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- Taunt, Battlecry, and Chain Snare no longer have casting animations, and no longer interrupt combos such as Smashing Blow and Whirlwind, and can be casted while blocking.
- Increased Block's mastery chance for skills to not use retaliation points to 10% per node.
- All protector skills now have individual retaliation point use per cast, ranging from 100% for skills like whirlwind and frozen sphere to 20% for strike and smashing blow. I'll add the tooltips to each skill later, or maybe A Cat will ;)
- Replaced Smashing Blow's rage on kill with rage on hit
- Changed flowing Combo's t1 mastery to added enchantmult damage
- Reduced the charge rate and damage multiplier of retaliation points from block
- Added rare enchantments to protector gear to increase maximum retaliation points and generation rate, and made epics with those fixed enchantments stronger
- Increased the base damage of the whirlwind tree slightly to compensate for the changes
The idea behind the change to retaliation points is to open up the use of retaliation on skills that couldn't use it before, and reduce certain skills' dependancies on abusing retaliation. It falls short of a fun mechanic due to it's inconsistency with what enemies will generate points when blocked, and having to re-up those points after every single attack. Skills like whirlwind assault could output way too much damage by using retaliation, but the combo building wasn't exactly fun, and other skills barely benefitted from it at all.
- Added a new Set: Forgotten Artifacts This set includes a piece for all non-class-specific slots. The Set is not really a Set, and each piece has 10 random enchantments but no Set bonuses. These items can be either very powerful or just mediocre compared to other set items, with a very wide range of bonuses. I added this set because after level 100 you're basically hunting for specific items with specific bonuses, and are never really surprised or enthused after a certain point by the RNG enchantment system. This "Set" is essentially just very rare items that use only random enchantments, so you can potentially find some very uniquely powerful equipment that rivals full Sets and Godlikes.
- Removed Destroy-O-Trons from adventure mode spawns, they have a lot of issues I need time to fix
- Fixed an issue causing Ray skills to only deal 20% of their intended damage
---------Changelog for v9-1:
- Fixed rebel missions giving items they weren't supposed to.
- Sorted out what loot tables actually affected end of adventure rewards and made them actually suitable for the mod's loot tables. Much higher gold drops, chance of Set and Godlike items, and a huge boost to loot drops with high level chests.
- Increased Shieldhp enchantment maximum roll by 40%, the phlogistoneers shield doesn't gain a lot of the bonuses it should from various effects, while I can't fix that I can make shield builds a bit stronger with itemization.
- Increased the phlogistoneers flame thrower skills' tick rate by 20%, and didn't reduce its damage. It was still a bit too weak compared to other skills that let you be more mobile while casting.
- Fixed the tooltip for Elemental Damage Aura to say that it actually gives weapon damage to elemental skills.
- Fixed the the tooltips for mine, flamethrower, and rocket damage tooltips to say it actually only affects weapon damage.
- Mine damage aura is now 4% per level like the other specialized damage auras
- Fixed flamethrower tooltips misrepresenting their dps by several factors
- Fixed an error causing flamethrowers to do half the damage the should've been, but reduced their base damage by 33%, for a total damage increase of 25%.
- Increased Smashing Blow's charge damage by 3% per stack
- Increased Smashing Blow's base damage % 180>190
- Reduced Flowing Combo's base damage % 57.5>52.5, the difference in power between flowing combo and smashing blow was pretty small for a T2 and a T3 skill, and flowing combo was far stronger than its T1 counterpart compared to other T2 skills. These changes should bring it in line.
- Fixed Envenom not properly applying itself on targets
- Fixed Stun On Hit not working on most enemies that it should
- Reduced the attack speed of the Arena Behemoth Boss by 40%
- All non-support bosses can now spawn on the first boss wave, instead of just the two melee bosses
- Reduced the damage of Arena Contender (ranged bandits) by 25%, they're meant to be a toughness-check on weak ranged characters, but not that hard
- Found the string files that contain the descriptions for stats, missions, and character traits and went crazy. Updated as many of the descriptions I could find to the standards of the mod for clarity. This includes Keys, end of mission rewards, basic stat descriptions, class descriptions, menu tooltips, and some character sheet tooltips.
- Reduced the number of items the Pigasus sells, it was accidentally left high from when I was testing set items
---------Changelog for v9:
Arena Overhaul:
The arena has long standed as a pretty easy challenge to anyone at level 100, but still had some of the best rewards, and to anyone leveling it was the best way to gain experience. This overhaul changes it into something meant for end game characters to test their mettle against new monsters and new challenges not found anywhere else in the game. To truly risk those 20 fate points you spent to get in, because you might not make it to wave 10 to break even. And finally to obtain great wealth.
- The arena has some really bad mechanics. First, some wave compositions are 3-5x stronger than others, just because of what monsters get spawned. Second, monster scaling is totally out of whack, and their damage scales faster than their hp, turning anything past level 25 into a one-shot fest between you and monsters. Speaking of level 25, you can only get a maximum of 5 reward chests, so once you beat wave 25 you might as well quit, unless you're trying to get the wave 50 challenge. And finally, the arena scales to a factor of 20 for some reason, and difficulty has no effect on the Arena either. I can't fix the maximum of 5 chests, I can't fix the monster scaling, and I can't fix the way it scales to your level or difficulty. But I can fix the other issues, and make the Arena both more fairly difficult and more rewarding.
- The intent of this overhaul is to make wave 25 difficult to achieve, since it is the last wave you can beat that increases rewards. So to do that:
- The Arena now has Arena-Specific monsters, that are made specially for the arena. These monsters have high base hp and low base damage, to offset the scaling of the arena that I can't change. This will also make waves similar in difficulty, instead of fighting some Act 1 monsters and facerolling and then having to fight some Act 10 monsters the next wave and getting dominated. This unfortunately does lower the pool of possible monsters you'll see in the arena, but since most of them have special abilities to make your life difficult, it should still have variety. I've been careful to add an even variety of damage types, resistances, and special abilities.
