Author Topic: Peewee Mod Fork 1.3.2  (Read 20450 times)

peewee_RotA

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Peewee Mod Fork 1.3.2
« on: November 25, 2015, 04:17:37 PM »
Version 1.3.2 available!

Releasing 1.3.2 a bit early because I wanted to have an installer that included Quest 10 to hand out to folks who had never played AA before. There are not a lot of major changes here, just some minor rebalancing of damage. I'll follow up with a better changelog soon.

Download is available here:
https://drive.google.com/file/d/0B53xwpRlaEsdX2E1dUhQX2VCXzg/view?usp=sharing&resourcekey=0-SIYY2RI_xLrJyPfvxbsFxw

If you already have the mod, remember to back up your save files before installing!

Changelog from 1.3.2:
  • Quest 10 included in installer
  • Added silver weapon bonus for hitting through immunities. i.e. banshee can be harmed with silver weapons
  • Rebalanced weapon vs monster bonuses to keep axe from being stronger than longswords
  • Updated store item order based on finished quest numbers
  • Updated elemental damage bonuses to be more inuitive. i.e. lightning doesn't only add damage to plate armor monsters
  • Added XP for pushing monsters off cliffs
  • Lots of multiplayer fixes as discussed in other threads.


Changelog from 1.3.1:
  • fixed a multiplayer bug with damage.
  • stopped splash damage from affecting the caster when casting special damage type spells
  • added bonus to swords attacking low armor/no armor monsters
  • fine tuned existing monster type damage reduction
  • added base code to add "charm" features later (lingering effects on monsters)
  • improved berserk chance to almost 100% by giving it a "charm" features
  • created "Factions" so monsters are less likely to target like types
  • Added XP small bonus for special damage type spells
  • Rewrote monster type damage reduction to be easier to update
  • Added healing area of effect for Rejuvinate and Heal spells
  • Added "splat" feedback for special damage types and area of effect spells/skills.
  • Lowered armor penalties
  • Doubled push/pull power
  • Increased regen bonuses from scrolls, spells, & potions

Changelog from 1.3:
  • Balanced XP gains and other factors based on feedback
  • Fixed spell bonus glitches including magic map showing all items
  • Added XP penalty for dying
  • Moved around order of some items
  • Updated monster type damage penalty
  • Updated Acid damage calculation for enemies. Should fix related errors.
  • Updated confuse spell to disperse monsters easier
  • Completely rewrote magic cost calculations
  • Added right-click on runs so skill based classes to see their skill list

Below is a full list of features
  • New Classes - Ninja, Monk, Necromancer, and Barbarian
  • Added a skill system for new classes
  • Updated magic system with level scaling for spells and spell casting rates
  • Improved sneaking functionality including enemies losing agro when hiding
  • Throwing dagger functionality for certain classes (hold in second hand and middle click)
  • Updated class weapon restrictions (like no wands or daggers for knight)
  • Armor penalties to magic, speed, and stealth
  • Heart Rate system - With regen bonus for resting and penalties for actions
  • Improved food system to act like stamina, including modified regen and poison effects and starvation
  • Added Area of Effect for new skills
  • Enhanced magical damage against monsters...
  • ...Mana drain slows firing rate of magic users
  • ...Acid lowers melee attack damage
  • ...Confuse chases away monsters
  • ...Earth bind now works on players
  • Improved lock picking to rely on stealth stat
  • Improved pick pocket to return multiple items and risk alerting enemeis
  • XP bonus for using thief skills
  • Sneak and flanking attacks cause extra damage
  • Damage scaling for weapon/monster type
  • Added XP penalty when dying
  • Removed leather armor penalties


OLD mod thread:
http://amuletsandarmor.com/forum/index.php?topic=103.0
« Last Edit: December 30, 2021, 07:53:25 PM by peewee_RotA »

LysleShields

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Re: Peewee Mod Fork 1.2
« Reply #1 on: November 26, 2015, 10:32:38 AM »
These are a ton of nice changes!

