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Mehaz

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  1. Mehaz
    Mehaz
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    Sticky
    I've released a small update which adds loot to two of the later fights, and also changed the Hellsboar loot in Fight 1 to not be the entire Tutorial Chest, which seems to cause issues with mods that add items there. I'm still looking at feedback and deciding on how to progress forward to finalize the encounter design of this mod, but for now enjoy slightly more loot, and the return of an unobtainable early access magic item that is rather fitting.

    VERSION 1.0.0.2 Changelog
    - Fixed Hellsboar in Fight 1 having Tutorial Chest loot
    - Gave Fight 6 loot
    - Gave a certain enemy in Fight 7 loot
    - Gave a certain enemy in Fight 7 a new damaging spell to cast later into the fight
    1. blankethero2
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      Thanks, I loved this mod- now do literally the rest of the game please :)
    2. lorenzokame
      lorenzokame
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       The best mod until now! Thank you very much!
      Are you planning to keep working this way on other parts of the game? 
    3. Hitsuran
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      Could you make lite version with only monsters that are in vanilla Nautiloid? :) Thank you.
  2. Mehaz
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    Hi all,

    Thanks so much for all of your detailed feedback posts. I don't have time to respond in depth to all of them them, but trust me that I've read every word and really appreciate all of it. Please keep it coming.

    I've updated the mod to VERSION 1.0.0.1, including a bunch of nerfs and changes, most of which you all requested. I'd love feedback on the changes, what you like about them, what you don't like about them, if it's now too easy or too hard, and particularly which fights are "fun" and which aren't for you. I'd also love ideas about how to make the Transponder fight more interesting and enjoyable as opposed to just a run. As well, I've noticed a theme amongst comments about changing enemies to more thematic ones, or changing abilities to more thematic ones. I'd love to hear more discussion about that now that the mod is hopefully in a more balanced spot. Do you all still feel that way? What specifically are you interested in?

    See the changelog here or on the Description page, and download the new version of the mod in the Files page.

    Thanks so much again for all the interest, and for all of you dedicated commenters who took valuable time to write up very detailed feedback <3

    VERSION 1.0.0.1 Changelog
    -Nerfed the Magma Mephit Fight 1
    -Removed the Hypnotic Pattern scroll Fight 2
    -Changed the AI of two of the Imps in Fight 2
    -Nerfed one of the Imps in Fight 2 back to Weak
    -Nerfed Cleric from Level 5 to 4 in Fight 3
    -Nerfed Fight 4
    -Heavily nerfed Fight 6
    -Added and guaranteed various potions as loot on enemies throughout the ship
    -Nerfed various levels across the board (still Level 2 before Fight 6)

    (Please feel free to reply to this post with 1.0.0.1 specific feedback)
    1. zulbrak121
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      really digging this mod since it adds a level of complexity to the nautiloid, very very small suggestion, instead of mud mephits, would it make more sense to have magma mephits (we are in avernus after all, and mud mephits just seem out of place vs magma seems more fitting).  Outside that, absolutely loving this mod.  Thanks for all your hard work <3
    2. TyphonMorgan
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      I agree. Also, the explosion on death makes melee players (like my monk) have a high chance of just dying upon killing it, resulting in you having to save scum to just get by it, since you have don't have access to Lae'zel yet.
    3. Chronicxx
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      2
  3. fluffernuttergb
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    The first encounter needs the mud mephit removed/replaced. A level 3 enemy plus 2 lvl 1s is already a lot for even a min/maxed lvl 1 character, having an enemy that explodes for up to 12 damage guarantees that you just straight up die most of the time. 
    1. XirlioMerazul
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      It needs to be rebalanced:
      - no summoning multiple mud mephits
      - each summon shouldn't be exploding
      - the damage from exploding should be no more than 2 - 6
      - remove double flight, it shouldn't be allowed to fly that far while also being able to do this much