- The Arena is now more difficult. If you're not prepared, you might just die before you reach wave 6. This is to make it very difficult to get to wave 25, which is the reward ceiling.
- The Arena Chests now drop better loot. They're harder to get, they take longer to get to. This coupled with the difficulty change effectively increases the challenge/reward ceiling of the Arena. No more casually strolling to wave 25 and then quitting without challenge.
- The Arena can no longer spawn Champions in waves, due to the way it spawns them which would cause champion stacking in waves, making some waves unnecessarily difficult.
- The Arena rewards are now restricted to gold, rare essences, and rare, epic, Set, and Godlike items, but not katarina's items as it was causing problems with the droprates for some reason. The average arena chest includes a very large sum of gold, 3-5 rare items, and one or two Epic or better items. Note that the rarity of items scales with difficulty, despite the difficulty not actually scaling the arena. So when playing the arena always set your difficulty to Inhuman Ordeal 5, because that's what I've balanced the drops around. Additionally, the number of waves you've completed (up to 25) appears to affect the rarity of items in chests, but this is just speculation.
These changes do affect your ability to get your fate points back that you spent to get into the arena in the first place. This has been taken into account when I increased the chest rewards. I can't change the fate point gain from the Arena Waves, and it takes getting to wave 11 before you get back all 20 points you spent getting in, and since wave 11 is effectively the new wave 30, I don't want people getting shorted on their fate points without some good rewards. That being said, if you can't beat wave 5, hold back on the arena until you can, or you'll just be wasting fate points.
This also affects the experience you get from winning the Arena, as I can't change the experience bonus for wins, but I felt it was pretty high anyway. However to compensate, the Arena monsters give a lot more experience than the previous ones.
Since monster hp and damage don't exponentially scale well enough to make wave 23 much more difficult than wave 3, the only way I could make waves really get exponentially harder was to give bosses more ability synergy between them. Boss monster number is the only thing that increases with wave number besides the scaling, so it was the only thing I could play off of to increase difficulty scaling. The bosses are difficult by themselves, but when they're together, their skills in combination can make your life hell. Immobility, vulnerability, high damage burst skills, and defensive skills, each boss only has one of these things, which makes their abilities easy to manage when there's just one. But when 3 or 4 are together, their skillsets in combination are difficult to deal with. Boss waves are probably the most fun I've had in an ARPG in a long time, it requires strategy, quick thinking, and a lot of good footwork to win them at high levels.
Final Word On Arena: Don't try it until you can successfully play on inhuman 2 unless you know what you're doing. The Arena is now one of the toughest challenges in the game, and the rewards match that.
But I do have a concern with the manipulation of .cfg files, I don't know if I could still play online with friends after modding
Only if they also have the mod, unfortunately. Although I recommend everyone who's planning on getting end game gear to get it :P
And if you replace the cfg files with the originals you should have no problem playing with other people, and it shouldn't have any lasting effects on the game. You'll still have any of the items that the mod enables to drop if you got them.
EDIT: Fixed
Sorry about that, looks like the permissions got reset somehow, try again.
I really want to use this
The devs fully support modding, that's why the files are easy to access. If the disclaimer scared you off it's there so people won't flood their bug reporting system about something I may have caused.
This is a dev commenting in another Mod thread. They're all for it, but they can't give support to people with technical issues using the mods.
Sincerely,
my happy ass.
And I started my rework on thunderbolt, was fun in vh3, way too op but fun until neocore nerfed it to the ground and pretty much made it unusuable. just lowering the cd and changing the charge rate is actually going pretty good :) oh and increased the enchdmg to 0.4, its about half the DPH of energybolt, so I feel like its fine for an aoe skill. still trying to figure out how to scale the enchdmg value with weapon dmg -.- or someway with the skill lvl, otherwise the skill lvl simply doesnt matter.
I like where you're headed with changes like that.
As for balancing weapon damage with enchant damage, I'm going to overhaul the numbers on both, and give enchant based damage a niche, somewhere. I'm also looking for a way to amplify enchanted damage using gear, would add for a neat mechanic.
But first I'm redoing the monster scaling. Have you looked at that yet? It's pretty rediculous where they've added like 200% scaling over 5 levels (the places people are complaining about). I'm using an exponential algorithm instead of their model, which just added an arbitrary flat amount that they increased every few levels by whatever they felt like at the time. It'll come out much smoother, and I can tweak around increases in player power gains, like 20 and 40.
That enchant mult approach looks like a duct-tape, tbh.
ILL already told you what the reppercussions are: You will not be able to pass a checksum test for online and multiplayer, so you can only play with others who use the mod.
One of the lead developers for the game has already provided permissions in previous forums for Modding. ILL has also provided a nearly identical disclaimer to what Honya (the dev)has said in the past concerning support. To paraphrase: 'You can mod the game, you can disseminate the mods, but don't ask us for technical support if you use the mod, because we won't be able to help'.
Be careful how you construct the algorythm. They actually did use one for monster stat progression in Van helsing 2 originally, but it creates some extremely insane numbers, so they went to the flat values you're rather distainful of. You're going to want to use alot of restraint so you don't end up with the same massive inflation they wound up with.
Level 100 scaling is exactly the same as in vanilla. The only difference is going to be in between, removing the sudden 200% scaling increases over 5 levels in some places.
I agree that is how it SHOULD work, and honestly it should be pretty simple to change since they're using their own proprietary engine (I think that may be the problem, they copied it into every damage call, instead of calling it as a separate function or script that they could just change easily, and now it would require going through every damage call to change, just a guess.)