While traveling around sometimes an enemy will summon a colossal ice stalactite from the ground, but after several hours of searching I can't figure out who it is, could you tell me which enemy and which attack it is?
I had that problem also, and if I remember correctly, its one of those undead Lich/Wight miniboss enemies that cause the large ice spike. They also have another slightly scuffed move where their corpse explosion will do constant AOE for 60 seconds. Reccommend changing the duration on that and the ice spike as well
yes, that's correct, VoidGlaciem was called if I remember correctly, there were 4 versions, I just disabled them all, some skills should have shorter ranges, many homing AoEs come out of nowhere during explorations
Just recently downloaded this mod and have been having an incredible time with it. I really love how the Advanced movesets add actual new MOVES and physical attacks that mix up the enemy behaviors, and isn't just like "oh some goblins can now spawn with fire weapons, some saurians can now shoot bigger poison breaths" and other static changes.
Thank you again for ur work on this mod, its been a gamechanger for me and a lot of other people!!
Really love this mod except for some of the barrages of attacks that enemies throw out of nowhere. Gore Harpies and their hurricanes are a good example. They can spam from incredibly far away and since they run in packs of 2-3 it is so, so painful to deal with. Im so glad I can turn that off.
Absolutely love the mod though, thanks for the new challenge.
Congratulations, great mod, but some skills of the lost mercenary make the NPCs immobile and prevent the player from using skills, the Gore Harpy skills are activated even if the player is very far from them, the range must be reduced
Love the new update, but just wanted to check something- when applying the non EX versions (advanced hobgoblins, for instance) the EX skills still pop up as enabled. I don't know if this is intended or if I need to manually shut off all the ex skills one by one (I hope not!)
It's not intended, during the session I was marking the skills and making the alternate skillsets, loading the regular ones unloaded the EX skills as it should. After reading your comment and launching the game again, I'm running into the same issue. I don't really know why this is happening. For now, I could recommend deleting all the (EX) skills in your skill maker folder if you don't want to use any of them, so the skillsets can't load them in. EDIT : I believe I found a way to fix it, and I'll try to update the mod soon when I get a chance. You can press "Delete skill" on everything marked as EX in the in game menu, save that as the normal skillset, and the different skillsets should work properly. I'll be doing this myself for the next update, thank you for letting me know!
I love mods like this, I hope they're a step closer to creating custom enemies, but I find some moves too exaggerated, like the Gorechimera's "ultimate" in your video, it dirties the screen too much, but I like the spikes from the ground, then that Serpent who becomes a DMC's main character 😂
Btw, if you haven't already, could you make Garms apply blindness and Wargs poison like in DDDA? I don't understand why they took their abilities away in DD2, now they're just bigger wolves, a shame... (plus: the return of Garm's unique attack during death would be even more cool, I already imagine that making a unique animation is just not possible, but I could see a little cloud around that applies its debilitation while it dies)
Without the blindness debilitation in the game, I can't really replicate the effect, but I'll take your suggestions into consideration and see what I can do, thank you for playing and I'm glad you enjoy!
I was excited about the idea of this mod, then I saw the youtube video on your mod page. Any plans for a version of this where a bandit isn't throwing god tier moves at me? I would love enemies to have new moves, but that spamming huge aoe, and god beams beams seemed overkill for me. T_T
There are ways to disable certain skills by going nto the enemy skill tree. generally what I do is summon a dummy (via Enemy testing: Humans->Bandits->lost mercenaries) and bring up all the skills it has in the Skill tree.
Then I tweak the odds of replacement, to where they aren't casting like Daimon on crack.
Yes, disabling certain enemies or enemy skills, or reducing the frequency is the way to go. I'm working on an update that should have far better balance and also disables most of the over the top skills by default, so you have to manually activate them. It was supposed to come out a while ago but I got a bit burnt out on modding, just now getting back to work on it.
Howdy, it says under the description to disable certain moves for a better gameplay experience, but I can't quite figure out how? I'm trying to disable the Drake fireball skills, as well as that strange firespit move that saurians keep spamming that's instakilling me in the beginning of the game. I love the changes to most the monsters, but the saurians are seriously overtuned! The saurian firespit AOE catches both me and my pawn even when I swift step out of the way! I'm in the enemy skill list but the listed skills are unnamed (Just "Skill 1" and "Skill 2," and a bunch of things I don't really understand)
The idea itself is great, but the whole thing seems a bit over the top. At worst, it ignores balance. If the skills could be kept a little milder and less skilled, I think it would be more acceptable to a wider audience. Also, probably a bug, but there is a phenomenon where the magic archer's skills get drowned out, possibly due to skills on the demon side. Is it possible to fix this?
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Thank you again for ur work on this mod, its been a gamechanger for me and a lot of other people!!
Absolutely love the mod though, thanks for the new challenge.
EDIT : I believe I found a way to fix it, and I'll try to update the mod soon when I get a chance. You can press "Delete skill" on everything marked as EX in the in game menu, save that as the normal skillset, and the different skillsets should work properly. I'll be doing this myself for the next update, thank you for letting me know!
Btw, if you haven't already, could you make Garms apply blindness and Wargs poison like in DDDA? I don't understand why they took their abilities away in DD2, now they're just bigger wolves, a shame...
(plus: the return of Garm's unique attack during death would be even more cool, I already imagine that making a unique animation is just not possible, but I could see a little cloud around that applies its debilitation while it dies)
Humans->Bandits->lost mercenaries) and bring up all the skills it has in the Skill tree.
Then I tweak the odds of replacement, to where they aren't casting like Daimon on crack.
Also I use Custom difficulty tweaks.
Hope this helps!
Which types of saurians are you talking about? The regular ones? Their spit attacks shouldn't be modified by this mod.
If there are any skills other than this, simply disable or delete it.