Wildermyth

Wildermyth

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Expanded Combat: Defenses
   
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May 16, 2021 @ 11:33am
Mar 6, 2022 @ 11:58am
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Expanded Combat: Defenses

In 1 collection by Smoker
Smoker Mods
25 items
Description
Adds a new realistic mechanic: Separated Defenses.

The atributes Block and Dodge are SEPARATED (vanilla it's just a sum) and replaced by Melee Defense and Ranged Defense. Ex: Swords block don't help againts arrows anymore.

Monsters
Monsters have different valors of Melee (block) and Ranged (dodge) defenses, some even 80/20, keep a versatile party or know what you are fighting. This is vanilla Monsters as the original game had similar mechanics.

Accuracy Changes
Accuracy is an important stat now. Use flanking more often with pets and skills.

Human
Human Accuracy is reduced by 45.

Monsters
Monster Accuracy is reduced by 40 (downing monster accuracy between 55-70).

Calamities
Calamity damage and armor gives +10 accuracy and + 15 defenses respectively.

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Questions, suggestions, feedback and bug reports
Please leave your questions, suggestions, feedback and bug reports or misspells in the Discussion section (so anyone can consult them easily), help and collaborate to make the mod better. Also check them out to see if any issues are being worked on.

Shouldn't be any issues but as always please report any bug and it will be fixed ASAP. Feel free to use the content of the mod anyway you like.
Popular Discussions View All (3)
2
Jun 23, 2021 @ 2:32pm
SUGGESTIONS AND FEEDBACK
Smoker
0
Jun 23, 2021 @ 2:20pm
QUESTIONS
Smoker
0
Jun 23, 2021 @ 2:02pm
BUGS AND ERRORS
Smoker
21 Comments
||MorphoGenesis|| Feb 25 @ 6:20am 
Is there a way to edit the mod for personal use? Like a json file?
。○͘ Jan 2 @ 11:25pm 
honestly to add to the previous comments, I really like the separation but you can block arrows, and dodge melee attacks, and changing the names to ranged/melee defense soft-conflicts with any mod that uses them in descriptions by making the terms inconsistent. Reverting to the namings block/dodge and changing the split to 25/75% or 33/66% rather than 0/100% based on type would make them specialised but not in a way that warps balance of stats so heavily that it turns riposte+ from really good to mediocre
Mr. Patas Dec 1, 2022 @ 2:04am 
@antsan
Totally agree, it seems to me a mistake that you overlooked. I think I'll wait and see if you fix this before subscribing to this mod. Or could you tell where or how to do the correction?
Antsan Oct 21, 2022 @ 4:50am 
This mod makes Riposte+ almost entirely useless, since successful attacks against the character heighten Dodge/Ranged Defense, but Riposte triggers on melee attacks. The added Dodge is certainly not entirely useless, but it's no comparison to how the skill works in vanilla.
I recommend changing Riposte+ to increase Block instead.
Smoker  [author] May 17, 2022 @ 10:37am 
This mod doesn't change any monster stats and while i tried to keep balance it's very hard with only my own experience plus I played some time ago. Again, if you look in aspects folder inside the mod you will see it's very easy to tweek a little the accuracy reduction, base and calimity bonus to your own experience and liking.
Justus Lynetta May 12, 2022 @ 8:30pm 
Having Woken Slingers hit 100% of shots while hiding behind cover seems wrong to me.
N.C.V. Apr 25, 2022 @ 12:10pm 
Awesome. In defense though, monarchs mission 1 is also just hard as shit regardless, so that might be the reason I keep failing it.
Smoker  [author] Apr 25, 2022 @ 12:03pm 
Ok I will see what i can do. It's very easy to tweek a little the accuracy the mod reduces, it's in aspects folder.
N.C.V. Apr 25, 2022 @ 11:25am 
I agree with what the guy said, Monarchs Under the Mountain becomes obscenely difficult cause you need all 3 characters to survive mission 1.
wer24 Feb 3, 2022 @ 8:53am 
That’s amazing man! Thanks for your response! Now to get my buddies to play again!