Markus Ramikin

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Re: Peewee Mod Fork 1.2
« Reply #2 on: February 07, 2016, 02:40:54 AM »
Trying it out, and it's quite good! Nice work.

Let me share my impressions and thoughts. Of course I realize this is your personal mod, so feel free to disregard, but in case you're interested in feedback...:

The Good

* The biggest improvement for me is the casting timeout. This means higher level spells are more important and you can't just rapidfire a weak spell into a massive burst of damage. It's precisely what I'd always thought was needed.
Truth be told, it should be even longer, to account for spells being more powerful. Game's a bit too easy now.

* The improved sneak and backstabbing is great. I'd never seen much of a point to the rogue in the original game, but this mod is a whole another story.

* Wand damage is now lower than cast damage. I like it, as it makes dedicated caster classes better at what they do compared to others. (even if it means the Earthsmite Wand in Q2M3 stops being my Favourite Drop Ever).

I'd love to see the above things go into the official version of the game.

* Armor penalty to stealth makes sense.

The Less Clearly Good

* Push/Repel: I liked how a few fast casts could push melee enemies away so you could then fire a damage spell safely, but with casting timeout it becomes harder to use them to create space. If you do increase casting timeout more (would be a good idea iMO) this technique might become unreliable against fast targets like Priam's guards or Shadows. Perhaps give those spells more oomph? With a corresponding increase to mana cost.

* Armor penalty to magic may have been unnecessary. Priest is meant to wear chainmail as he doesn't get Mage shielding spells, and Paladin and Knight already start with a weaker Magic stat and lower mana regen. Mage is going to get huge damage mitigation from shield spells (and rings) and yet won't suffer penalties from that...
There's also the added incentive to remove armor before doing pre-combat or non-combat casting (buffing up, Knocking on a secret door etc.), which would be annoying. Almost tempted to autohotkey it despite the cheese.
I'd recommend reverting this change OR making it impossible to change armor except in town.

* Armor penalty to speed I'm not so sure about either, at least from leather. One mildly absurd consequence is that strictly speaking, the optimal thing to do immediately after creating a Mage character is to undress him. That's just silly. The chainmail/platemail penalties make some sense, though.

* Wand class restrictions - Knock was a staple wand on most of my characters, and it's annoying how much harder it can sometimes be to get into some locked secret areas. I also miss being able to use Earth Bind on melee characters, to bring down fliers. Overall not a fan of this change. If cast damage being stronger than wands was on purpose, then dedicated casters from a given branch of magic will still have the advantage over wand users even if this restriction were lifted.

* "level scaling for spells and spell casting rates" - if this means what I think it means, namely that level (or magic stat) directly increases damage and decreases timeout, then won't this make the game too easy on higher levels? As well as reduce the value of the more difficult spells. Timeout is too short as it is! EDIT: yep, my level 10+ mage is ridiculous. :)
Level/magic already increased damage output indirectly, by allowing more powerful spells with less fizzling. And of course by giving you more mana to play with. That seemed enough to me without complicating it further. One magic dart should be like another.

Questions:

Is there a comprehensive changelog available anywhere? (Yes, I saw the other thread). With more detailed/numerical changes/formulas used?

In particular, I am wondering about things like...
* How much is the sneak attack damage bonus? How about the flanking one?
* Heartrate: how much faster is mana regen at lowest heartrate compared to vanilla game? Is there a way to see what my current heartrate is? How long does it take to go to lowest heartrate once you end combat and stop moving?
* Is there a keyboard shortcut for the steal/unlock functionality? Browsing some other thread I run into some comment that there is, but I can't find it; I discovered mouse3 does it, but nothing on the keyboard.
* Rebalancing wands: was this just adding class restrictions, or did you change something about the costs/damage/mechanics?
* And lastly,
Quote
- made it harder to be detected while sneaking
What do you mean by "while sneaking" exactly, the "slower movement" modifier? Does running make it impossible to sneak altogether, or just adds a penalty or what?
« Last Edit: February 09, 2016, 11:36:06 AM by Markus Ramikin »
You say "potion of food". I say "yoghurt".

