本Mod专注的是对 AC 系统的修改,提供了另一套盔甲对AC系统的计算方式,本质上不属于制作装备的Mod。 Vanilla Armor Overhaul 完全遵循了 Equipment Library的继承架构,所以应该能完美兼容本mod的体系。这个很棒!我为之前的鲁莽判断道歉!
Q: What are the differences between this Mod and the Vanilla Armor Overhaul? A: This Mod focuses on modifying the AC (Armor Class) system, providing an alternative method for calculating AC based on armor types. It is essentially not an equipment-creation Mod. The Vanilla Armor Overhaul fully adheres to the inheritance structure of the Equipment Library,so it should be perfectly compatible with the system of this mod.This is great!I apologize for my previous hasty judgment!
关于如何兼容?
1. 如果有特别想用的装备,和本mod不兼容可以去bug区或是留言要求兼容。不过本人时间有限,如果太离谱或者冷门的就不一定有时间支持了(等待),希望理解。 2.由于本Mod是一套相对比较复杂的系统,有空我会更新文档更详细的说明如何做兼容,各位也可以尝试自己动手,又或者有人愿意直接支持原本Armor引入这套方案。 Q: Regarding Compatibility A: 1. If there is a particular piece of equipment you really want to use that is incompatible with this Mod, you can request compatibility in the bug section or leave a message. However, my time is limited, and I may not be able to support requests that are too complex or niche (please wait), and I hope you understand. 2. Since this Mod is a relatively complex system, I will update the documentation with more detailed instructions on how to achieve compatibility when I have time. You can also try to do it yourself, or perhaps someone would be willing to directly integrate this solution into the original Armor overhaul.
关于装备兼容的重要备注:其实客制装甲不支持此套系统的最大原因是,没有遵循 Equipment Library 这个库里的继承方式。主要核心问题在 Important Note on Equipment Compatibility:The primary reason custom armors do not support this system is that they do not follow the inheritance methods in the Equipment Library. The main core issue lies in...
data "PassivesOnEquip"
在写这条的时候,没有按照Library提供的那样去“描述”盔甲的类型,比如: When writing this, the armor type was not “described” according to what the Library provides, for example:
data "PassivesOnEquip" "EqLib_HideBody_Passive;EqLib_MediumBody_Passive;ARM_Balance_1_Passive" 上面增加了,这是一套兽皮甲,且他是中甲的,一旦着甲,所有功能会变得正常。而如果你不使用本Pak,也不会有其他的影响。一切和原版一样,所以其实如果可以还是建议按照 EaLib的方式客制Armor的装备。 The above addition specifies that this is a set of Hide Armor,and it is classified as Medium Armor.Once equipped,all functionalities will work as intended.If you do not use this Pak,there will be no other impact.Everything remains the same as the original.Therefore,it is still recommended to customize armor equipment following the EaLib method if possible.
还有“逻辑上”的数值兼容性 不要轻易的给高 DR 的中甲和重甲 AC 加值,这会导致大家还是只会选择性价比爆表的重甲。而中甲在这套系统里已经是颇具性价比的了,需要考虑平衡。 There is also the issue of"logical"numerical compatibility. Do not casually increase the AC of medium or heavy armors with high Damage Reduction(DR),as this will lead to everyone still choosing the extremely cost-effective heavy armor.Medium armor is already quite cost-effective in this system and requires consideration for balance.
当然在有限的时间里,我也会尽量去修兼容性问题(但时间真的有限) Of course,within the limited time I have,I will try my best to address compatibility issues(but my time is really limited).
What are the differences between this mod and the Armor overhaul by the original author,VitruvianGuar? Currently,the differences are not significant,but mainly include the following three points: • I removed the status that makes characters vulnerable to physical damage when exposed to acid. • I adjusted the relationship between armor DR(Damage Reduction)and AC(Armor Class),and I plan to continue making further adjustments. • My ideas and numerical settings for unarmored defense differ from the original author's,and I have even considered how to handle robes and clothing.
我想在此Mod上做修改,可以么?
这其实是我最希望看到的事情,因为从Idea甚至mod的原型作者本就不是我。我只是改进了它,修改了数值。我强烈希望有人能拿这套Library或者mod去进一步推进! Q: May I make modifications to this Mod? A: This is actually something I would love to see happen,because the original Idea and even the prototype of the mod were not mine to begin with.I simply improved upon it and adjusted the values.I strongly hope that someone will take this Library or mod further!
