Updated to v.1.7. Wizard traits were updated. Old spoiler Artificer+Runemaster was removed. Some weak traits got few more bonuses. Also direct damage spells were enhanced a bit.
Ok. I will check it this evening. Did you try to take 2 books in 3 realms first? Then they should switch on. Traits that are not much helpful to AI were made harder to get. On higher difficulty AI generates his own wizards with mostly one realm of magic. Thus it more often takes Alchemist (magic weapons from start) or Warlord, Archmage or Conjurer or any realm mastery. Ok, I checked this up. When I start to choose traits, most of them are marked with grey color and not available. Then I pick 2 life, 2 chaos, 2 nature books and most of traits become available. Channeler and Node Mastery are among them. Then I add 2 chaos books more. At this time Archmage and Chaos Mastery become available. The same way all the other traits become available.
OK, I had borked up one of the files in the base game. Other thing. I have a magic caster hero with 6 melee and 10 magical ranged attack power but I do ZERO damage to basic mobs with 3 armor and 3 resistance. Is that one of the modifications of the mod? I know their skills were gimped but I thought they could still do damage.
The mod doesn't try to make heroes useless. May be he uses illusion attack against undead with illusion immunity, may be missiles against missile immunity, or he is just unlucky at the ranged attack. Let him get experience and a bonus to hit and eventually he will be more deadly with every hit.
I checked for missile immunity. It didn't seem to matter what the unit was. I started a new game with melee hero and he was fine. Might be something broken in that particular hero. Still early in this play through. I'll find out more.
One other thing (Sorry) Normally, I have a few spells I can trade to the AI, but so far, they either already have all the spells I have, or is there a mechanic to block spell trading? I can trade spells from them but not to them.
The mod doesn't change any scripts, so if there are no spells to trade, then that is the fact. And who was that your hero who couldn't hit? With this mod version I played with Reywind, Serena, Greywayrer, Malleus, Yaramrag and Elana and didn't have problems. On Fandom.com there is an explanation about how damage is done. With 10 Att you roll a dice 1-10 and defender with 3 Def rolls a dice 1-3. Then attack roll minus defence roll makes the damage. If unfortunate attacker rolls make only 1-3 and defender rolls 3 then there is no damage at all.
OK. I did crank up the difficulty so maybe the AI is loading up the others with spells. I was using RAVASHACK and it didn't matter what I was targetting. 100% zero damage. Even the RNG gods don't hate me that much. Haven't gotten another caster class yet. Love the idea of this mod. Rolling through the map with a group of OP heroes was getting boring. Almost never used normal units.
Yeah, looks like everyone else so far is working. Enjoying the mod. Finally using buildable units. You stated you changed the loot tables. 90% of equipment finds in ruins and such is Axe of severe pain. I think I've found about 20 so far. Almost the only thing I find.
Not yet, but I plan to upgrade the loot by 1-2 points. The AI heroes have problem with survival. And they die before they get anything. I continue to upgrade the mod and in the next upgrade (v.1.6.) it will be another situation. Player will meet at least some of AI heroes running here and there and they will be somewhat more challenging. There are some other overenthusiastic ideas how to help poor AI, but I need to test them, because the game should be not only challenging but also fun and logical.
If you don't use the file from Replace folder you may have find few weaker encounters from Scourage DLC. If you replace the file then encounters will be slightly more challenging. This is a strange thing that those units were found impossible to mod because that caused errors, thats why I had to replace the original file. Today I updated the mod to v.1.4. based on my recent walkthrough. Have a good game! Since v.1.6. there is no need to replace and backup anything, the mod easily switches on and off.
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Ok, I checked this up. When I start to choose traits, most of them are marked with grey color and not available. Then I pick 2 life, 2 chaos, 2 nature books and most of traits become available. Channeler and Node Mastery are among them. Then I add 2 chaos books more. At this time Archmage and Chaos Mastery become available. The same way all the other traits become available.
One other thing (Sorry) Normally, I have a few spells I can trade to the AI, but so far, they either already have all the spells I have, or is there a mechanic to block spell trading? I can trade spells from them but not to them.
On Fandom.com there is an explanation about how damage is done. With 10 Att you roll a dice 1-10 and defender with 3 Def rolls a dice 1-3. Then attack roll minus defence roll makes the damage. If unfortunate attacker rolls make only 1-3 and defender rolls 3 then there is no damage at all.
What does it exactly do ? Just wanting to know.
The changes you do sound very good in principle at least.
Since v.1.6. there is no need to replace and backup anything, the mod easily switches on and off.