Markus Ramikin

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Re: Peewee Mod Fork 1.2
« Reply #3 on: February 07, 2016, 08:20:56 AM »
More observations:

1. [BUG] If I try to punch a skeleton, game crashes.
Savegame:
https://dl.dropboxusercontent.com/u/20846822/_Const/AA/savegame20160207.zip

2. Mantra (437) can be used to cast even better Mantra. I have a level 10 Mage who has 68 Magic. After casting Mantra 4 times I have 120 Magic. Is this intended?

3. Mana reduction gets really powerful. At the aforementioned 120 magic, a fireball costs me roughly 1.5 mana point! This is quite OP and I have no use for money any more since I don't need to buy mana scrolls.

4. Shielding gets ridiculously good too. At 120 magic, casting Shield and Deflect gets me from 0 to 155% shield, with Total capped at 90%.

5. For some reason maps I never played before on this character start already explored for me, even though I never cast a better spell than Locate Object. Bug, or expected result a map spell cast with a high Magic stat? One consequence is that you can no longer use the map to know which corridors were already visited.

6. The Schtick hits a LOT harder in this mod than in the classic game. Do staves depend on the Magic stat in your mod, instead of strength?

7. The exp from thieving activities is ridiculously high. I am pretty sure I wasn't supposed to end Quest 2 at level 8! A serious nerf would be good.

8. Now that the rogue class actually works, Ring of the Thief makes things too easy. You can buy as many as you can afford straight after Quest 1, and with each ring being +20 Stealth, that's too much too early.
Maybe nerf the ring from +20 to +10?
Or make it load in shops much later, and put the Amulet early - you can only wear one amulet, so that'll be +25 Stealth instead of +80.

9. Did you seriously buff up the chance to jimmy open a door to which you didn't bring a key? I'm 3 out of 3 so far, and that's not a good thing...
« Last Edit: February 09, 2016, 12:23:09 PM by Markus Ramikin »
You say "potion of food". I say "yoghurt".

peewee_RotA

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Re: Peewee Mod Fork 1.2
« Reply #4 on: February 09, 2016, 01:19:27 PM »
Trying it out, and it's quite good! Nice work.

Thanks

* Push/Repel: I liked how a few fast casts could push melee enemies away so you could then fire a damage spell safely, but with casting timeout it becomes harder to use them to create space. If you do increase casting timeout more (would be a good idea iMO) this technique might become unreliable against fast targets like Priam's guards or Shadows. Perhaps give those spells more oomph? With a corresponding increase to mana cost.

The input is very appreciated. I didn't know what to do with those. I want to make push not fire a projectile but use the AOE feature that I added, but I don't have a good way to indicate it. The barbarian has an AOE push that's hard to use at the moment.

* Armor penalty to magic may have been unnecessary. Priest is meant to wear chainmail as he doesn't get Mage shielding spells, and Paladin and Knight already start with a weaker Magic stat and lower mana regen. Mage is going to get huge damage mitigation from shield spells (and rings) and yet won't suffer penalties from that...
There's also the added incentive to remove armor before doing pre-combat or non-combat casting (buffing up, Knocking on a secret door etc.), which would be annoying. Almost tempted to autohotkey it despite the cheese.

* Armor penalty to speed I'm not so sure about either, at least from leather. One mildly absurd consequence is that strictly speaking, the optimal thing to do immediately after creating a Mage character is to undress him. That's just silly. The chainmail/platemail penalties make some sense, though.
I thought I removed the speed penalty to leather. If not I will. I was clearly overthinking things when I added in those penalties to leather.

As for magic penalty to chainmail, there's two ways to play the priest. Pure combat or pure magic. I've played through a couple times with both examples and found the penalty made it more of a clear split between the play styles. For some background, most classes in the original game have a hidden ability that's not revealed in the class description (quick breakdown below). The priest and mage recharge MP at 2 or 3 times the normal rate. For the mage that makes magic a viable combat option whereas it's not very realistic for a magician or warlock. But the priest has a low cost healing spell and a high MP recharge rate. The only downside is the slow movement. Adding a disadvantage that directly harms a combat focused priest really brought him back down the level of other characters.

