Not sure why but when I have this mod and start a new game, I select the Spell Absorption perk and I cannot do anything to get the leveling cost down low enough to where I can start the game. Seems to work fine without this mod so I guess a workaround is to turn the mod on after I create the custom class.
FPS is dropping to unplayable levels whenever I enter a dungeon. Is this just incompatible with the current version of DFU or am I suffering from some mod conflict?
Oh, i Hit the same problem when i update to a Newer Version of DFU! I Was on Beta v0.14.5 no fps problem very smooth... Now i am using the release 1.1.1 and the BossFall are lagging crazy, it drop 60fps to 1-5fps whatever i am inside any dungeon, But the Bossfall i did donwload was a long time ago so i guess the version we have now there is no problem.
Hi. One question. The mod is unleveled but how high a level of a creature or humanoid can be? In vanilla, the leveled humanoids still posed some challenge even if you had a high level like 20 or possibly 30. Will this mod be a challenge greater than vanilla even when player is higher level?
Good question! Increased challenge at any player level is one of Bossfall's primary goals and this mod will definitely be harder than vanilla at high player levels. Here's some details on enemies and their level caps.
Non-boss enemies have a maximum level of 20. Most monsters move faster, have more HP, cast more dangerous spells, and have better armor than vanilla. Human enemy HP is the same as vanilla, but humans deal greatly increased damage compared to vanilla and they're much harder to hit.
Boss enemies are incredibly hard compared to their vanilla counterparts. They can be Levels 21-30 and most of their stats are much higher than vanilla. Some bosses have poison that pierces Poison Immunity, some can outrun even the fastest players, and some have infinite Magicka. Most of them will blow up low-level players with a single melee attack or spell. Even at high (20+) player level they aren't easy and will quickly kill players who make the wrong move.
Oh, and the higher level the enemy, the better chance of good loot!
My character is designed to level slowly so only 13, I cannot wait to turn this mod. I tried it once at 11 and got smoked. Thanks
I have been spamming this but please, I beg the community to create a mod for in-dungeon old school D&D ambushes after something like a hidden door, pressure plate or mission complete (spawn at exit).
Does anyone else get literally hundreds of enemies spawning on dungeon exit with this mod? Around 400 last time. Takes my framerate from 120 to 2.
Edit: upon further testing it seems this is some weirdness occurring between Warm Ashes and Bossfall, not entirely sure what is happening but the chosen 'encounter' seems to transfer across new characters (?!), I now have the same thing happening with the siege encounter. Weird.
I have a love-hate relationship with this mod. Some of the components are great, maybe even amazing, but the balance is completely off. My last character was an Agent (using Better Default Classes), and the experience felt like suffer porn. It took dozens upon dozens of arrows to kill things, at 50~ archery and with a mithril short bow. I know I wasn't exactly a demigod, but that's journeyman status, and mithril is not a common material! Unfortunately, anything that wasn't a giant rat or bat constantly parried me. Conjuring arrows, abusing invisibility/horse/high speed stat, and pelting things for what feels like hours was the only way I could make progress. That's not fun or engaging.
But then there are things like mages casting different spells, skeletons resisting piercing attacks and guards/other npcs shooting arrows rather than slowly lumbering around like useless hunks of meat. And those features keep bringing me back, just to be disappointed again!
Another example is the class maker overhaul. It's a bit rough around the edges, but things like making armor disadvantages useful is great. But then it'll drop the dagger so far I don't know how to fill the void. Or then I'll try to use spell absorption, and realize it's impossible to use. Yes, spell absorption was pretty ridiculous. But it's also flavorful. Just jacking the cost up to match several resistances/immunities (50+ ish) would be enough in theory.
So overall, I love the concept, but it's all over the place to the point of unplayability. But I'll miss so many of its features without it. I really hope the dev comes back to rebalance this, or make a mellower version or something. There's so much potential buried here.
Okay, after discovering how abusable spell absorption is, I completely take back what I said about it. Being able to AoE bomb yourself infinitely because you absorb your own spells alone breaks the game. Yikes!
Indeed. You can make a character who is immune to fire, frost, shock, magic, and paralysis, but spell absorption is off the table? That seems strange to me.
89 comments
I Was on Beta v0.14.5 no fps problem very smooth... Now i am using the release 1.1.1 and the BossFall are lagging crazy, it drop 60fps to 1-5fps whatever i am inside any dungeon, But the Bossfall i did donwload was a long time ago so i guess the version we have now there is no problem.
One question. The mod is unleveled but how high a level of a creature or humanoid can be? In vanilla, the leveled humanoids still posed some challenge even if you had a high level like 20 or possibly 30. Will this mod be a challenge greater than vanilla even when player is higher level?
Non-boss enemies have a maximum level of 20. Most monsters move faster, have more HP, cast more dangerous spells, and have better armor than vanilla. Human enemy HP is the same as vanilla, but humans deal greatly increased damage compared to vanilla and they're much harder to hit.
Boss enemies are incredibly hard compared to their vanilla counterparts. They can be Levels 21-30 and most of their stats are much higher than vanilla. Some bosses have poison that pierces Poison Immunity, some can outrun even the fastest players, and some have infinite Magicka. Most of them will blow up low-level players with a single melee attack or spell. Even at high (20+) player level they aren't easy and will quickly kill players who make the wrong move.
Oh, and the higher level the enemy, the better chance of good loot!
I have been spamming this but please, I beg the community to create a mod for in-dungeon old school D&D ambushes after something like a hidden door, pressure plate or mission complete (spawn at exit).
Edit: upon further testing it seems this is some weirdness occurring between Warm Ashes and Bossfall, not entirely sure what is happening but the chosen 'encounter' seems to transfer across new characters (?!), I now have the same thing happening with the siege encounter. Weird.
i doesn't seem to be repairing my stuff like it used to before i got this mod
But then there are things like mages casting different spells, skeletons resisting piercing attacks and guards/other npcs shooting arrows rather than slowly lumbering around like useless hunks of meat. And those features keep bringing me back, just to be disappointed again!
Another example is the class maker overhaul. It's a bit rough around the edges, but things like making armor disadvantages useful is great. But then it'll drop the dagger so far I don't know how to fill the void. Or then I'll try to use spell absorption, and realize it's impossible to use. Yes, spell absorption was pretty ridiculous. But it's also flavorful. Just jacking the cost up to match several resistances/immunities (50+ ish) would be enough in theory.
So overall, I love the concept, but it's all over the place to the point of unplayability. But I'll miss so many of its features without it. I really hope the dev comes back to rebalance this, or make a mellower version or something. There's so much potential buried here.