Brigandine The Legend of Runersia

Brigandine The Legend of Runersia

What do you guys want mod?
What are you guys looking for in terms of content from mods?
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Показані коментарі 7690 із 141
Remove the rune knight limit on batlefield. This will transform the game strategy.
A store that you could use mana to buy items from and more monsters.
Randomized locations, abilities, growth rates, etc. for Knights.
Cutscenes like the old game had so I can watch golems actually punch (or fail to punch) wyverns.
This has been out for a while now. Has anyone modded anything? I didnt see anything on Nexus Mods. Is there another source?
>tvance52
Use U*ityEX.
I used it to change the gender of Anemone from "?" to "F" :steamhappy:
Цитата допису manimani:
>tvance52
Use U*ityEX.
I used it to change the gender of Anemone from "?" to "F" :steamhappy:

I'm going to delete my comment, don't want to be overly pessimistic as maybe someone else can figure out it.

I've used dnSpy to look through the files and see if I could mod anything. haven't used UnityEX, i assumed that was for textures and such and hadn't looked at it.
Цитата допису tvance52:

I'm going to delete my comment, don't want to be overly pessimistic as maybe someone else can figure out it.

I've used dnSpy to look through the files and see if I could mod anything. haven't used UnityEX, i assumed that was for textures and such and hadn't looked at it.

With that tool, most of thhie game's parameters can be extracted in .txt format and easily edited.
For example, adding new items/skills, changing unit parameters and dialogue, etc.
Of course, it can also be used to change textures.

Adding new classes is possible.
However, adding new 3D models or creating new class trees is difficult for me.
The file that seems to be about AI is also very complicated.

This text is an automatic translation, sorry if it is hard to read.
Цитата допису manimani:

With that tool, most of thhie game's parameters can be extracted in .txt format and easily edited.
For example, adding new items/skills, changing unit parameters and dialogue, etc.
Of course, it can also be used to change textures.

I see. I do not think I have the experience with Unity game files and their system to figure this out. I don't really have the time to learn, either.
add russian language or persian language with eng letters plis
Difficulty increase mod is already on nexus go try it out.

What I would like to see from further mods is new units, more unit variety, new abilities and something to make item/weapon acquisition less tedious.
I've been playing on the Switch and Playstation 4 versions of the game and here are my observations.

Spells not used:
Spell Break, Flight, Gravity, Accel, React.

Spell usage:
Veil and Halo is used too much.
Heal needs to used on Unicorns, imps, mermaids etc
Angels need to use Loop heal on targets that need healing.
Protect\Resist\Brave Play\Brave Scream\Loop Heal should be used on units prior to them attacking and not after.
Swift Stance should be used when the computer is about to engage the enemy.

Spell Fixes:
Accel needs to increase Agility and Move, Accel used to be green, otherwise it's unused.
Veil needs to be fixed to effect offensive spells only, currently it nulls all magic.
Flight needs to be used when the computer is attacking over terrain such as Water, Mountains or Forest on some maps.
Add Heal to Simurgh
Add Loop Heal to Pegasus
Add Heal to Angels
Add Heal to Rudo
Add Heal, Protect and Silent to Sin.

Rune fixes:
D and E rune growths need to be removed. 1 - 3 and 2 - 4 rune growth is unacceptable.

Stat fixes:
Fixed stat growth, Stat growth should be the same for base class, 2nd class and final class. All monsters need three promotions.
High Centaurs, Gremlins, Sirens, Nightmares, Pegasus, Jinn promotion need massive Agi/Int bonuses for final class, having Unicorns and Pegasus gaining 0-1 Agi is unacceptable.
Phoenix, and Simurgh need to have better stat bonuses

Elemental balances:
Red, Green and Blue, White and Black aren't resistant to the same element.
Blue=>Red=>Green=>Blue, White=>Black=>White
Green=Red=Blue=Green (Normal damage, no changes.)
Non elemental monsters and equipment need to have non-elemental dots. Bahamuts shouldn't suffer a damage penalty for not having an element.
Wyverns, Coatls, Bahamuts need more non-elemental equipment. The computer equips elemental equipment on them, this needs to be fixed.

Summon sites:
Can we get more then 3 monsters for summons per site? Like maybe 5 and 6 for castles?

Computer summoning/organization algorithm:
Computer summoning/organization algorithm needs to be adjusted to favor monsters with higher costs up to 50 % of rune, then computer needs to focus on summoning units to max out it's rune at 50 % for Easy, 75 % for Normal and 100 % for Hard.
Computer strips monsters from wounded rune knight then deletes monsters that are not being used when it's not in Mana Penalty and sends it's rune knights on quests.

AI Equipment selection:
The AI makes poor choices for equipment, Often mixing equipment IE Holy and Dark Equipment, Elemental equipment ETC and does not utilize equipment set bonuses when available.
Remove location restrictions for equipment IE you can get any sword at any location with sword Icon.
Reworking the elemental system would remove the need to equip mismatched equipment IE Dark units shouldn't be equipping Holy equipment and vice versa.

AI programming:
On some maps, the computer doesn't use the optimal path, such as using road bonuses instead of going through the mountains or trying to cross through water without using flight.
The AI follows a set pattern, when you can have a unit move/use a spell/ability in any order, this should be programmed into the AI.
The AI attacks at maximum range, has no healing support. This needs to be updated.
Unicorns need to use Angel/Demon AI, unicorns, imps, mermaids move in front of leaders instead of slaying behind them.
AI needs to check the hit % before attacking a target, there is no point of trying to attack a target that has a 0 % hit chance. AI also needs use the right attack to finish a target, IE if a normal attack can kill a target, why are you using MP?
AI does not always choose the optimal terrain when attacking, IE Forest type attacking a target in the forest, plains type attacking in the forest rather then on a plain.
AI does not use the ZOC + 30 Hit % bonus when surrounding a target with units.
Jinn types attack a single target with their special attack from two or three hexes away.
Units still attack outside of rune range.
Computer attacks with two rune knights quite often, and moves it's rune knights around too much.
i want more class variation and monsters
Mod in quests that rune knights from Forsena are in the game and can join different kingdoms, but set a hard limit that only a couple will join randomly at max to each kingdom otherwise it would break the game.
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