(Also, if you want to get the best bang for the buck, the chestplate and leggings double the penalty. Only removing those two is probably enough for that combat prep.)

  • Citizen: Starts with 25 in all stats. A MUCH higher total than any other class. Access to all weapons and items
  • Knight: x2 melee damage
  • Mage: x2 or 3 mana recharge
  • Warlock: None
  • Priest: x2 or 3 mana recharge
  • Rogue: Pick pocket, Lockpick (including key locked doors) and high jumping
  • Archer: None
  • Sailor: None
  • Paladin: None
  • Mercenary: Pick pocket
  • Magician: Pick pocket


* Wand class restrictions - Knock was a staple wand on most of my characters, and it's annoying how much harder it can sometimes be to get into some locked secret areas. I also miss being able to use Earth Bind on melee characters, to bring down fliers. Overall not a fan of this change. If cast damage being stronger than wands was on purpose, then dedicated casters from a given branch of magic will still have the advantage over wand users even if this restriction were lifted.
The wand damage becomes redundant with this change, but it makes the rogue much more unique. Now only high magic characters and rogues can access locked areas. It makes the game completely different for each class which I felt was a good change. Adds to replay value.

* "level scaling for spells and spell casting rates" - if this means what I think it means...
Yes, except keep in mind that there is an upper cap to all spell damage now. Also magic level lowers spell cost (but there is also a minimum cost). So magic darts can never be leveled to be as efficient as fireball or god's wraith. Low level characters can now use scrolls of magic to up their damage, almost like a quad or a tome of power in 3d shooters of the time period. When I playthrough with the barbarian I stock up on the scrolls of magic to make the berserk bonus higher.

At the time I was playing D&D5e and LOVED how the cantrips were implemented. I think it shows haha.


Questions:
  • No changelog but that's a great idea
  • Sneak attack is x7 but in the latest version only works for daggers. In previous versions it was only x2 but worked for any weapon. Flanking bonus is still x2
  • Heartrate takes about 5 seconds of standing still to reduce. The monk's "Meditate" will drop it to 0 immediately. standing still with 0 heartrate doubles healing. Also, high heartrate increases poison damage and frequency. I always assumed there was a similar system in place in the original game and was sad to see it wasn't implemented (but was hinted at) in the source code. So I added it in the way I thought it worked and therefore thought it didn't need any feedback... Maybe the magic animation can be replaced with a heartbeat monitor of some sort.
  • I shortcut-ed throwing daggers and lockpick to middle mouse click. There were some weird complications adding it to a regular key press or making it bindable. I'll take another stab at it next time I'm making updates.
  • Wands work exactly as they did before except the mana cost was raised. They simply don't gain magic bonuses like spells. However, there are class restrictions. So pretty much only magical classes have access.
  • Sneaking was completely overhauled. There is no "sneaking" command but standing still makes your chances of losing agro higher. Attacking and casting spells while moving greatly increases chances of being noticed. It's tied directly to the stealth skill, so scrolls and spells have a major impact on your chances of doing a back stab until getting to higher levels. The ninja becomes basically invisible at level 9 by design


One more note. Accuracy has always determined arrow damage as well as acted as a modifier for critical hits. I've replaced the critical hit calculations to make accuracy have a higher impact. So classes like archers and ninjas get more bang for their buck out of the stat than before. It's also a great stat now to buff with scrolls for a knight or barbarian who want to rush in swinging.
« Last Edit: February 12, 2016, 06:30:10 AM by peewee_RotA »

peewee_RotA

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Re: Peewee Mod Fork 1.2
« Reply #5 on: February 09, 2016, 01:22:05 PM »
I'll get to the bug list soon. I'm realizing now that I fixed a lot of bugs but never put out a new installer. Crash is fixed as well as a bunch of oversights I'll try to have a new installer out tonight.