物理伤害 -8 的 DR 是否会让战士感到绝望?
会给战士带来困难,但我认为远不足以“绝望”。
Does -8 DR against physical damage make warriors feel hopeless? It does create challenges for warriors,but I don't think it's enough to make them"desperate."
So,this is a solution to balance damage from poison application,attribute dipping,and spells against armor penetration.Of course,it is not yet“complete.” In fact,I am also contemplating a suitable“armor penetration”system,but I currently don't have any better ideas. However,I still don't think a heavy armor character with-8 Physical DR is a game-breaking presence.On the contrary,it has achieved the intense,back-and-forth combat scenario I hoped for—where tanky characters engage in a fierce tug-of-war.I find this quite interesting.Pure physical warriors are well-restricted,and the pace of combat is no longer so overwhelming.I believe there is still much room for further development in the future,which is a positive aspect.
is it inteded, that Longsword lose the Finesse property, wich is added by the Arsenal Overhaul (for wich you said there is compability). Thanks a lot for reviving Vitruvian's concept!
I have modified the attributes of the longsword to be more in line with the original design of D&D.The longsword is no longer a Finesse weapon.
I'm not quite sure if I changed the spear back,but in the Eastern concept,the longsword is really not likely to be a Finesse weapon.So if we expect that,maybe we can make some specific adjustments to certain longswords.
Another approach is that I separated the Arsenal Overhaul patch from the main patch,so that those who want to fully utilize the mod features of Arsenal Overhaul can do so more conveniently.
Hello Lezaza I am just writing to ask what is the weapon comp patch you speak of for arsenal, it is not very clear what you mean, is it a patch on yours or is it a patch i get else where?
I think I made a mistake.The patch is actually in theVanilla Equipment Overhaulmod,which you can find[here]().I might have only mentioned the armor overhaul,but if you use the full equipment overhaul mod,you should be able to see it.
It is regrettable to find that DT(Damage Threshold)does not work as expected in the existing original settlement system. There are currently two solutions for modification: • Rewrite the DT system using SE(Scripting Engine). • Change the damage reduction operation mode,where DR(Damage Reduction)can be floating-point,but DT must be a fixed value.
So,this is a solution to balance damage from poison application,attribute dipping,and spells against armor penetration.Of course,it is not yet“complete.” In fact,I am also contemplating a suitable“armor penetration”system,but I currently don't have any better ideas. However,I still don't think a heavy armor character with-8 Physical DR is a game-breaking presence.On the contrary,it has achieved the intense,back-and-forth combat scenario I hoped for—where tanky characters engage in a fierce tug-of-war.I find this quite interesting.Pure physical warriors are well-restricted,and the pace of combat is no longer so overwhelming.I believe there is still much room for further development in the future,which is a positive aspect.
I fail to see a different between this mod and VitruvianGuar Armor overhaul. The Description is literally the same of That mod and your images are chinese only which i cant translate.
This is really fascinating. On the face of it, I feel as though this implementation of AC is waaaay better than the current version and makes a lot more sense. I am definitely going to try this out on my next playthrough.
Yes,To some extent. And It's actually inspired by VitruvianGuar. Some people always have similar ideas, and then someone takes action. Then see if anyone follows...
Finally, someone decided to solve this problem! I loved Victuvar's mod but it was old and didn't work well with the latest versions of the game. I can't wait to try your approach to this. Thank you!
49 comments
- 关于本Mod 和 Vanilla Armor Overhaul 盔甲大修有什么区别?
本Mod专注的是对 AC 系统的修改,提供了另一套盔甲对AC系统的计算方式,本质上不属于制作装备的Mod。 Vanilla Armor Overhaul 完全遵循了 Equipment Library的继承架构,所以应该能完美兼容本mod的体系。这个很棒!我为之前的鲁莽判断道歉!Q: What are the differences between this Mod and the Vanilla Armor Overhaul?
A: This Mod focuses on modifying the AC (Armor Class) system, providing an alternative method for calculating AC based on armor types. It is essentially not an equipment-creation Mod.
The Vanilla Armor Overhaul fully adheres to the inheritance structure of the Equipment Library,so it should be perfectly compatible with the system of this mod.This is great!I apologize for my previous hasty judgment!
- 关于如何兼容?
