Altering monster life, party exp, nerfing powers.
Submitted by Ghoulz on Thu, 2010-12-16 23:16 | ||
I was wondering if it's possible to do all 3 things, in an attempt to make the game feel more like DS1. Lower, or make it so monster life doesn't scale with more members(is exp based on monster life like it is in DS1 BTW?). Decreasing party exp with each member. Vastly nerfing powers so you can't wipe out common monsters with a single hit since they have much less life. Is monster life and exp based on the map or is it universal? forums: |
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monster life for the most part is in
world\contentdb\templates\actors\evil\actor_evil_magic.gas magic_aoe melee and ranged
with exception of the main bosses (actors\evil\b) which are in their own gas files or controlled by their own skrit.
experience value is in aspect of those same files... although some monsters also have their own health and exp values (main bosses and a few special monsters like mimic, boneminion ganth and darkling to name a few), but for the most part if one would change those 4 files health and exp u can pretty much effect the whole game, really make it hard double their life... lol, to make them harder can change their defense and damage as well int those 4 files that would help against the powers taking them out quick.
also may want to check out world\global\rules\rules.gas for
///////////////////////////////////////////////////////////////////////////////
// experience_sharing
[share_constants]
{
// Primary hero xp scalar is applied to all experience the primary hero revieves.
exp_primary_hero_xp_scalar = 1.0;
// exp_bonus_X is the multiplier applied to experience earned by parties with X characters.
// This keeps experience earned by parties of different sizes at the correct ratios
// If X > 4, then exp_bonus_4 is used.
exp_bonus_2 = 1.80;
exp_bonus_3 = 2.43;
exp_bonus_4 = 2.92;
}
///////////////////////////////////////////////////////////////////////////////
// group_experience_bonus
[group_xp_bonus_constants]
{
// exp_bonus_X is the multiplier applied to experience earned by groups of X parties.
// This rewards players for playing in groups in multiplayer and keeps the experience
// they earn in line with the normal character experience progression.
group_exp_bonus_2 = 1.60;
group_exp_bonus_3 = 2.00;
group_exp_bonus_4 = 2.30;
}
exp_bonus_2 = 2.0;
exp_bonus_3 = 3.0;
exp_bonus_4 = 4.0;
would make it harder to level up for sure
DOUBLE!? But it already takes a 6 man team a hundred sword slashes to kill a flippin quatall. I want to change it so they go down as fast as a seck elite or kell from DS1.
Why can't powers be altered? Where's this 333% of normal damage, ect. coming from?
Adding Powers was a definite mistake. They meant that you either had a one-hit kill, or monsters that would never die if you didn't use them. If you do find out how to disable the "feature" it will benefit mankind.
You may need to remove the whole skill tree / power tab from the UI to fix it.
The world/contentdb/components/powers. Those can't somehow be messed with?
Also, I can't find where added party members adds %more to monster life.
I think it'd be easy to focus on working the issue with the monsters first.
Wait, I found this. world/global/skills/active skills. The powers are here and %'s and stuff can be tinkered with. Stuff can easily be lowered here. It would be too much trouble to remove powers anyways. Im not a math wiz so these calculations are quite confusing, but any clueless fool will end up poking something with a stick.
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yes those can be modified, but have to use original name and tank them at highest priority so game wont use the originals, brokenworld also has those files, so would have to do broken worlds as well if playing it.
i didnt realize u wanted the monsters easier, but anyways you know where the files are at, change to your hearts content lol
also may want to look at world\contentdb\templates\interactive\pwr_ds2_powers.gas - has some curse damage and melee power damage in it but not much
world\contentdb\templates\interactive\pwr_pets.gas - some pet powers
So it has been written, and so it shall cometh to pass! Quothe The Darkelf, forevermore!
How do I tank it at highest priority? I already know the keep the name part, by making dumb mistakes.
And with monsters, I dunno what to do. I don't want to give em 10 hitpoints. I'd rather just try removing the party increase buff and see if they have low enough life then. But im not seeing anything that rings a bell.
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tank creator 2 has advanced button use it instead of simple button, then select misc button and type 32767 in priority before hitting create, attached should be a pic of what im talking about
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Ok, I'll start experimenting with those later. I probably would not lower pet powers too much as pets are already crappy at killing.
What's the best way to approach the issue of lowering monster life now? Anyone have experience with that? *I'd still like to know where the party handicap/buff thing is..... (HINT HINT)*