Markus Ramikin

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Re: Peewee Mod Fork 1.2
« Reply #6 on: February 09, 2016, 01:53:26 PM »
Thanks for the replies. Looking forward to new installer, as well as to the detailed changelog whenever you end up making one.

So what are your thoughts on increasing the cast timeout further? Also, just in case you missed it, I think my last edits to the previous two posts were probably while you were reading/typing, especially my latest experiences with the rogue.

One thing you weren't 100% clear about: you said standing still increases stealth chance, but what about walking vs running? Should I walk instead of run for best effect?

(Just BTW, explaining things by making referenes to your new classes is not going to be effective because I think they are horrible and unbalanced and ugly, and having tried them out for while I refuse to play them. :P)

Oh, middle mouse click is fine. Just wanted to be sure I'm not missing an existing keyboard one, but got used to the mouse quickly.
You say "potion of food". I say "yoghurt".

peewee_RotA

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Re: Peewee Mod Fork 1.2
« Reply #7 on: February 10, 2016, 11:23:19 AM »
For some reason the nullsoft installer software isn't working anymore. I'm going to mess with it a bit more and find a new solution if need be.


peewee_RotA

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Re: Peewee Mod Fork 1.2
« Reply #8 on: February 12, 2016, 06:18:48 AM »
I found out the problem and I've updated the installer!
https://drive.google.com/open?id=0B53xwpRlaEsdSnFTLU9oUjc3Vkk

(Link on first post is fixed as well)

I recommend backing up your save files first. They should be located in C:\Games\Amulets & Armor\pwmod\S0000000 if you installed to the default location.

Markus Ramikin

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Re: Peewee Mod Fork 1.2.1
« Reply #9 on: February 12, 2016, 04:19:42 PM »
I've updated the installer!

;)

Does flanking and backstabbing stack, should I stab from behind for best effect? If so, does it stack additively (8x) or multiplicatively (14x)?

And it's not 100% clear to me, does walking give you better stealth checks compared to running?
« Last Edit: February 12, 2016, 04:23:38 PM by Markus Ramikin »
You say "potion of food". I say "yoghurt".

peewee_RotA

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Re: Peewee Mod Fork 1.2.1
« Reply #10 on: February 12, 2016, 10:12:20 PM »
LOL

Flanking and back stabing do not stack... but critical hits do. So you will double your damage if you crit while back stabbing. That means the damage goes to 14x instead of just 7x if you backstab and crit. That's why the ninja has accuracy as such a high stat. It makes them way more likely to crit while backstabing or flanking.

Backstabbing and flanking work when a monster has a target different than the player attacking (or none at all). What this means is that flanking is primarily a multiplayer concept. You do bonus damage to monsters who target your friends. In single player if monsters target another monster you can do flanking damage. A smart fighter can rack up the damage, especially if they have bonuses to accuracy. This is much more similar to attack of opportunity rules in D&D.

At the moment standing still gives an advantage to stealth. When standing still the game only checks to see if you succeed at stealth once every 3 seconds. While moving it checks every second and gives more chances to fail the stealth check.


You can see that at early levels in original A&A and pwmod, players have a real risk of dying. As they level the risk of dying dramatically falls except for traps. The real challenge is killing and plundering. This is made fun of in tabletop RPGs as "murder hobos." You're not there to risk death. You're there to kill people, take their stuff, and sleep in the woods. Pwmod makes no effort to make high levels more deadly. Just an attempt to tweak certain gameplay styles to make them more pronounced.

I have so much fun back stabbing and then running for the hills now.

Markus Ramikin

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Re: Peewee Mod Fork 1.2.1
« Reply #11 on: February 13, 2016, 02:56:26 AM »
Hehe, murder hobos. I like that.

Thanks for the explanations.

But, to clarify yet again, I am not asking about standing still vs moving, I am asking specifically about walking vs running. Does the "slower movement modifier" key make a difference to stealth? I'm sorry to keep bothering you, but unless I'm missing something, you never directly addressed that.

