Pathfinder: Kingmaker
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Bavarian Bionicle

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mm04926412

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About this mod

Changes the way that difficulty works so that the modifiers applied to enemies depend on your level. This makes the game a lot more managable on unfair in the early game and makes the game more difficult at the end.

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It's no secret that on hard and unfair the early game is an absolute RNG dependant slog that gets far more managable from act 2 and onwards. The reason for this is because the modifiers applied to enemies at higher difficulties are static. On unfair the +4 to AC and attack bonus as well as the +8 to every stat are extremely impactful at level 1 and far less impactful at level 20 when the abundance of buffs and potential for min maxing overshadow them.

To correct this I have made it so that the modifiers scale with the level of your main character. At level 1 the bonuses will be very small, at levels 8-12 the bonuses will be around the same as vanilla and at level 20 they will be 50% larger in order to try and correct the games strong inverted difficulty curve. For the mod image you can see how AC scales with level in my mod (red) as opposed to the constant buff applied in vanilla (blue). The tutorial is no longer the hardest part of the game!

The mod is in version 1.0.0 and I consider it to be feature complete. 1.0.0 is just a renaming of 0.3.0 to make it clear I do not consider the mod to be in beta.  I have not changed the source code
You will need the unity mod manager to use this mod

I reccomend the Respec mod since it will take a few levels for a bad build to become apparent

---How to configure---

--Level Curve--

In settings.json there you can edit the power function used to calculate the modifier. The function is of the form f(x) = (a*difficulty*player_level+b)^c + d and the default parameters are

a = 0.25
b = -0.85
c = 0.58
d = 0.5

Don't touch these if you don't understand the math.

--Random Rounding--

Version 0.3.0 introduced "Random rounding", all dice modifiers must be integers to be valid and my level scaling function can produce values like 3.5 or 2.25 that need to be rounded to the nearest whole number. To account for this the rounding is now random such that for a modifier of 2.25 approximatly 75% of enemies will have +2 and 25% of enemies will have +3. For any particular encounter the difficulty will be at the same level the fractional value would suggest. You can turn this off by setting "random_rounding" to 0 in settings.json if you dislike that the stats of enemies change slightly on reload but I wouldn't reccomend it.