Would people be interested in a 'hardcore gameplay' mod?
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The mod will only make sure that one can't "cheat", so in an essence it takes control from the user, which is never good!
You should think differently.
Taking is easy, giving is harder.
But i wasn't talking about items. And if i was, the kind of items or item i would give, would be interesting enough to change the way you play.
My interpretation of giving is different than yours.
i am talking about introducing a new adventure that should be engaging, and will test the abilities of the user.
Or introducing new encounters, with new types of monsters/Humanoids, with new and interesting powers.
Or enhancing existing encounters and monsters, i am not talking only about stats.
SCS,Ascension,Wheels of Prophecy etc... this mods GIVE without TAKING.
Taking is easy, giving is harder.
I wasn't shutting your conversation, telling someone to keep their opinion to themselves is.
This sounds like a great suite of changes, so count me interested.
I remember when Demi and I discussed SRv4 tweaks, my idea of SI:Div (Nondetection with SR now) was that it stops 1st Divination spell cast against it and then dissapears, similar to Dispelling Screen....but I don't know how this can be done. It's easy enough vs Oracle for example. But ticking spells? Should the "last tick" dispel SI? The first one? Clouds are even worse, since they use a .pro file rather than a bunch of delayed 146s.
This perhaps might be coded to work somehow (I'm not too sure about it; in fact, I can see numerous issues with whatever you decide on when 321 would be applied, such as having more than one cloud spell in the field, having more than one caster against you; then you've got Ice Storms.....); but give it a go.
I'm not too keen on "PnP Spell Immunity" simply because BG2 spell system has nothing to do with PnP in the first place; where you'd search for ingredients, pay attention to what's happening and where spells such as Know Alignment and similar have a meaning. BG2 eventually turns into ADHW/Dragon's Breath galore; with a few select fights which require a more strategic approach. Also, having AI "understand" this kind of tweak is impossible - AI will generally use the highest memorized spell to remove your immunity while the player would use the lowest applicable spell for the very same job. This wouldn't make the game any harder, it would make AI look more dumb than it is.
It might be interesting to get a mod where items would have a strong probability of not spawning (except for quest item). Once you are familiar with the game, the number of good weapons/armor/items is overwhelming. After playing one evening on BG2 I have weapons powerful enough to easily finish the rest of the game.
EET_TWEAKS already offers a lot of flexibility:
Adjust total XP CAP: 1.3
Adjust XP for Traps, Spells and Lockpicking: 1.3
Adjust XP for killing creatures: 1.3
Adjust XP for quests: 1.3
@Grond0
Try Improved Anvil. You won't be able to flee anymore in important fights. But IA is hard.
@Francois
There are mods out there which randomly distribute powerful items (Improved Anvil, Item randomiser). I don't know if something like that is available for BGEE
I would say, give it a shot if you are interested in a challenge. Imho, IA is well balanced in terms of items and resources, adds nice Quests and is a tactical challenge.
In the end, you can play it like you want, except that the area transitions are disabled when an important fight has started.
I was running around like a rabbit trying to avoid Comet/Dragon Breath/3xADHW/Purge Magic... But my playstyle doesn't involve ranged weapon that much, maybe only to trigger a Contingency "on hit"...
1) A ring that gives +50% Fire resistance
2) A robe that gives +20% Fire resistance and +10% magic resistance
...then they'd only get +50% Fire resistance and +10% magic resistance in total, because only the largest bonus of each type would count.
Pillars of Eternity does it this way. (But note that it doesn't count weapons as equipment items, so for the same effect you could have a passive bonus from the equipped weapon + 1 passive bonus from any equipment item + 1 bonus from a modal or active ability such as a spell).
How would SI:Divination work with True Sight? Wouldn't True Sight count as a new spell every round and any illusion would be dispelled in the second round? First round, it would dispel the protection. Second, the illusion.
1) I think hardcore challenge threads usually set their own rules each time.
2) I know of Hard Times and Item Randomiser mods to increase difficulty and reduce metagaming.
3) I would think a mod would have to offer features that a gamer wouldn't be able to replicate on their own by simply refraining to do something.
a) Mods have added features to force all dialogs to pause, and also not pause on the map screen. I would like a feature that forces no pause for the inventory screen. So if you're changing weapons or looking to move items between characters, the baddies are still attacking you.
b) I like the "no drinking from inventory" even though I've never done so myself. That should be a standard feature.
c) For video games in general, I think they should eliminate all xp from violence completely. XP or level/power ups should only come from either quests, or key plot points in the story (like chapter change). Players would no longer be able to cheat up their levels by visiting basilisks/sirines/golems.
d) I'd eliminate dual classing and make humans multi like everyone else.
e) What I would LOVE.... lovelovelovelove is to have a spellcasting system of cooldown, instead of vancian magic. A system where casters have infinite casting each day, but a cooldown period before they can use that spell again. This is what I've done for my own pnp game (the one in my head). I've radically altered how I handle the magic system, and it would be wunderbar to have it in BG. I assume it's impossible though.
f) "No Cast & Fight:" Do you mean not being to make an attack the next round, or having to wait longer between attacking/casting?
g) There seems to be a feature where people can either attack/cast in the same round, or maybe attack/quaff in the same round. Quaffing a potion, usning an innate ability, casting a spell or attacking should all be single round actions by themselves. Once you've started something, you can't do another thing until the next round.
On my current new game, Khalid the Hexblade started casting his Doom ability at Karlat in Beregost the instant he started approaching us. Karlat was able to finish approaching us, give his little speech, drink a potion, and then land an attack on Khalid disrupting his "spell", all before Khalid could finish.