1. 如果有特别想用的装备,和本mod不兼容可以去bug区或是留言要求兼容。不过本人时间有限,如果太离谱或者冷门的就不一定有时间支持了(等待),希望理解。2.由于本Mod是一套相对比较复杂的系统,有空我会更新文档更详细的说明如何做兼容,各位也可以尝试自己动手,又或者有人愿意直接支持原本Armor引入这套方案。
Q: Regarding Compatibility
A:
1. If there is a particular piece of equipment you really want to use that is incompatible with this Mod, you can request compatibility in the bug section or leave a message. However, my time is limited, and I may not be able to support requests that are too complex or niche (please wait), and I hope you understand.
2. Since this Mod is a relatively complex system, I will update the documentation with more detailed instructions on how to achieve compatibility when I have time. You can also try to do it yourself, or perhaps someone would be willing to directly integrate this solution into the original Armor overhaul.
当然在有限的时间里,我也会尽量去修兼容性问题(但时间真的有限)
Of course,within the limited time I have,I will try my best to address compatibility issues(but my time is really limited).
- 和原作者 VitruvianGuar 的Overhaul系列的 Armor 修改有何区别?
目前区别不大?大概以下 3 点
- 我去掉了酸性造成物理易伤的状态
- 我调整了护甲DR 和 AC 的关系,并想继续调整
- 关于无甲防御的想法和数值设置和原作者不同,甚至考虑了法袍和衣服如何处理
What are the differences between this mod and the Armor overhaul by the original author,VitruvianGuar?Currently,the differences are not significant,but mainly include the following three points:
• I removed the status that makes characters vulnerable to physical damage when exposed to acid.
• I adjusted the relationship between armor DR(Damage Reduction)and AC(Armor Class),and I plan to continue making further adjustments.
• My ideas and numerical settings for unarmored defense differ from the original author's,and I have even considered how to handle robes and clothing.
- 我想在此Mod上做修改,可以么?
这其实是我最希望看到的事情,因为从Idea甚至mod的原型作者本就不是我。我只是改进了它,修改了数值。我强烈希望有人能拿这套Library或者mod去进一步推进!Q: May I make modifications to this Mod?
A: This is actually something I would love to see happen,because the original Idea and even the prototype of the mod were not mine to begin with.I simply improved upon it and adjusted the values.I strongly hope that someone will take this Library or mod further!
- 物理伤害 -8 的 DR 是否会让战士感到绝望?
会给战士带来困难,但我认为远不足以“绝望”。Does -8 DR against physical damage make warriors feel hopeless?
It does create challenges for warriors,but I don't think it's enough to make them"desperate."
所以,这是让涂抹毒药,蘸取属性,以及法术去平衡破甲的方案。当然他还不够“完整”
事实上,我也在思考一套合适的“破甲”系统,但目前还没有更好的想法。
不过我依然不觉得 物理DR -8 的重甲角色是个毁灭性的存在,反而恰恰他实现了我希望的,坦克型选手菜鸡互啄的激烈对抗状态。
我认为很有趣,纯物理战士被很好的限制了,战斗节奏也不再那么的摧枯拉朽。我觉得后面还有更大的空间去做些别的,这是积极的方面。
So,this is a solution to balance damage from poison application,attribute dipping,and spells against armor penetration.Of course,it is not yet“complete.”
In fact,I am also contemplating a suitable“armor penetration”system,but I currently don't have any better ideas.
However,I still don't think a heavy armor character with-8 Physical DR is a game-breaking presence.On the contrary,it has achieved the intense,back-and-forth combat scenario I hoped for—where tanky characters engage in a fierce tug-of-war.I find this quite interesting.Pure physical warriors are well-restricted,and the pace of combat is no longer so overwhelming.I believe there is still much room for further development in the future,which is a positive aspect.
is it inteded, that Longsword lose the Finesse property, wich is added by the Arsenal Overhaul (for wich you said there is compability). Thanks a lot for reviving Vitruvian's concept!
I'm not quite sure if I changed the spear back,but in the Eastern concept,the longsword is really not likely to be a Finesse weapon.So if we expect that,maybe we can make some specific adjustments to certain longswords.
https://www.nexusmods.com/baldursgate3/mods/5312?tab=files
目前有两套方案修改
1. 用SE重写DT系统
2. 更换减伤的运行模式,DR是可以浮动的,DT必须是固定数值
It is regrettable to find that DT(Damage Threshold)does not work as expected in the existing original settlement system.
