maybe too good ( ITF more changes)
wounding hit 2 sp. accurate hit seemed so meh, Now even a dagger can be effective.

Arcane soldier: These guys are the artilliary. maybe a few mid to late options can help them shine a little brighter.
Pole weapons 2 sp. Magical weapons for magical warriors.
reduced the mp cost for flaming weapon to 3 base and 1.5 per level. max level is now 20. This skill is so powerful! Opens up more options mid to late game.
reduced the mp cost for frozen weapon to 5 base and 2 per level. reduced base freeze duration to 3 and increased freeze duration per level to 1 per 5 to a max of 7. max level is now 20. Same reasons as flaming weapon.
removed: flames, cracked bones, ice shards, lightning, meteor, sparks, stone arrow, frozen touch and shocking touch. There are much better options within other skills, and just clutter the skills menu.

Paladins: is no longer a one trick pony.
Swords 2 sp. (possibly temporary)
mercantilism 2sp ( possibly temporary)
now use regeneration(modified for paladinealy game) instead of healing aura. I couldn't make healing aura good so I thought this was the best option.
now has access to remove curse. I lowered the the remove debuff factor across the board and remove curse is now within paladins spell level capacity.

Barbarian: feels over-tuned. I wanna work on that.
hp scaling decreased to 5.75. possibly temporary slight nerf to the barbarian (may be too inconsequential).

Divine summoner: So frail early game/mid game. If an enemy looks at the they faint, I wanna work on that.
Hp scaling increased to 1.5. so squishy mid game. this may help.
Mp scaling reduced to 3.5. seems excessive maybe a more blanced aproach is needed.

Spells:
Divine prayer now has 10 levels and affects nearby allies. possibly temporary (testing).
Regeneration has replaced healing aura as the early game game healing, and effects nearby allies. Clerics no longer have access to regeneration. Healing aura is just so bad.
remove curse now only has one level. What was the second level for?
magic light has sp cost reduced across the board. Can now be cast by bards clerics and paladins. Mp cost reduced to 5 to 15. can now be obtained at level 6. A simple spell that I believe should be available to more classes and easier to cast.
{remove curse can now be obtained at level 24
remove disease can be obtained at level 16
remove spells at level 12
remove poison at level 6
mass stun relieve at level 2} I figure a general increase of availabilty for these spells is not much more than a QoL change. Mp costs were unchanged because reasons.
Febret now has awakening song at level 7 and remove posion at level 1 instead of mass stun relieve. a much more effective and tempting setup for febret.
Golot herald now has meditation to atleast make him a little less awkward to summon against a single enemy. May be temporary.

Weapons: more changes ITF. dual wield testing soon.
wands/staves can now reach the back row. It's magical weapon, nuff said.
Katana's have a lower strength and higher agility requirements reduces base bleed to 3. Action cost reduced to 9. attack mod reduced to -20. Damage reduced to 9. Crit rate increased to 9%. The difference between claymore and Katana was very meh, this I believe is more interesting, and reflects a "sharper" and more difficult to wield two-handed weapon.

Consumables:
most potions can be given to other nearby allies. More of a QoL change and can speed up battles by having a lower dps character healing a party member while still pumping out dps with other characters. More options for do nothing turns. Can sometimes save lives in sticky situations.
balms now affect all nearby allies but at a reduced rate. seemed to make sense with the changes of other potions.

Monsters
breath of sleep, poison and spores reduced to 3 random targets rather than the whole party. reduces the difficulty of some of the mushrooms(mostly for super early game).
breath of spores has fatal effect(crit?). if it's crit, why not?


Ulnalum Items will appear earlier. makes the late game grind a little easier but the cost will still be an issue.