Yep, I realize making the game harder is not the scope of this mod... that would require serious work on the enemies, putting more of them in various places, and making them shoot faster etc.

But there are several ways in which this game is easier and simpler than it has to be, and part of what drew me to your mod was the impression that it fixed some of them. For example by adding the casting timeout, so the player can't get high DPS by bursting cheap easy spells. This would have the great effect of encouraging people to use a greater variety of spells, to use higher level spells as soon as their Magic stat lets them cast them reliably.

Unfortunately, you give with one hand and take away with the other. Part of the benefit is lost because of higher damage, but that's part's a good thing per se, and could easily be balanced by making the cast timeout a bit longer, to lower DPS.

But you also make levels improve spells' effectiveness and cost. Because of that,
* lower level spells have more longevity despite increasing enemy hitpoints.
* the highest level spells are less cost-effective in terms of mana. This is because the level bonus seems to reduce the cost by a flat amount, so that at no level are higher level spells equally cost-effective to lower level ones (in classic, Death Cloud used to be the best spell if you could cast it reliably!). Even at the max 120 magic my Fireballs cost 1.5 mana and therefore do ~7 dpm (damage per mana) but my Death Clouds cost 11 mana and therefore do only 2,8 dpm.
That's before counting the improvement to damage, of course. If that is also a flat amount - I don't know - then it improves lowest level spells the most, and thus only makes this situation worse.

Both these effects lessen the incentive to move on to stronger spells. Also, the incredible cost-effectiveness at higher levels means I no longer need to buy mana scrolls, which is a shame; no longer having to pay even a minimum amount of attention to being supplied and to my expenses as a mage.

So after giving it a good deal of thought, the increase to base damage is a good feature (assuming it's a multiplier of the old values and not flat addition), but I'd recommend cutting out the level-scaling of mana-cost, damage, cast timeout, plus I'd lengthen the base cast timeout a bit more. Not to make the game "harder", but to make the more difficult spells more useful relatively to the lowlevel ones.

So these are my thoughts on the mage. I haven't played the melee classes enough to see the deeper effect of your changes, except the thief on which I already gave my feedback. Anyway, just my analysis; maybe you'll find these ideas worth pondering.

Still quite a worthwhile mod, and I'll be recommending it to a friend I intend to get to try the game.
« Last Edit: February 13, 2016, 06:13:20 AM by Markus Ramikin »
You say "potion of food". I say "yoghurt".

peewee_RotA

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Re: Peewee Mod Fork 1.2.1
« Reply #12 on: February 13, 2016, 09:21:57 AM »
Sorry. I really thought it was clearer. No, running and walking make no difference. It only checks if the player is moving.

Honestly I'd love for you to join into another discussion that we had some time ago. No matter how deadly the game is, dying only has a small consequence. You drop all items and lose some money (but since most people keep their money in the bank it is not significant). If drop items is turned off in the settings then there is no penalty at all. We've discussed at length what this means and what some options are. I think you'd enjoy the discussion
http://amuletsandarmor.com/forum/index.php?topic=150.msg666#msg666

Regarding the magic, I'll definitely give that a try. I just wanted to point out some considerations that are missing.

First, there is a max damage cap on all spells right now that takes DPS into account. (Keep in mind that fireball does firedamage so it always does 25% more of its base damage unless a monster is immune to it). Around level 5 or 6 a mage cannot do as much dps with dart as fireball. Other spells scale progressively.

However this is not a fair analysis of the balance of the game. Elemental damage types are wildly different. For example, the DPS of poison is off the charts. The only balance for poison (which death cloud does an insane amount of poison damage) is that the gradual poison does not give you XP. At early levels in both the mod and the original game no spell can catch up to poison dart. Allowing damage to scale gives casters the option to do more damage up front with other spells in a simple effort to balance poison. Citizens get the poison touch spell in quest 1 and have enough runes to use it soon after. Give it a try in the original game. You become unstoppable doing hit and run attacks as soon as you get that spell.

