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Solvaske

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Solvaske

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About this mod

Adds Telekinesis to the Mind skill tree instead of being enabled by default, and (optionally) otherwise makes the starting player character start closer in line with what they should probably be able to do canonically.

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It was annoying, to me, to realize you still start with superpowers when you select the supposed "no crystal" mode in sandbox/crystal hunt, and that there really was no way to start without telekinesis and superhuman strength, so this an actually sensical version of my u10 or so mod "Realism+," which attempted to remove lots of magic and make the player character less OP. It wasn't very fun, however, so this time around I've focused on changing things in a seriously fun way, and without removing anything.

Changes:
Telekinesis is now the primary Tier 1 Mind skill, displacing and combining combat focus and slow time into a single subskill.
The player jump is shorter a little shorter, but still enough to climb with, bhop, jump with, and use relevant skills. More impulse focused than duration focused and with less air control, but also less air drag—much easier to do shorter hops now.
Punches and kicks are more impulse based (in the base game they continue pushing someone long after you stop hitting them).
Slightly slower movement while not sprinting, making fine control easier, while leaving sprint speed pretty much untouched for when you actually want to go fast.
Gives player the same health as NPCs by default (multiplier can still be altered via vanilla menus).

Note: The empty crystal loadout, which shows as blank (in the same menu as fire mage, commoner, etc) MUST be used for telekinesis not to be enabled by default, but the other alterations apply to all loadouts. You will likely still have to start a new character to experience any of it, however.

pending further realistic™ additions such as: AI that doesn't just stare at you and actually attacks (and maybe actually parries), qol/visual edits, maybe messing with or combining more skills for ease of use and balance, and finally, maybe cleaning up the json mess in there so it's easier for anyone who downloads this to edit. And of course any potential necessary tweaks or bugfixes.

Known issues:
The golem fight just actually kills you instantly when using the player edit version. I have no idea how any of these changes could cause this
The player inventory shows two healthbars when using the player edit version. Again, i changed like four lines of text purely related to health amount, melee force, and jumping, I don't understand why this would happen. I never experienced these types of problems from simple json edits before 1.0

Workaround:
Use the TK only version or delete the creatures folder from the basic mod. Fix/change may take a while


anyways, I should probably go back to finishing the crystal hunt tutorial
i got slightly sidetracked