There are currently two solutions for modification:
• Rewrite the DT system using SE(Scripting Engine).
• Change the damage reduction operation mode,where DR(Damage Reduction)can be floating-point,but DT must be a fixed value.
我尝试过修改旧版ac大修Model,发现这种Mod的平衡性太难调了。重甲减8DR太Op。或许改成没被命中一次DR 降低一点更好?平衡是个大问题。
U如果有能力修改底层代码,哪么考虑修复一下易伤机制吗?大家伙苦易伤翻倍久矣,我想改成30%比例加伤或者3D6额外伤害这种机制,但技术力不够。
。
搜了搜贴吧还有论坛,对易伤机制还没有人动过刀。巴尔甲的修复补丁是一个。Wetnerf也是一个
之前原版AC大修改了酸的效果,给了物理易伤,这个易伤直接给与了这个Mod毁灭性打击。见人就是一发强酸箭,DR形同虚设。但你不用这个吧,-8DR让物理角色像个小丑。要有效果但也要给反制手段,平衡性太难搞了。
如果你的Mod能给一个好的DR效果,但是又有反制措施,那就会大大增加游戏的策略性,就好像博德2里的防魔武一样,很强,但不是束手无策。体验感最佳
事实上,我也在思考一套合适的“破甲”系统,但目前还没有更好的想法。
不过我依然不觉得 物理DR -8 的重甲角色是个毁灭性的存在,反而恰恰他实现了我希望的,坦克型选手菜鸡互啄的激烈对抗状态。
我认为很有趣,纯物理战士被很好的限制了,战斗节奏也不再那么的摧枯拉朽。我觉得后面还有更大的空间去做些别的,这是积极的方面。
So,this is a solution to balance damage from poison application,attribute dipping,and spells against armor penetration.Of course,it is not yet“complete.”
In fact,I am also contemplating a suitable“armor penetration”system,but I currently don't have any better ideas.
However,I still don't think a heavy armor character with-8 Physical DR is a game-breaking presence.On the contrary,it has achieved the intense,back-and-forth combat scenario I hoped for—where tanky characters engage in a fierce tug-of-war.I find this quite interesting.Pure physical warriors are well-restricted,and the pace of combat is no longer so overwhelming.I believe there is still much room for further development in the future,which is a positive aspect.
我也是从另一个作者那里继承来的系统思路,他的重甲有恐怖的 DR -18 ?emmm
然后,我确实决定删除 酸性易伤 这个设定,不过应该希望有一套更辅助性的破甲方案。在 -5 +10 技能推动下,我认为物理抗性实验没有想象中那么可怕。
一个思路是,我确实在针对纯物理伤害,甚至是针对远程。因为远程在原版游戏里有些过于“肆无忌惮”
在很多人打上几十倍 上百倍血量来打木桩的情况下, 8DR low AC 我还是觉得可以接受的。
事实上,我想过要做出装备和职业多样性的目标。所以,规则内的附伤才是突破物理铁罐更好的方案。包括巨武器攻击,游荡者的SA,摸毒药,以及其他一些情况。
另一个想法就是,在某些特殊物理技能的情况,临时造成某个无视DR的状态,比如说“破甲”或者叫“防御”崩坏?——我并没有想好,目前是希望先把AC和DR数值调好,改好盾牌的格挡减伤(包括盾牌系统的格挡专长),然后再去想其他的事情。
我认为的第一步,让纯物理战士的输出效率在对抗有甲目标时有效下降,这点做到是挺好的。
既然一个 7 级环甲骑士带有 抗性这个东西?…… 我认为我们要考虑的是 抗性 哪来的 :D
一个 7 级战士的怪物 100 HP?也并不是很绝望啊,绝望只是暂时的相信我
我尝试过调整易伤增幅比例,但那个似乎是底层代码,没有那个技术力。
物理易伤就一刀带走,没有易伤就硬刮。定身术定住了也是个位数暴击。
游戏里还有自带DR的敌人,一叠加真是头大。
而且还有一个大问题,游戏里的物理系敌人的伤害是很少的,我给自己加了抗性以后敌人刀刀0,而且他们大多不会我i强酸箭。游戏瞬间没有难度。
这个游戏本来就不具备难度,我只是认为没有必要那么绝望。
敌人难伤你和你难伤敌人是一样的,所以第一步有了,下面是解决问题的时候
其实你说的,我也发现了。但我的感受是更积极一些,我们终于可以让养鸡人的灵能战士发挥更大作用了?
