Lords of Xulima

Lords of Xulima

Overhaul of Xulima
34 条留言
Hawk Zombie  [作者] 2016 年 12 月 31 日 下午 4:00 
No, this mod is no longer up to date. Due to the way the game handles modding in general, there is simply too much that can go wrong with adjusting the values that I did not realize (or I think anyone really did) when I first began this. I'm sorry.
Wizard 2016 年 12 月 31 日 下午 1:53 
Is this mod up to date? My char are lvl 11 now and I finally decided to buy spells for the main char. The first fight i get into when its the main char turn the combat stops working. I reloaded and got into another combat, loading screen would not stop loading.
FoG Dovahkiin 2016 年 6 月 4 日 下午 2:23 
and when I say stat changes I mean just the stat changes. Changes you made to HP and PP gains per level are working for all classes
FoG Dovahkiin 2016 年 6 月 4 日 下午 2:18 
so Bard, Paladin, and Divine Summoner still aren't registering the stat changes. Thief is also still only registering the agility stat change. Mage now costing 3 PP for sparks instead of 4. Oh well, rest of the mod seems to be working fine. I sincerely appreciate you taking the time to update. Seems it at least fixed the problem with not getting lower-costing mage spells. Still an awesome mod you've made :]
FoG Dovahkiin 2016 年 6 月 4 日 上午 9:06 
only if it's not too much trouble. that would be awesome
Hawk Zombie  [作者] 2016 年 6 月 4 日 上午 12:31 
I can try to do that.
Celerity, Executor of Impunity 2016 年 6 月 3 日 下午 12:52 
I'm actually not sure on that. You could try finding the folder, see if it works, then manual delete if it doesn't. The maker could also release a new patch without actually changing anything, which would also overwrite.
FoG Dovahkiin 2016 年 6 月 3 日 下午 12:39 
I'm not familiar with modding through the Steam Workshop. Would unsubscribing and rescribing delete and redownload the mod? Or do I need to delete the files from the game's folder location?
Hawk Zombie  [作者] 2016 年 6 月 3 日 上午 10:55 
Yeah, as far as I can tell everything starts properly...This is so very odd and somewhat frustrating.
Celerity, Executor of Impunity 2016 年 6 月 3 日 上午 10:43 
Neither of those should be bugged so I dunno. There are a few other glitches with adjusting character creation parameters but I don't think he's done any of them.
FoG Dovahkiin 2016 年 6 月 3 日 上午 10:35 
i just got the game the other day, so i doubt that's the case :/

the mod is working properly for the most part. just a couple stat changes didn't register and the lower magic cost didn't either, but it's still a very well done mod. so i'll just play as is
Celerity, Executor of Impunity 2016 年 6 月 3 日 上午 10:00 
There is a small possibility this is caused by you starting the game on one version and the version changing but not all data changes retroactively. I think starting stats are one of the things that don't adjust (most other things do).
FoG Dovahkiin 2016 年 6 月 3 日 上午 8:56 
didn't work :[ it's weird though because some stats change like they're supposed to on certain classes, and some stats do not.

ie. your Thief reads 8(8), 8(8), 12(11), 14(13), 3(3)
mine reads 8, 8 , 12, 13, 3

so as you can see, it reads the change in agility's stat score, but not speed.
FoG Dovahkiin 2016 年 6 月 3 日 上午 1:32 
i'll try wiping everything and reinstalling the game + mod. i barely started playing so it's no big loss. your mod looks amazing though. i was a few hours in and getting crushed by everything (and i've played Baldur's Gate and older RPGs). really stoked on your mod. thanks for making this
Hawk Zombie  [作者] 2016 年 6 月 3 日 上午 1:19 
That is very odd. When I load it in mine it works as inteded...hm
FoG Dovahkiin 2016 年 6 月 3 日 上午 12:43 
4 pp*

apparently i can't type today, sorry haha
FoG Dovahkiin 2016 年 6 月 3 日 上午 12:42 
the mod is definitely loaded as stat changes for some of the classes are working. as well as the adjusted hp and pp gain per level. bard definitely has no stat changes though. and when i started my game my mage was using 44 pp for the flame spell. tried uninstalling and reinstalling but that didn't help
Hawk Zombie  [作者] 2016 年 6 月 2 日 下午 11:40 
Hm, I looked at the file, and everything is changed accordingly. Are you sure the mod is loaded? You can only have one mod loaded at a time.
FoG Dovahkiin 2016 年 6 月 2 日 下午 3:28 
are not*
FoG Dovahkiin 2016 年 6 月 2 日 下午 3:28 
A lot of the stat changes and the PP cost for mage skills are showing up in my game. Any advice?

ie. Mage's level 1 flame spell still consuming 4 PP. And Thief stats aren't changed.
denis-ddr 2016 年 4 月 25 日 下午 10:25 
Such a great job of balancing the game, which was a bit too dificult, makes it much more playable without being overpowering.
Ponypony 2016 年 4 月 18 日 下午 9:59 
It looks like it just makes the game a lot easier. but I guess thats not a bad thing...
Hawk Zombie  [作者] 2016 年 1 月 27 日 上午 7:50 
Yeah, the validator is a joke, honestly. It is tedious, but basically you have to sort of test things out little by little as you create something, to make sure it doesn't break the game entirely.
Anesah 2016 年 1 月 27 日 上午 12:31 
scripts = strings, ack.
Anesah 2016 年 1 月 27 日 上午 12:30 
In fact, I HAD a "working prototype" a couple of months ago. Before I knew about the validator's weaknesses, I worked for a couple of weeks straight, not bothering to test the mod (because the validator works, right!?). Little did I know...

