Kingdoms of Amalur: Re-Reckoning
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TsTg-Jobesky

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Jobesky1234

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  1. Jobesky1234
    Jobesky1234
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    Sticky
    New version is live. It fixes the missing enemy health bug mentioned in the sticky, which is an original game bug not caused by this mod.

    EDIT - September 10, 2022:

    Kaptenmongo has informed me of a potential tweak for increasing enemy aggression and attack weight. He says this: "I went into the script and changed the Enemyactorslevel to 10 and the EnemyWaitTime to -14. This seems to have done the trick! I started dying twice as often after this change. Im not sure which of the 2 changes made the bigger difference. I feel a bigger tenedency to get "ganged up upon" by the AI, and the AI also seems quicker to do their first attack, but also their rate of attack seems faster. Met a banscheean that was taking active action non-stop! It was certainly different from previous encounters!"

    EDIT 2 - September 10, 2022:

    Further testing from Kaptenmongo: "I changed the number to 1 in attack speed instead since im not sure if -14 works properly. The engine seems to change it to i very high value sometimes.
    I put enemylevel to 9 instead of 10 since im unsure what the actual numerical range is.
     
    I discovered if the value is too high, and/or the value in the script doesnt match the value of the "sub-box" that makes attacks for certain enemies not damaging the player. I've noticed this to be true for bears especially! Changing the numbers back to the above seems to correct the bug."

    If you feel enemies are not aggressive enough or attacking in enough numbers, try this.
  2. tcbflash
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    I've never modded koa... Where does the file go?

    EDIT - Nevermind, i figured it out. And it works like a charm... AWESOME work, thank you.

    ENDORSED.
    ~dan
  3. Marlon92
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    Which numbers should i use in "Attacking Intensify" and "Time before an enemy attack"? Your fixed commentáry mentioned 1 but i didn't notice any difference.
    1. Jobesky1234
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      Interesting. I am not sure what number to try but the great thing about Cheat Engine is that you can fiddle with it while the game executable is running and see results after tabbing back in. Go ahead and play around with it and let me know what you find.
  4. Marlon92
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    Does "Agressive enemies" option improve their AI or they will just attack more often?
    1. Jobesky1234
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      Pretty much the latter. 
  5. eclipsezero
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    New patch dropped yesterday. Haven't tested this with it but just a heads up.
    1. Jobesky1234
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      Thanks. It should still work -- it's been built to be resistant to patches.
  6. Edgeworth888
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    So just curious, but are fights at the start intended to be exceptionally tedious?

    I've got the game set to very hard, turned off the player damage scaling so I'm doing 100% damage, and rats just outside of the tutorial dungeon take at least 50+ hits to kill (more likely 100 or more).

    Just trying to figure out if something is bugging out or not.
    1. Pickysaurus
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      test
    2. Jobesky1234
      Jobesky1234
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      test
    3. Pickysaurus
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      If you ticked the first box, then every box under it will still be enabled despite being unchecked. My guess is that the player damage debuff is actually still on; on the very far right of the script (under script) for Player Damage Rate, try setting it to 1, then we'll go from there. Otherwise, no, that should not be happening. If I'm right, it's the script still being enabled causing this, which is by design with the default values.
    4. Jobesky1234
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      Thank you, Pickysaurus. @Edgeworth888 see @Pickysaurus' reply; I've been trying to post my response but it wouldn't go through.
  7. Dokan
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    Many thanks.
    1. Jobesky1234
      Jobesky1234
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      test
  8. Pickysaurus
    Pickysaurus
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    test
  9. altmerbob
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    Great mod, very nice work. Which options should I activate for a challenging, but not Dark Souls like, gameplay? I remember the original mod with all options activated was very, very hard.

    Keep up the good work.
    1. Jobesky1234
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      Thanks for the kind words.

      What specifically are you looking for so I can better assist you?
    2. altmerbob
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      Hey, thank you for your reply. =)

      I remember that I was running out of pots and money when playing the original mod with all options activated. I was also struggling at some boss fights. I would like to have a more challenging gameplay then very hard, but not really hardest-core gameplay. I thought of only using damage, xp and maybe aggressive enemies adjustments. As I am not very experienced at the remaster I would like to hear your thoughts about it.
    3. Jobesky1234
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      All options are, well, optional. You don't *have* to use certain options, and the ones you do want that you find to make too hard, you can tweak the values yourself.

      Example: you can make money found to be 75% of vanilla values, where it will be both harder than vanilla but easier than the default value included with the table. Same with damage. On the farthest right of each string, there is a value set for each option. They also have descriptions on what a prospective value would do; e.g., setting player damage to 2 would equal 50% of vanilla damage done by the player. 1 would equal 100% of vanilla damage done by the player, and so on.

