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报告翻译问题
Clearly it doesn't have to be this way as there are plenty of clones that start non-hostile in fort joy.
I uninstalled it due to fights taking for ages with monster madness and scaling enemies.
I uninstalled both madness and additional monster.
Then i started a new save. Used mods to start in Act 2, went oft the shore and baam a million void maggots are waiting for me at the beach.
I playing on russian localization, and some npcs names is on english. maybe its from this mod, but they quantity is not more than was). Thank you anyway
This mod should be compatible with every mod as far as I can tell, since it doesn't edit any existing content (which could cause conflicts).
It only adds new NPCs to existing encounters.
It could be because the mod was never finished by the original author and only adds monsters in the Fort Joy chapter.
Hi, yeah i saw that you ported to DE many mods : thank you =) !
And i was wrong about Act 2 having no additional enemies : it just seems that not every fight have, only a few ! And because there is no script i now understand why :O !
Speaking of the best method, i still think manually editing each fight is the best way to balance the game properly, but time consuming indeed.
That way you avoid many issues by cloning bosses or yeah, strong enemies.
I can confirm that Act 1's beginning was hell : the assasins of the Red Prince were really hard because there were 3 of them from what i remember, and at this point you're only LvL 2 with no gear x) !
I'll check Sim's More Enemies and see how it is !
The way this mod works is that the original mod author placed enemies into the world by hand, so it's not like a script or anything, and they've never finished it and only modified act 1 from what I can tell.
And around 2x-3x more enemies seems about right.
If you want an alternative mod that uses a script to increase the amount of enemies per battle there is Sim's More Enemies , but it has some unintended issues like when in a vanilla fight there's wounded enemies, the newly created / cloned ones via script will spawn at full health, or fights against named NPCs (like the assassin trying to kill the Red Prince in act 1) will now be cloned as well, making the fight significantly tougher, since it's only meant to be one strong enemy, but that one strong enemy will now be cloned.
Still a better solution than editing every single fight in the game by hand...
Hi, it adds pretty much x2 to x3 enemies per battle, depending on the battle from what i tested during Act 1 :) !
The last fight of Act 1 though, versus Alexandar, didn't had any additionnal enemies :/...
Act 2 is the same ever since, it doesn't seem to work after the last battle of Act 1 somehow.
I did around 10 battles and none has more enemies.
I'll try to fix it myself if i can understand how it works, or find another mod that works because i really need this to play, otherwise the game is way too easy =) !
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2427378290
I'm currently not at home and won't be for another week or so, so that's the earliest I can look into it.
Why exactly do the mods not work properly?
You seem like a nice person and you were friendly and polite, which is why I responded in the first place, so I'm glad I was able to help.
But thank you so much for both taking the time, and for finding the mods, that's really awesome!
Explains why I haven't already done that in the past, because there is no need to.
I hope that it suits your needs. glhf ;)
PS: The mod is also available in 25% and 75% less combat XP versions.
Did you mean Combat XP Rebalanced or (Less) Nerfed XP Gain ?
I could look into it, but I won't promise anything. And it might not happen soon, since I have other, more pressing matters to attend to. (I'm sorry.)
The mod have a nice idea but I think that need some improvemnts on add enimes or remove enimes from some battles, maybe it's because I have others mods too
i picked this up to balance wanting a 6-man party, but found that in practice it ends up making combat extremely long and tedious. the fight in the dungeon of act 1 took well over 2 hours. i wish i had counted, but i'm pretty sure it was well over 20 enemies.
the other issue is that certain fights (primarily early fights against mages) become EXTREMELY difficult. the phylactery vault is... insane. iirc, it doubles the number of enemies in that fight, which means you are under a constant barrage of AoE spells before your team has worthwhile armor.
this really isn't the author's FAULT, so much as larian balanced it the original way for a reason...
so if that's your thing: extremely long, overwhelming battles where you are out-numbered at least 4:1, then definitely give this a try.
Also a lot of enemies can cause silence. Not sure if another mod is enabling more enemies to inflict silence or if it's just more noticeable with this mod, but it made me unable to keep the numbers in my army and I started losing most fights after that point.
That said, removing this mod magically removed the extra enemies even for an encounter where enemies already loaded! So there is no risk in trying this out to see if it will work for you!