Not only had I modified skills, monsters, heralds, and tons of other stuff, but I had changed all of the scripts to account for the changes. I'm sure you are unsurprised that I put the game down for months after realizing the validator's flaws.
Anesah 2016 年 1 月 27 日 上午 12:25 
Adding some kind of counterbalance to the incredible usefulness of Flame Strike might be warranted, though I can't think of anything that serves the dual purpose of also making the class fun to play. Is Frost Strike similarly bugged?

I have been working on my own mod (one that I don't really intend to release; like almost every game I own, I make a mod for personal use and just expand it with time) on-and-off for about a month, finding out what works and what "interesting" effects pass the validator but make the mod unplayable. I'm currently working, in fact, on the heralds: working on replacing any "Monster Skills" with my almost totally modified (more or less so, depending on each instance) player skills. I've also been exploring ways to make the end game less of a cakewalk without nerfing PCs. A simple way would be nice, but most of the simple ways also affect the early game or make the game too difficult throughout. I'm still experimenting.
Hawk Zombie  [作者] 2016 年 1 月 11 日 下午 10:39 
Yeah, I misinturpreted the issue and thought of it as a very BAD thing, but in reality it's very good honestly...just makes for an incredibly boring class dynamic.
Celerity, Executor of Impunity 2016 年 1 月 11 日 下午 1:47 
Arcane Soldiers are not screwed. They are one trick ponies but it's a very good trick that scales in a counterintuitive way. Hitting for your normal damage + 50-100 fire + burn at level 20 is far from screwed. Well, for you. The non fire immune target...
Rey Philipp 2016 年 1 月 11 日 下午 12:12 
Interesting. Maybe i'll play LoX again in the near Future.
Hawk Zombie  [作者] 2016 年 1 月 11 日 上午 11:29 
...

As far as Heralds, I doubt I'll ever do anything to adjust them. More a pipe dream. It's unfortunate that so many thing can cause game breaking errors and bugs. I may have broken them for the early game by allowing you to train every herald from level 2 (as it seems Heralds will cast their high level skills regardless of their personal level), But I think this may only make them beasts in the early stages and back into kittens late game as you've described. Something to think about.
Hawk Zombie  [作者] 2016 年 1 月 11 日 上午 11:29 
Feel free to 'borrow' anything you wish from this! A lot of changes were just arbitrary decisions I made to make certain classes behave and look more like how they 'should' feel.


As far as Arcane Soldiers...Geez...Arcane is just screwed no matter what you do then, which is unfortunate. I wonder, though, if I increase the bonus you receive from dumping points in to more massive amounts (the only problem is this may create the inverse: a hugely overpowered character far too early in the game.)

No, I'll follow your advice and just place a disclaimer about those skills and reduce them both to 1, and increase their weapon skills to compensate and maintain the '7 skills per class' thing I have going...
PrHasenfuss 2016 年 1 月 11 日 上午 2:27 
In regards to heralds...

Heralds are almost impossible to balance because they have a linear increase in power from 1-30 and then just stop. In my test game with a divine summoner he did 5% of party damage from level 1-5, then at level 20 he had 45% party damage and after 30 it is likely to drop considerably again. They are monsters in the middle of the game but helpless as kittens before and after. I do not think that can be fixed, but maybe slightly mitigated.

The herald skills can be edited to balance them, but only skill levels. If you try to add skills to the list in the editor, the herald will either not use them (as they are not in his AI) or they will even crash the game. The herald stats can be modified in the "monsters" table, the first entries. those are level 1 stats and they will increase by a percentage (based on difficulty) each level the herald gets. Keep in mind some of those stats are heavily penalized on higher difficulties, especially speed.
PrHasenfuss 2016 年 1 月 11 日 上午 2:18 
Most people who've been playing with arcane soldiers for ages and noticed this would leave flame and frost strike at level 1 and level their weapon to 30 to get the full damage from their weapon skill but cast it at the lowest possible power cost. By starting the skills with level 2 you are actually making the class less desirable, because each level only drives up power consumption for no benefit at all :)

My first impulse was to cap both skills at level 1 in my own mod to prevent people from dumping skill points into them, even though it does not do anything. Sadly, that actually crashes the game. In the end I opted out to just put up a big disclaimer for people that putting points into flame and frost strike is just wasting skill points and I changed power consumption to a flat amount that does not increase with level (for those poor sods who don't read the disclaimer).

...
PrHasenfuss 2016 年 1 月 11 日 上午 2:10 
I had a look at the changes and there's some neat stuff... especially... erm... Look over there! A cursed poodle dancing to 80's music! *shamelessly steals idea to give arcane soldiers access to elemental protection*

I have two pieces of advise to give you, that hopefully help in some way. First of all,flame and frost strike are bugged. Both skills calculate power consumption based on the actuall skill level, but damage on the weapon skill of your equipped weapon. The tooltip does not reflect this.

If you were to have an AS with 30 points into flame strike and 10 points into swords, the tooltip would say 45 flame damage for 60 power... but in actual damage you would only do 15 burn for 60 power. If it was reverse and you had 10 points in flame strike but 30 in swords, your flame strike would do 45 damage for 20 power, even though the tooltip would state 15 damage.

...