而且原版里酸蚀和碎甲(后者较少出现)都是给予护甲等级-2的效果,这个-2是按照原版护甲等级进行对抗的一种手段,在新版的你这个系统里几乎就没有存在的必要何使用的场景。现在我们引入了新版的DR系统,那么调整这种对抗的手段也是合乎逻辑和体系的,意见以供参考
我是很喜欢DR系统的,但是苦于没有对抗的合适手段。
DR是游戏里缺失的一环。就是平衡问题难搞。
与其针对护甲 AC 甚至针对 DR去做,不如针对某些状态做调整。类似失能系统的状态,创建一套“破防”系统的状态。
之后会给 DR 加上发动条件做些尝试(根据状态),类似:全DR,半DR,DR完全失效(盔甲提供的部分),这样的情况去测试一下。
后续会逐步加入,目前主要是调整相关 AC 和 DR 的法术。
对NPC的加强主要靠 CX 和一些配置,AI 也跟随 CX,看看有什么情况和问题。
给与减少DR或者移除抗性的手段, 只要有其中之一,游戏性都能大大提高。
从目前以及之前的体验上来说DR系统会提高游戏的策略性,玩家更多的考虑破甲手段,类似于博得2里的法术互攻。很好玩。但是目前碰到抗性+DR的敌人就很头痛。大部分回合都用在互相刮痧上面。
还有一个问题,我在自己调试的时候发现,固定减伤和易伤似乎都是底层运算逻辑,而非可随意修改的内容。就算改成功了,战斗日志也会出现异常。
所以更好的办法是用 status 在一开始给DR Boost的时候加上些条件吧?
或者就是在SE使用的时候找更合适的实现方式了,其实log一直是个问题,甚至没有必要纠结。只能说尽量
然后由于我使用了WetNerf,Mod改变了糯湿给与冰电易伤的效果,变为在受到冰电攻击时攻击者具有优势攻击骰子。
由此想到,对于DR的平衡性调整,不一定非要从数值上入手,因为平衡的目的是为了给与对抗的手段。
UP现在在做的移除DR状态是一种途径,但也有其他的方式可以考量,比如增加元素伤害的特殊状态。
举例:重甲受到火焰伤害
重甲受到寒冰伤害
中甲受到强酸伤害
- 效果:身着中甲的角色在受到强酸伤害时,护甲的金属部分会被腐蚀。游侠需要进行一次 敏捷豁免)。豁免失败:护甲的关节部分受损,角色的 武器命中率-2 点,移动速度-3米,持续 2 回合。
通过强调元素伤害的方式来给与对抗DR的手段,也是一种不错的方式。而且通过这种方式,还能强化职业之间的对抗性,提高对元素道具的使用率,增加玩家思考的同时,还让法系职业不再是水电秒人和辅助挂件。法系的元素伤害手段能有效针对高DR角色。物理角色不再是一家独大,再高的DR又如何。
届时,这个Mod就不再是只针对AC 而在别人的Mod上修修改改了。那就一款整个修改了战斗系统的伟大作品了。
通过受伤给与移除DR状态是一种比元素伤害调整更好的方式。因为我们虽然有很多种方式破开DR,但敌人破开我方DR的方式大多是物理攻击。
又或者设置一个DR的抵抗次数限制?类似于不可撼动?
集思广益吧,这个Mod有搞头,好玩。
The Description is literally the same of That mod and your images are chinese only which i cant translate.
And i remove the acid effect Temporarily...
And Unarmored combat is different, too.
The Description is literally the same of ... but it's still different.If you're willing to try.
首先是FED系列里面漏了一个:Gifts of the Absolute
然后是ajax里面提到的一些装备mod都是下载量比较大的:Lathander's Armory Helm's Armory Immersive Gear
后面俩因为教程箱子里没有 我不确定需不需要Better Poison Equipment The Berserker Set
明天会再更新吧
And It's actually inspired by VitruvianGuar.
Some people always have similar ideas, and then someone takes action.
Then see if anyone follows...
I hope more people can join in and test the rationality of the numbers to keep this series of mods going.