Pillars of Eternity
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Lukas

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krupaluk

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About this mod

Outstanding gameplay for playing ROGUE as main char. This package combines the best I found for rogues + number my own modifications. No level cap, no killing mob xp limit, disarming traps & picking locks XP go directly to one who actually does it, added skills/level for rogue and improved firearms (since a rogue pirate rocks).

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Permissions and credits
Note: support just for english and german language!
  • There are some minor updates&adding in some description files but only for english language. They are missing for other languages... So for now use english only when using this mod.
  • Later I will do some updates to cover other languages...

UPDATE: new version (2.1) available:
Who should benefit/enjoy the update most?
  • I made this update (version 2.0) specifically for those who wishest to play the game on hardest setting possible: Path of Damned difficulty combined with Iron mode (single save, you are killed = game is over). 
  • Rogue heroes that love arquebusses! :-).
  • That being said anyone can certainly enjoy it even with lower difficulty.

What's there?
The new version (2.0) contains everything what is in previous version (1.0) + following features/modifications:.

Arquebuses updates
  • Improved power of all 3 unique arquebusses (details below) since later in game they are really not that powerful compared to some other unique/soulbound weapons. I tried to improve their power just enough to make them feel powerful but not boring during fights... so do not expect miracle that kill all enemies in one shot. That would simply take the fun away and that is not point of this mod.
  • Increased price of all 3 unique arquebusses 2-3 times. Not that it would matter much in case of Long-Feller or Pliambo per Casitàs (since they are not obtainable from any merchant) however their prices need to be adapted otherwise it would look pretty weird. 

Skuphundaku's Evil Black Arquebus
This unique arquebus is finally unique (in vanilla it had only different name but was basically identical to any other arquebus with fine enchanment).
This is very cool & powerful arquebuss to start with - purchasable from Salty Mast. The price is about 10K gold which may seem a lot but sooner or later you will have multiple times more money than you ever spend for anything anyway. At least it will feel right as rightly deserved earliest superior arquebus. Slightly increased dmg and decreased reloading time seems like small chance but it really makes significant difference when all your bonuses are applied. Still I tried to keep this one just slightly better since there are other 2 later.
  • Increased +2 base damage (min dmg from 24 to 26 / max dmg from 36 to 38)
  • Decreased reloading time from 6 to 5

Long-Feller
This unique arquebus should be gained a bit later so I increased its base dmg (min and max) by 4 which makes it the most deadly arquebus - against single target - in the game!  Combined with a slightly decreased reloading time and original characteristics it should be pretty powerful rifle through the rest of the game - even if you don't get the last one - Pliambo per Casitàs. However you probably will want to get it since - unfortunatelly - in order to get Long-Feller you need to accept it as a quest reward instead of learning skill which adds +1 mechanics and +1 stealth. So I always select learning that skill and wait for Pliambo per Casitàs. Anyway - should you choose this gun instead of the skill - it should be pretty powerful...
  • Increased +2 base damage (min dmg from 24 to 28 / max dmg from 36 to 40)
  • Decreased reloading time from 6 to 4.8

Pliambo per Casitàs
The king of arquebusses in the game. I wanted this gun to powerful and unique among all arquebusses but I also did not want to make it too powerful. I slightly increased min/max dmg - but not as much as in case of Long-Feller, but also added bounce effect which I always missed in basically all firearms - especially when I played hardest difficulty where there are almost always waves of enemies and though shooting arquebus is powerful against single enemy, due to long reloading time it is becoming very inefficient gun in most encounters. Do not worry - the bounce effect is not overpowered since though the bullet hits main target and bounces 3 other enemies if in 3 meters range - its dmg is always halfed. Long story short this gun is now the only firearm weapon capable of cluster (AOE) dmg but in reasonable scale. With this capability the arquebus can finally be considered as strong enough weapon for your elite rogue hero through the rest of the game. And again... it is definitely not overpowered. If you just run into bunch of powerful enemies unprepared - especially on highest difficulty setting - they will soon butcher you before you reload the gun...
  • Increased +2 base damage (min dmg from 24 to 26 / max dmg from 36 to 38)
  • Added AOE dmg using bounce effect to up to 3 enemies within 3 meters with 0.5 multiplier (check one of pictures I attached to see example of such attack)
  • Decreased reloading time from 6 to 4.4

Traps dmg increase

Why?
  • My opinion is that in vanilla game, traps are not really weak - they are ridiculously weak & almost never worth of using. Even while playing on hardest difficulty I was rarely using them - maybe few that stuck enemies for a while but still... 
  • My opinion is that real trap - especially set by experienced hunter or mercenary - would always cause significant damage or even instant death. That is exactly what I was aiming for.

Change
  • All traps cause 10 times more dmg!
  • Do you think it is too much? Well I tested this change and I must say that they are definitely not overpowered. When played on hardest difficult all enemies are more powerful and there are many of them. When I set some trap and enemy wave step on it - very rarely it kills anyone instantly but it cause significant damage to one or few enemies while most enemies are coming to you with full health. Exactly what I would expect from any well placed trap. 

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What this mod does ?
Modifications I did:
  • Removes XP cap (moves it to "impossible" 99).
  • Removes XP limit for killing monsters above given limit (e.g. normally you would not get XP for killing Skuldr after you kill few of them).
  • Grants some amount of XP for killing unlisted monsters (A fair share of enemies is not in the bestiary hence normally you do not get ANY XP for killing them). Since there is no table which defines how much XP you should get I set hard value: 30, however real value will differ since the calculation itself is quite complex and takes multiple factors into account. Anyway the received amount should (hopefuly) be fair.
  • Set maximum camping supplies to 6 for all difficulties (except story which is 99).
  • XP for picking a lock is increased and goes directly to the one picks it.
  • XP for disarming a trap is increased and goes directly to the one disarms it.

Modifications I outsourced (credits below)
  • Rogues progress with some extra skills per level.
  • Some of rogue abilities are tweaked to be a bit stronger.
  • Firearms are tweaked to be a bit stronger (e.g. range of arquebusses is increased and reload time decreased a bit) though not much though to keep balance.

Who will enjoy this mod most ?
  • One who plays as a rogue.

Why I created this mod ?
I made this mix of tweaks and modifications since although I loved some existing general mods many of them were mutually incompatible and some were even causing minor bugs (e.g. one XP cap removal mod was adding the same XP twice and some other tweak causes that wearing cloaks was not visible in the game.)

Also I always loved idea of playing powerful rogue but I felt like rogues in PoE1 are a bit weak. Sure... they are useful for disarming traps, picking locks, etc... but being rogue as a main hero felt like mostly being behind and especially later not doing much of the damage. I felt like being few levels ahead by disarming traps and picking locks would compensate relative squishiness and brings more fun. Combined with a bit more powerful rogue abitilities and firearms I think that a rogue is now finally feeling powerful enough but not that much to be bored when combat starts...

INSTALLATION INSTRUCTIONS:
  • just unzip the main package file, and copy & overwrite content into main PoE1 installation folder (e.g.: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity).
  • Enjoy

CREDITS:
  • All credits for Firearms tweaks goes to https://www.nexusmods.com/pillarsofeternity/mods/154
  • All credits for rogue abilities goes to https://www.nexusmods.com/pillarsofeternity/mods/199
  • All credits for rogue progression goes to https://www.nexusmods.com/pillarsofeternity/mods/173 (there you can use also progression tables for other chars).