Still a little confused after reading through the comments... Does this not work at all with The Following or does it just nerf all of your damage (guns, throwing, etc. included)?
FYI, looks like The Following may have broken this mod. I'm only able to hit a target every 5-10 attempts, even if they are lying on the ground. Hitting, kicking, drop-kicking and melee/ranged weapons all seem to be affected. When I remove the files in data3.pak for this mod the issue goes away.
Is anyone else having this problem? Hopefully lyravega is still around and can take a look if more people report it.
yeah this happened to me in another balancing mod that i don't remember which one it was. When i swing a weapon it goes right through them as if they are a ghost. The range on the weapon was so bad you had to be right in there face point blank against them just to register a hit or else it completely ignores the swing followed by a zombie grabbing you down to the floor biting you. Charged swings still kinda worked though and throwing items were still working fine. Kicks no longer did any anything to them almost like the game completely ignores that you even kicked just like the ghost bs but even worse because its a 0% chance to hit them unlike the occasional hit with melee. The only way i could register a kick was if the zombie was on the floor or climbing up to you from somewhere. I was killing them with the charging push skill and crossing my fingers that it knocked them down so i could step on there head.
im late to the party as always, but this mod is terrific! thanks. i ended up using the %95 most difficult but then i also change cut multiplier as i found once i got to lvl 25 the zombies are virtually unkillable using my machete even at 1500+ damage. now its generally like this, the weakests zombies take anywhere from 3-6 hits to kill and dismember them, what a huge improvement.
absolutely, ridiculous techland couldn't find balance in their own game design, but that is the gaming world we live in.
I personally use 82.5%, and powerful weapons still shows how powerful it is in large groups. But some zombie types, like rad-suit ones, polices or thug (armored ones) can withstand even the powerful strikes. Which is fine by me, as it was the intention and as long as I'm not 1-2 hitting a Juggernaut
Very interesting. Deffo gonna try it. Big question though: I have my skills modded and capped at level 40. Will this change kick in at original cap (25) or my modded cap (40)?
It will slowly kick in and max at original cap. But you'll lose the effects beyond level 25. Look at the bottom of the "default_levels.xml" - you can extend it yourself; just copy/paste the last line and change the "level id", till level 40.
example (this is for 75% by the way): "<level id="26" type="Status"><prop n="MeeleDamageMul" v="-0.75"/></level>" and so on
Lovely! Thank you for an answer. I can keep adding in bit by bit (+1 x 15) and by level 40 will reach -90 damage. Might be too extreme though. Will see.
Yeah, just be sure that those values are negative. Those multipliers work like this I think "(Base * (1 + Multiplier))" as the default multipliers are 0, this is the only probable explanation.
And 90% is... Well, let me ask you a question. Have you tried fighting with broken weapons? I'm asking this because broken weapons only do 10% damage - which is 90% nerf
I don't suppose you could tell me what lines you changed exactly? The file you've modified I've also modified, and don't want to lose the changes already present. I'd muchly appreciate it. I've got Steam if that'd be easier to discuss it there. Add me as a friend http://steamcommunity.com/id/OldWorldYall
Look at the last lines of the "default_levels.xml" file. All is there, below the "lyr / Damage Normalization" tag - you can copy/paste that last part altogether.
This mod looks exactly like what I've wanted for so long. Quick question though; do you know how it interacts with the game in coop mode? I pretty much only play this with friends so I was just wondering if it was compatible with multiplayer. Thanks!
I wasn't able to test man, nearly no one on my friends list plays this game (*sadface*). But what I'm guessing is, you'll do reduced damage, while your friend will be unaffected. In other words, effects should be client-side. Let me know if you can test it though; try 90% (since its effects will be most obvious) and see if it affects your friends as well.
32 comments
Nerfed vanilla jump attack. It was dealing much more damage than intended. Need input on this...
Also fixed a vanilla bug, where bat & long sword charge attacks were draining much more stamina than even the basic whirlwind attack...
Anyway, have fun.
Is anyone else having this problem? Hopefully lyravega is still around and can take a look if more people report it.
absolutely, ridiculous techland couldn't find balance in their own game design, but that is the gaming world we live in.
example (this is for 75% by the way): "<level id="26" type="Status"><prop n="MeeleDamageMul" v="-0.75"/></level>" and so on
And 90% is... Well, let me ask you a question. Have you tried fighting with broken weapons? I'm asking this because broken weapons only do 10% damage - which is 90% nerf