Yeah I'm wondering which mod does this in the mod list because none of them fit this description. Just read the lucky scavenger desc, seems to be it even though it doesn't mention shops
I started a new playthrough using this mod and i love the progression mechanic forcing the player to explore around him; tho i think the mod makes a riddle of the sphinx unfinishable, the riddle of the eye, asking you to find the most valuable item in the cave, as the loot in the chests is randomized, i didn't obtain the item i am supposed to sell, making it unfinishable without giving myself the item with another mod
Interesting. Maybe something broke recently idk but, from my last 2 playthroughs, the Sphinx chest at the end of the tunnel (the one above the entrance) did spawn the correct item.
However, I did have a similar issue with providing basic swords as part of the Warrior maister skill quest, so that def could be possible. Although I think a recent patch said that was fixed?
Instead of making shops have no gear at all, I made them only have low tier stuff available at 1.85x the price so the game isn't a goblin grindfest to overlevel enemies. I left the Vermund shops with it's lowest gear tier and moved the next tier over to Celeste's Smithy at the Checkpoint Rest Town, I did the same with the Sacred Arbor and Battahl, moving the next tier Battahli gear to the Volcanic Island Camp. I left the Nameless Village mostly unchanged since it's stuff is a decent inbetween from Vermund to the Checkpoint Rest Town, I only removed the stronger Thief Set and Daggers.
I found the game much less tedious this way since this give a measure of control over gear progression, but not enough that it disincentivizes exploration since the gear is much more expensive and you'll still find higher level stuff out in the wild. It wasn't frustrating to receiving a Trickster weapon before getting to Melve since I knew I could sell the weapon and buy something more appropriate to my vocation instead.
Meh, make money, take oscarts to battalh, boom, no need to hunt bosses or look for chests.
I’ll add a chance to get gear for your character class, main pawn class or random. This way you’ll be able to only get loot you are interested in if you want to.
Might just be I'm overlooking something, but since starting new game + my Sorcerer doesn't have Miasma as their base attack. What do I do to get that back?
I just started a new run, and the game feels easy even though I have the Dogama preset selected in Custom Tweak Difficulty. Is it expected that the game isn't very hard at the very beginning?
I know I can tweak the values myself, but I was hoping to play with the mod creator's intended difficulty vision. Does it get harder after Vermund?
Thanks a lot for your work!
Edit : Just get rekt by boss, seems good for that part xD
Does this modpack make any changes to Talos? Shot him with 2 unmaking arrows, all of his weakspots are gone and he's still walking. I had no choice but to let him fall into the lava.
It should not. But I’m pretty sure that that is how it works for Talos: shooting the unmaking arrow kills him but you need to let it walk up to the volcano to have the cinematic
Hey so the armor guy in the main city is still selling armor followed the troubleshooting unticked and reticked Dogamma don't have wild loot to begin with and couldn't find it in my in game menu to disable either and my loose file loader was indeed working kind of just stumped at this point and my reframe was the one directly from the spread sheet so I'm not sure what up with my shit.
This is my first time writing a comment on this site and I'm not used to extensive modding, so please bear with me.
The modpack seems interesting, but there's some mods in the list that I don't care for or find unnecessary, like the lantern shape or the quality water ones.
Could you mark which ones you consider "essential" for the gameplay experience intended by the modpack, and which ones are "optional" or "recommended"?
In my opinion anyone is free to disable what they don’t like. There’s no load order or complex dependencies: dogamma must be loaded last and that’s it (untick and tick again before launching the game). It’s up to people to customise the game how they see fit.
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Just read the lucky scavenger desc, seems to be it even though it doesn't mention shops
However, I did have a similar issue with providing basic swords as part of the Warrior maister skill quest, so that def could be possible. Although I think a recent patch said that was fixed?
I found the game much less tedious this way since this give a measure of control over gear progression, but not enough that it disincentivizes exploration since the gear is much more expensive and you'll still find higher level stuff out in the wild. It wasn't frustrating to receiving a Trickster weapon before getting to Melve since I knew I could sell the weapon and buy something more appropriate to my vocation instead.
I’ll add a chance to get gear for your character class, main pawn class or random. This way you’ll be able to only get loot you are interested in if you want to.
I just started a new run, and the game feels easy even though I have the Dogama preset selected in Custom Tweak Difficulty. Is it expected that the game isn't very hard at the very beginning?
I know I can tweak the values myself, but I was hoping to play with the mod creator's intended difficulty vision.
Does it get harder after Vermund?
Thanks a lot for your work!
Edit : Just get rekt by boss, seems good for that part xD
The modpack seems interesting, but there's some mods in the list that I don't care for or find unnecessary, like the lantern shape or the quality water ones.
Could you mark which ones you consider "essential" for the gameplay experience intended by the modpack, and which ones are "optional" or "recommended"?