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Re: [WIP] The Old Nexus
Posted: Mon Apr 29, 2019 11:30 pm
by 7Soul
knr wrote: ↑
The balance of what you've already posted seems ridiculously all over the place.
Yep, my bad, I left a lot unexplained... a lot of traits are pretty overpowered but the idea is to make monsters tougher as well
knr wrote: ↑
Average Joe, carnivorous and built resistance are significantly worse than most worthwhile base game perks, while persistence and bite are must-have good (the latter if the stat bonuses are calculated as for weapons).
Each race has 3 perks and there are no base perks. You only choose 1 race perk per character. And yeah they'll need a lot of balancing. I made an active skills system and I'm thinking of turning Bite into a skill with energy cost instead
knr wrote: ↑
Block is a terrible waste of skillpoints, except maybe for the level 2 bonus. Accuracy is already pretty much never worth investing beyond 1-2 points, and for its capstone perk you have an insulting 'deal on average +2.5 damage vs some enemies'.
The monsters in this mod have a higher armor stat, so that pierce is more useful. Balancing will be done as the mod moves along
knr wrote: ↑
Putting herb growth as an alchemy 1 perk makes optimal play picking it up on all 4 characters and doing annoying inventory juggling. (unless the mod is so short herb growth isn't worthwhile at all)
I recreated the herb multiplication code and it doesn't allow exploits
Re: [WIP] The Old Nexus
Posted: Fri May 03, 2019 1:19 am
by 7Soul
I was making these description images using photoshop, by writing the description, publishing the mod, opening it in the game, taking a screenshot, isolating the text in PS and then moving it around to fit and add the colors
This isn't a good process if I need to chance the descriptions at some point
So I turned it into an html/css page, so I can edit and visualize it much more easily
https://7soul.github.io/log2_the_old_nexus/
Yay
Re: [WIP] The Old Nexus
Posted: Wed Jul 31, 2019 11:02 pm
by 7Soul
You can now check out all the classes, traits and skills online:
https://7soul.github.io/log2_the_old_nexus/
I'm about 95% done with implementing all that. After that I'll be able to focus solely on the maps

Re: [WIP] The Old Nexus
Posted: Mon Aug 05, 2019 4:01 am
by 7Soul
Re: [WIP] The Old Nexus
Posted: Sun Aug 11, 2019 10:17 pm
by 7Soul
Re: [WIP] The Old Nexus
Posted: Fri Sep 20, 2019 2:34 am
by 7Soul
Hot new Tinkering update
First you need a Tinkerer's Toolbox, and one level in Tinkering:

(the requirement shows twice, I think it's a bug with requirements on usable items component :/ )
Next you put the Toolbox and the item in your hands:
Right click it, and you'll see the required materials:
Click Upgrade if you have everything. You will also need 1 Lock Pick on top of the materials
The result will be shown on screen:
And there you have your new item:
Some more points about Tinkering:
- You can upgrade an item up to 3 times
- The bonuses it gains are different depending on the type of item (armor, weapon, light, heavy, etc). You can either gain a new bonus or a % increase to an existing one
- Upgraded items are heavier by about 30% but less so at higher skill levels
- At Tinkering level 4 you can open chests without lock picks
- Epic items can be upgraded at Tinkering level 5
- You can dismantle items and turn them into extra materials
- The Tinkerer class can add 2 bonuses to an item. They gain that effect once per level
- This took a long time to make and it's over 1000 lines of code holy balls
Re: [WIP] The Old Nexus
Posted: Tue Sep 24, 2019 12:08 am
by 7Soul
*me*: it's not worth meddling with the stats tab
*also me 2 days later*:

Re: [WIP] The Old Nexus
Posted: Tue Sep 24, 2019 5:09 pm
by Pompidom
Just out of curiosity.
The HP regen value is that +4 % regen value?
Does that mean that each point over 10 vitality offers +1 % hp regen?
I thought the vanilla game offered a 2 % HP regen for each vitality point over 10 or was I wrong all this time?
Re: [WIP] The Old Nexus
Posted: Tue Sep 24, 2019 7:17 pm
by 7Soul
Pompidom wrote: ↑Tue Sep 24, 2019 5:09 pm
Just out of curiosity.
The HP regen value is that +4 % regen value?
Does that mean that each point over 10 vitality offers +1 % hp regen?
I thought the vanilla game offered a 2 % HP regen for each vitality point over 10 or was I wrong all this time?
Does look like it's 1% for each point over 10 (I didn't even know stats affected it!)