      While I'm on this, the cultists are absolutely bonkers, especially if you stack other difficulty mods on top. Makes it impossible to pass through the Nautiloid.
  4. XirlioMerazul
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    Please make a settings file for Mod Config Menu so we can adjust stuff, this is incredibly difficult when used with other mods and makes solo play actually impossible. I really like this mod and want to add it to my collection, but since it's focused on hardcore gameplay it makes it actually impossible to pass through the nautiloid. Even when using broken classes like Death Knight and starting off at level 2 after the initial imp fight...
  5. DoubleGGuessWhos
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    The only way to beat this, is either safe scum like no tomorrow or use explorer difficulty (or some legendary equipment from the start I guess).
    Suggestion: One version for vanilla, where you account for beeing level 1 and one like the current version for a heavily modded playthrough.
  6. sohllis
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    Is this working with P7?
    1. ZettiZet
      ZettiZet
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      Yes, it works. Just started it though, don't know if everything is okay
    2. Sobekeus
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      It works just fine.
  7. HillsideFarside
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    Anyway you can re-add the original Nautiloid map when the game first came out?  there was more area to the Nautiloid that was taken out.  Like battles outside the ship, more internal areas were available. etc.
  8. Capitto91
    Capitto91
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    Crazy and fun mod! Congrats! I enjoied alot. With Combat extender, tactician and no mod armours, every combat is a very hard puzzle to solve!

    Thanks for the expirience!
  9. halfflat
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    I may be inviting a 'git gud' comment, but the cultist fight just seems impossible: I can only save scum so many times before giving up. Two level four cultists versus two level one characters, together with the fickle RNG god, is just a recipe for frustration. Between them they have CC, healing, and ranged spell damage; it is just too much.

    I love the concept of this mod, and it says 'hard' right there on the tin, but it's too hard for me.
    1. anaseskyrider
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      Even more busted is that they're supposedly unconscious but they can use reactions when you try to surprise attack them. So many Shield castings I've simply reverted on because it was the only way to get a fair shot at the fight sometimes.
  10. celticlycan
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    Would love to see how you would redesign different parts of the game as well as this. Love your take on the nautiloid. 
  11. Eychimo
    Eychimo
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    Works well, did not find a single bug. Having said that, can not endorse. Nothing  fun about using true lvl 1 toons battling lvl 4 plus mobs. would be alright if using a modded game with overpowered char. No where in the description does it say this mod is crazy. I do play all my games on tactician difficulty, so not like i do not want more of a challange. But this is just a save scum fest and quickly becomes a silly time sink. Maybe make a more realistic version that is actually difficult, instead of what this is.
  12. tacticalweapon1
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    The fights in this mod are too overtuned imo. The game gives you a danger warning when an enemy is only a couple levels over you and several of the fights in the nautiloid with this mod would trigger that warning.

    Fight 1: a level 3 mud mephit solo is enough of a fight as it is (see my comment above about overleveled enemies). Not to mention after all your hard work trying to kill it, its death nova could one shot all but the tankiest builds if rolling poorly. I would personally just remove it and sick the level 1 boar and the other level 1 imp on the player. Challenging, but not impossible (and no "ha ha you die anyway" death nova).

    Fight 2: very close to unfair. Again, I think the big problem here is the level 3 boar. An unlucky crit is enough to one shot la zel or the player, which just isn't fun.

    Fight 3: The most egregious of the "the enemy is too high level" problem. Level 4 cultists? To put that in perspective, you're just one level shy of making them as hard as the spider queen. Couple that with the additional level 4 merregon that'll inevitably walk in and the fight would be something you would expect when inside the githyanki stronghold or the underdark, which is a situation hours away.

    I can't say more about the additional fights ahead, since I gave up after a couple of tries with the cultists, only ever finding success if I could push them into a chasm.

    In essence, bring everything's level down. Normal enemies should only ever be plus or minus one level from the player. The fact the game warns you that you're fighting disadvantaged when the enemy is only a couple levels higher is proof of that.
    1. AstralSky1697
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      I actually like how difficult it is to escape the Nautiloid with this mod. If you don't like its difficult (yet not impossible by any stretch) nature, then don't use the mod, or learn how to mod and change the levels yourself?
    2. tacticalweapon1
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      I uninstalled the mod shortly after writing this post. I'm just providing feedback (and I'll admit, venting my frustrations a bit).
    3. Hitsuran
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      Its not impossible only because you can save scum, which is not fun.
    4. NephilimFury
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      I have to agree, it is way too difficult unless you either get extremely lucky or dip into the tutorial chest before the fight, because not only is the mephit or the boar able to one shot you, but the mephit spawns additional mobs and I would get quadruple teamed into oblivion by them. Safe to say, this mod is not for me and it was a fun ride while it lasted, but it is adding some unnecessary frustrations to my runs (which is entirely on me).