I'm not sure how easily this little glitch I just found can be replicated, but I thought I should leave a description here as a warning. I used dinput8 to force a checkpoint save in the middle of the quest after killing all enemies and opening the gate. I did this to make the setup for the start of a video to be easier, but it caused the fight to not work properly. After dealing enough damage, the cutscene would start but his dialogue wouldn't, which would let me know the fight was bugged. When I would try to reload the checkpoint save, he wouldn't jump out the window either, and he'd become un-killable until leaving and returning to reset his position, and even then the fight wouldn't end. I don't know if this is because all the enemies respawned or not, this might even be a thing with vanilla. I don't know since I've never reloaded from a forced checkpoint save during this quest.
TL:DR, don't force a checkpoint save with dinput8 and then reload from it, seems to bug the boss fight.
Hi, do you have an unedited version of stage 300, or know where I can find one? I thought I could handle it but I couldn't as this is my first playthrough.
Nevermind, decided to double down and just beat it. Was challenging but very fun, thanks for the mod. My first ever playthrough and its on hard mode so I came to appreciate the extra challenge. If it was just a normal goblin chieftain I probably would have killed it in a few hits.
I'm not 100% sure, if they directly modded this quest then it wouldn't be, but I think they modded the enemy files so it might work fine. I'd backup your stage330.arc file and pop mine in and see what happens.
Thank you! This is really good idea to make it little more meaningful encounter. Could you do something similiar to Salomet (who needs like x5 or x10 more HP) so he does not get oneshotted right away so comically. Same thing for other human bosses like assasins in Nameless Terror quest who all die before they finish their dialogue. They also need really more HP.
That's been part of my project for a very long time, and I figured out the issue a long time ago, I've been trying to figure out how to fix it for years.
For some reason, all NPC type enemies are locked to 1000hp. As of right now I have no idea why, and I can't find where they pull that number from. I can edit their stats the same way I can other enemies, but the HP doesn't work. No matter what, it's stuck at exactly 1000hp. I can't just increase their defense either.
If I simply buff their defense, you either won't be able to damage them at all because of how Dragon's Dogma calculates damage, or if you can exceed their defense threshold, they'll still die in a few hits.
I'm doing my absolute best to correct this, I don't feel like my overhaul project will be complete without fixing NPC type enemies so that they can actually be somewhat of a challenge.
Thanks! Yeah it's a little up there in difficulty. I had more meant for more experienced players to try it out, but if you were going to download this on a first playthrough, you'd probably want to make sure you did plenty of quests and exploration, so you don't rush straight here at like level 15 and get totally destroyed.
I'm discovering the game and installed a modlist, and your mod made the boss nearly unbeatable lol. I was doing the q est and you know, managing the gobelins and ogres but holy moly that boss took NO damage and one shotted everyone, I had to perma grab him, so much so that the cutscene never actually activated, I just killed him grabbing him over and over and my minions doing random chunk of damage at level 15 average..
Welp anyways that's done, sad I couldn't experience properly, I think what didn't make me understand at first is the huge discrepancy between beating all the mobs and the boss being so strong.
But aha that's on me.
Good job with that tho, I didn't figure out any better :^)
I think you did just fine! I apologize for it being a bit difficult for you as a new player, as I assumed more experienced players would go for this mod, but this was almost exactly what I had intended for the mod. The original boss for this quest is just a regular Hobgoblin Chieftain, of which you fight many out in the open world and they aren't much stronger than all the other goblins you would have fought in this quest. He's *really* easy, to the point that I and many others were left disappointed with the anti-climactic feeling it leaves behind.
I wanted to insert an enemy that truly felt like a boss for the end of the quest, something that was a cut above the rest in terms of appearance and power. I wanted it to actually feel like a struggle, for it to make sense that the group of guards assigned to the Shadowfort might actually have trouble with it. I wanted it to be the final struggle for the player to complete the quest and have it feel more like it meant something.
Lore wise, I also thought it made sense for the strongest kind of Goblin to be leading a Siege of this size, since they seem to kind of operate on barbarian styled rules, in the sense that the biggest and strongest are the leaders.
Thanks! Yeah that'll happen haha, it's still a regular Greater goblin, I just thought it fit better than the much weaker Goblin Chieftain. It's a bit more fun to play the game on a fresh character and come across this fight, especially on hard mode. The lower level character along with hard mode's increased stagger resistance makes it a bit more challenging.
At the end of the day though, I don't think there'd be much else I could do. Even if I make it much stronger, I can't change the AI (or atleast I don't know how) or change the game's mechanics, if you know what you're doing, you can abuse a lot of stuff to make pretty much everything trivial. The only other thing I can recommend is playing without pawns, it's how I typically play, and it really ups the challenge level, and allows you to take your time figuring out how you want to fight enemies instead of your pawns just swooping in and doing it for you haha.
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TL:DR, don't force a checkpoint save with dinput8 and then reload from it, seems to bug the boss fight.
I finally gave up and just installed it manually.
No biggie, man. It really helps make the fortress besieged mission worthwhile.
For some reason, all NPC type enemies are locked to 1000hp. As of right now I have no idea why, and I can't find where they pull that number from. I can edit their stats the same way I can other enemies, but the HP doesn't work. No matter what, it's stuck at exactly 1000hp. I can't just increase their defense either.
If I simply buff their defense, you either won't be able to damage them at all because of how Dragon's Dogma calculates damage, or if you can exceed their defense threshold, they'll still die in a few hits.
I'm doing my absolute best to correct this, I don't feel like my overhaul project will be complete without fixing NPC type enemies so that they can actually be somewhat of a challenge.
That's weird: the file in the archive says 'stage330'. Did you typo?
edit: cancel that; I'm dumb, lol.
I was doing the q est and you know, managing the gobelins and ogres but holy moly that boss took NO damage and one shotted everyone, I had to perma grab him, so much so that the cutscene never actually activated, I just killed him grabbing him over and over and my minions doing random chunk of damage at level 15 average..
Welp anyways that's done, sad I couldn't experience properly, I think what didn't make me understand at first is the huge discrepancy between beating all the mobs and the boss being so strong.
But aha that's on me.
Good job with that tho, I didn't figure out any better :^)
I wanted to insert an enemy that truly felt like a boss for the end of the quest, something that was a cut above the rest in terms of appearance and power. I wanted it to actually feel like a struggle, for it to make sense that the group of guards assigned to the Shadowfort might actually have trouble with it. I wanted it to be the final struggle for the player to complete the quest and have it feel more like it meant something.
Lore wise, I also thought it made sense for the strongest kind of Goblin to be leading a Siege of this size, since they seem to kind of operate on barbarian styled rules, in the sense that the biggest and strongest are the leaders.
You got my endorse, I was just too stubborn to run away and come back when higher level.
Unfortunately a rented warrior chain grabbed the boss and it couldn't do anything the entire fight. Oh well.
At the end of the day though, I don't think there'd be much else I could do. Even if I make it much stronger, I can't change the AI (or atleast I don't know how) or change the game's mechanics, if you know what you're doing, you can abuse a lot of stuff to make pretty much everything trivial. The only other thing I can recommend is playing without pawns, it's how I typically play, and it really ups the challenge level, and allows you to take your time figuring out how you want to fight enemies instead of your pawns just swooping in and doing it for you haha.