      Personally, if I wanted a harder experience than the original game offered, but easier than the default YSA experience, I would set each option, where possible, to 75% -- 75% gold, Fate, mana, player damage, and so on. Enemy damage would have to be configured differently, but 2x damage is probably reasonable.

      Let me know if you need more help. :)
    4. altmerbob
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      That is exactly what I wanted to know. Now I have something I can work with. Thank you for your detailed answer. That is what I call support!
    5. Jobesky1234
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      Happy to help. :D
  10. dioxyde0
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    do your recommend running any mods alongside this?
    1. Jobesky1234
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      Such as? There are few mods that even approach what this mod does (and AFAIK none of them are even updated to work with the current version).

      Everything else, which I guess would cover the aesthetics of the game, should work just fine. Up to you if you want to use them together.
  11. NochuWade
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    Thanks for the mod. Installed the game again after seeing this mod is available. This and the mod which makes spells insta-cast without pressing RMB made me play the game again. Mostly things working as intended it would seem. The changes to hp regen/potion make sorcery heal spell pretty much useless. Playing with mana regen at 5 ticks and no doubler and the spell costs almost entire mana pool instead of 40% of mana pool which would be ok except for the fact that it doesn't heal for anything because of the hp regen changes.
    Just thought I'd mention this in case there's something that can be done about it.
    1. Jobesky1234
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      Hey,

      Yeah, these are issues brought up by another user. I'll have to ask my guy about separating some of these boxes so that it's more customizable.

      Can you tell me what boxes you changed and how, and can you tell me if raising your mana has any noticeable effect on the amount of mana being taken using spells?
    2. NochuWade
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      Sorry for the late reply. Let's ignore whatever I wrote in the original post for now. There may have been some inaccuracies there. What I gathered now is the following:

      As for the mana part:

      1. Mana cost reduction has no effect on the healing spell (and probably other spells that cost % of mana pool) so in vanilla full cost of the healing spell should be 50% of mana pool and it is - 230>115 mana pool (accounted for mana regen during the cast). Spell healed me for ~39% (level 1 spell should heal for 40% so let's say it works as intended).
      2. With ONLY the mana part of the mod enabled at default settings (20 ticks, cost doubler, 50% potion and -10 min. cost) spell appears to complete (the final bang!) but heals only for ~34% (222>167) so it's too little (maybe because spell actually costs more than max mana pool and is somehow nerfed).
      3. If I change only the min. cost from -10 to -3 spell finishes, takes all mana and heals correctly for 39% like in vanilla.
      4. If I leave min. cost at -10 but disable cost doubler then the spell finishes, heals correctly and leaves me 41/230 mana so the mana cost is 82% (without doubler!)
      5. Conclusion - it's the min. cost of -10 that makes the spell so expensive. Apparently it ticks -10 mana multiple times during the cast. Otherwise everything working as intended. My simple mind figures that mod code would probably need some tweak to not count multiple minimum mana cost if they happen very rapidly one after another (if that's possible to do of course) or other solution I can't think of. I'm level 15 now so if the spell still heals for 34% at rank 1, it's actually acceptable. Although I think at low levels (around 5) it healed for less percentage wise - probably beacause of -10 min. cost made it more expensive percentage wise (lower mana pool) and spell got nerfed (see point 2.).

      As for the healing amount with healing mod ENABLED and mana mod DISABLED (just to be sure):
       
      1. At default settings (20 ticks, 50% potion) the spell only heals for 10% of mana pool.  
      2. At 1 ticks and 50% potion disabled (mov ebx,2 //divide the regen rate by 2 here CHANGED to 1) the spell heals for ~34% so a bit less than 39% so maybe another part of the mod is at play here.
      3. With 50% potion disabled changing ticks from 1 to 5 to 20 affect healing somewhat (34%; 30,6%; 29,7%).
      4. With 50% potion enabled changing ticks from 1 to 5 to 20 affect healing even less, makes sense (12%; 10,4%; 9,9%).
      5. Conclusion - main reason for the low amount healed is the 50% potion part of the mod. There is also the (unknown to me) factor that decreases the heal from 39% to 34% at seemingly vanilla settings (1 tick, 50% potion enabled).

      I just don't use the healing spell at the moment. Even when playing with 5 mana ticks instead of 20 (and mana cost doubler - I wrote in the OP that I disabled it but now I'm playing twith it) it's not worth it to lose entire mana pool which still fills up very slowly just to gain 10% health. Might as well just drink health potion. Even at higher ranks it would probably still heal way too little with healing mod enabled. No big deal. Fear Gorta heals me now so it's fine.
      Anyway, hope that helps. Who knows, maybe you'll figure something out.
    3. Jobesky1234
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      Thanks for the feedback. I have received very extensive information regarding these points from another user as well and I am in talks with my guy to take a look at it. He's busy ATM so there won't be a quick solution but it will get looked into.