In the mod try the lightning bolt spell on knights in quest 4. The metal armor damage bonus is massive. Similarly try the acid spell on other melee types and the mana drain spell on wizards. You'll find that the special and elemental types are incredibly useful.

One more thing, the mana cost was mostly an attempt to balance the priest. Priest spell characters get a Rejuvenate spell +5 health for 5 mana early on. After quest 2 you find Heal which is +50 health for 50 mana. Since there is no change in magnitude for this spell and many other spells in priest and arcane, the only thing I could think of was progressive mana scalling with limits. This increases health per mana. It also increases the duration of other spells for all classes. A spell of strength has a magnitude and duration bonus. This has been a big help in balancing non-magical classes that were able to just learn utility spells and conquer the game. The paladin has access to all priest spells and can avoid TONS of hazards early on. The duration boost makes the priest simply better at those spells.

« Last Edit: February 13, 2016, 06:24:31 PM by peewee_RotA »

Markus Ramikin

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Re: Peewee Mod Fork 1.2.1
« Reply #13 on: February 14, 2016, 02:29:49 PM »
I've seen that other discussion. I'll give it another look some time soonish, since you recommend it.

New observation: acid damage is incredibly good. (Are you seeing a pattern yet with my observations? ;) ).

In fact, I am pretty sure this is the reason sometimes enemy melee hits heal me! Literally, Priam's guard swings at me and I get "you get healthier!". This doesn't happen every time, but every 5th or 10th enemy which I've hit a few times with my Wormtooth starts doing negative damage.

Even without that bug, being able to reduce a dangerous enemy to 1 damage per swing near-instantly is OP. Ever since I got Wormtooth, I don't even need to backstab. I just melee entire groups of Priam's Guards without the slightest effort. Even for a murder hobo, that's too much! :)
« Last Edit: February 14, 2016, 02:33:25 PM by Markus Ramikin »
You say "potion of food". I say "yoghurt".

peewee_RotA

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Re: Peewee Mod Fork 1.2
« Reply #14 on: February 15, 2016, 07:05:26 AM »
Bug fixes! I'll have a new installer out this week. Want to do some more testing.
1. [BUG] If I try to punch a skeleton, game crashes.
Savegame:
https://dl.dropboxusercontent.com/u/20846822/_Const/AA/savegame20160207.zip
Already fixed in latest installer

2. Mantra (437) can be used to cast even better Mantra. I have a level 10 Mage who has 68 Magic. After casting Mantra 4 times I have 120 Magic. Is this intended?
I saw this problem and similar problems with increasing power to buff spells. I've simply stripped out any magic bonus to buff spells. Unfortunately this affects demon pact, regenerate, and the priest healing spells... which I did not want to reduce. However, all of these spells still get a bonus duration.

3. Mana reduction gets really powerful. At the aforementioned 120 magic, a fireball costs me roughly 1.5 mana point! This is quite OP and I have no use for money any more since I don't need to buy mana scrolls.
I tried removing the mana reduction but there's a problem below that applies to this. So I changed it. Now there are tiers of spells corresponding roughly to magic levels. Every 1st level spell (less than 5 mp) can never have mana reduction. Every 2nd level spell (roughly 5-9) has a slight mana reduction. Every teir increases the spell reduction rate but the spell itself can never decrease below it's base. I.e. Fireball can never reduce to less than about 7mp and heal can never reduce to less than about 30mp.

4. Shielding gets ridiculously good too. At 120 magic, casting Shield and Deflect gets me from 0 to 155% shield, with Total capped at 90%.
Fixed with removal of buff power bonus. Just to note something... all armor is capped at 90%.. however the actual damage code from the original game divides armor values by 2 (bitshifted by 1 if anyone has trouble finding it in the code). So no armor will ever protect more than 45%. It's really hard to observe armor protection real time in the game because of this and other factors that change armor. Piercing and lightning can cause wildly different results.

BTW, I confirmed that piercing does attack through a magic shield. I might fix this but I'd rather completely revamp the concept of magic shield first.

5. For some reason maps I never played before on this character start already explored for me, even though I never cast a better spell than Locate Object. Bug, or expected result a map spell cast with a high Magic stat? One consequence is that you can no longer use the map to know which corridors were already visited.

fixed

This was due to the power level bonus for buff spells. A powerlevel of 0 = normal map. Powerlevel of 2 = show monsters. so on and so forth. The mage bonus was about 10 to start... so yeah.. this was a major bug. Thanks for catching it!

6. The Schtick hits a LOT harder in this mod than in the classic game. Do staves depend on the Magic stat in your mod, instead of strength?

Not a bug

See the next item for details

7. The exp from thieving activities is ridiculously high. I am pretty sure I wasn't supposed to end Quest 2 at level 8! A serious nerf would be good.

Thief activities do give a moderate XP boost but this was not the problem. Since daggers do a very tiny amount of damage, the monster type damage modifiers were making daggers take FOREVER to kill knights of andrew. Another change gives a tiny XP boost for every single hit. What it did was make low damage weapons give you more XP. The more hits, the more XP. All daggers are already half damage compared to their long sword equivalents. The mod was further reducing the damage by half. So it quadroupled the number of hits needed. For undead creatures it was even worse. Since it took something like 35 hits to kill one of the knights at first level, my theif in the test gained two full levels while bashing away at one of the knights. It took a lot of patience but eventually that little sucker went down!

If you were to do the same activity against all of the monsters, you'd gain such a rediculously high level that your hours of bashing would be worth it. I'm surprised you stuck with it long enough to get to level 7. I was bored after the 3rd knight!

The idea behind the change was that non fighter classes get an XP bonus. For example, the knights damage bonus immediately prevents him from taking advantage of this tactic. A thief, however, can gain levels quicker with low damage weapons. When it comes to a mage, this is not significant because the mages will just back off and throw magic spells. But other classes have to choose their weapons wisely now. Everytime I've tested this change with a thief I've switched to crossbow very quickly into the fight. It does not suffer the penalty and let me run and hide and even skip some enemies.

That's also the reason why the schtick looked so strong. Many many enemies in the game are armored. (This is why the lightning mace is so damaging later on) Staffs do normal damage to all enemies since it's a blunt weapon. Bladed weapons do less damage to armored monsters. The axe gives a bonus. It's really about the right tool for the job, and balancing when you want to do a lot of hits or when you want to take them down quickly.

The original game doesn't have any of the features, but here's an experiment for you. Buy a scroll of strength, a potion of strength, a potion of speed, and a scroll of speed. And if you are not happy with that, also use the corresponding spells. Any class can take enough potions & scrolls to instantly become a HUGE damage dealer. Since any class at most points in the game can suddenly do 2-3 hit kills on high level monsters it's very very hard to balance all situations. Combine that with a dagger (like fangblade) and you can normally deliver enough damage to down a melee monster before they can attack once. So the incentive to use different weapons was changed up through the above two features. So there's pretty much no difference between the schtick and the adamantium longsword in the original game anyway.

So long story short, I removed most of the damage reduction on the dagger to fix this problem.


8. Now that the rogue class actually works, Ring of the Thief makes things too easy. You can buy as many as you can afford straight after Quest 1, and with each ring being +20 Stealth, that's too much too early.
Maybe nerf the ring from +20 to +10?
Or make it load in shops much later, and put the Amulet early - you can only wear one amulet, so that'll be +25 Stealth instead of +80.

Fixed.

9. Did you seriously buff up the chance to jimmy open a door to which you didn't bring a key? I'm 3 out of 3 so far, and that's not a good thing...

WOOOPS! (rand() % 100 > 7) is not 7%. This is 93% chance. I can't believe I didn't notice this sooner. Fixed!

Yes, I did boost it from 1% to 7% but I also made you have to succeed at lock picking first. In the original you just always had a 1% chance. Now you have a much higher chance but only if you succeed the stealth check first. So it's actually harder at low levels but easier at high levels.
« Last Edit: February 15, 2016, 12:15:04 PM by peewee_RotA »