Any word on whether the XP portion of this mod will be updated for V2? Super tired of getting to mid levels like an hour or two into the game.
Maybe there are alternatives out there, does anyone know of any? I've tried editing the gamedatabundle myself, but after testing it seems nothing changes.
oh this seems just perfect, simple tuning, fixing potd frustration and veteran boredom I really really dont enjoy getting my tank eder two shotted by stupid boars, this fixed it thanks for this havent tested at late game, but so far its just about ideal
hey man, how you doing ? patch 1.1.0 is out, it seems that the difficulty problem was fixed, i was reading the patchnotes, this new scalling made your mod kind of obsolete ? or still exist the problem to become overleved ? you think that is worth starting over, to enjoy this changes ? my current game have +60h of gameplay. thanks for your time !
yeah id like to know exactly what they changed before i update if someone could explain. And what happens when we get to lvl 20 if the creatures cnat scale any higher? Does it just become ez?
you can find the patchnotes here https://forums.obsidian.net/topic/101944-patch-notes-for-1100035/ ... armor and penetration bonuses in potd (more stronger versions of enemies, increase number), i dont know if they have some limit to that scalling, besides that, is mostly nerfing abilities, improve fps etc if you dont want play the game with the version 1.1 and your game is on steam ( automatically updates the game), you, well, can download the game with the patch that you want "not honour" way kkkk, and transfers your save.
Hello, as of now, I think the patch 1.1 made the Level Scaling Mod obsolete - earlygame and midgame on PotD feels difficult now. If the lategame appears to be too easy, I might do some more tweaks to PotD properties, but I'll probably stay away from modding the level scaling as now there are better ways to tweak the difficulty. Time will tell, unfortunately I don't have much time to play nowadays.
To your other question - it's true that the earlygame experience (and midgame too for what I had seen so far) is a lot different and better now than on vanilla when playing on PotD, but I wouldn't start a new game just to experience the changes, especially if you used some sort of level scaling mod before to increase the difficulty.
From the patch notes: - Armor and Penetration now scale up on PotD (Level Scaling for enemies now includes +1 Armor / 3 levels & +1 Penetration / 2 levels (upward only) (btw that's too a reason why modding level scaling is not a great idea atm). Also note that PotD gives flat bonus +2 to armor and penetration on top of that. - Many encounters have had units swapped out for tougher versions. - Some encounters have had units added or set to ambush the party during the encounter. - Level Scaling now also adjusts enemy levels up. Normal enemies are scaled up to 4 levels higher and Named enemies are scaled up to 6 levels higher
That's an interesting find, I admit I don't have a clue why would level scaling apply to ranger's animal companions. Does it happen with all rangers or only with Ghost Heart subclass? Anyway, that should be not happening unless the game spawn the companions same way as enemies. I'll look into that but I am afraid that on vanilla it would be the same.
I just tried to turning in quest i had with or without the mod and got the same xp - HOWEVER - maybe the xp was already decided before i turn in the quest idk... thoughts?
It should be not happening. Can you check it has been installed properly? The path to the mod should be: /PillarsOfEternity2_Data/override/XPTweak/gamedata/
Hmm, are you using any other mods? The XP tweak is incompatible with other mods that edit Game.GameData.ExperienceTableGameData objects in global gamedatabundlefile.
i dont know whats going on anymore - i see the numbers in the combat window but they are much higher than the numbers i actually get in the character xp bar - the xp that character get is much less than 30%.... :S
That's because the XP shown in combat log is total XP for your party. Divide it by 5 (or whatever your party size is) and that's the XP amount each party member gets.
hey man, with your "exp reduce gain" we still be able to hit level cap ? .. i pretend do every mission avaiable, but i dont want to reach max level so fast kkkkkkk .. i'm starting to looking for this kind of mod after i hit lvl 10 in neketaka (5 levels, almost 6 only in neketaka) with basically any kind of world map exploration. thx again, have a good day =D
Frankly, I don't know. I am using the XP Tweak mod to fix the early game when the leveling speed is way too fast to my liking. Once leveling slows down substantially, I might uninstall the mod or tweak up the multiplier. I don't care that much about reaching level cap rather than how does the rate of level progression feel like. There might be a better way to adress the XP progression table but that would require to know concrete numbers and spend large amount of time testing it.
I've got a report that someone has just finished a completionist playthrough with -50% XP gain tweak reaching level 20 just before the end. I take it that the -30% XP Tweak mod should allow to hit level cap then.
it seems that 30% will be the perfect number, thanks for your attention. you made any kind of changes with your level scalling ? your mod greatly improve the difficulty, additional levels beyond your mod will be a ton on misses, not fun in my opinion, like missing attacks against some golem with the size of a building kkkkkkkk.. you think that is possible increase the damage and the hp of the enemies (without increase their levels) ? i think it will be the best alternative (much better than missing your attacks 60% of the time) have a good day ! =D
Yes, raising HP is quite easy (either the base amount of base HPs or HP amount gained every level), damage would be more tricky. Anyway, I decided to put this mod on hold until Obsidian releases their first balance patch, which should be anytime soon. They plan to increase enemy penetration values which might be a good solution to increase enemy damage without raising the level - we'll see how it goes.
yeah, increasing enemy penetration values will be a good way to "fix" this situation, they announce on steam website patch 1.1 improving veteran and potd, let's wait then kkkkkkkk .. "early June - Patch 1.1. This update contains hundreds of fixes and refinements based upon our internal testing and all the great feedback we have been getting. Included in Patch 1.1 is a complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter and with new level scaling adjustments the game should be much more challenging."
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Edit: i tested this, it works
Maybe there are alternatives out there, does anyone know of any? I've tried editing the gamedatabundle myself, but after testing it seems nothing changes.
I really really dont enjoy getting my tank eder two shotted by stupid boars, this fixed it
thanks for this
havent tested at late game, but so far its just about ideal
patch 1.1.0 is out, it seems that the difficulty problem was fixed, i was reading the patchnotes, this new scalling made your mod kind of obsolete ? or still exist the problem to become overleved ?
you think that is worth starting over, to enjoy this changes ? my current game have +60h of gameplay.
thanks for your time !
if you dont want play the game with the version 1.1 and your game is on steam ( automatically updates the game), you, well, can download the game with the patch that you want "not honour" way kkkk, and transfers your save.
as of now, I think the patch 1.1 made the Level Scaling Mod obsolete - earlygame and midgame on PotD feels difficult now. If the lategame appears to be too easy, I might do some more tweaks to PotD properties, but I'll probably stay away from modding the level scaling as now there are better ways to tweak the difficulty. Time will tell, unfortunately I don't have much time to play nowadays.
To your other question - it's true that the earlygame experience (and midgame too for what I had seen so far) is a lot different and better now than on vanilla when playing on PotD, but I wouldn't start a new game just to experience the changes, especially if you used some sort of level scaling mod before to increase the difficulty.
From the patch notes:
- Armor and Penetration now scale up on PotD (Level Scaling for enemies now includes +1 Armor / 3 levels & +1 Penetration / 2 levels (upward only) (btw that's too a reason why modding level scaling is not a great idea atm). Also note that PotD gives flat bonus +2 to armor and penetration on top of that.
- Many encounters have had units swapped out for tougher versions.
- Some encounters have had units added or set to ambush the party during the encounter.
- Level Scaling now also adjusts enemy levels up. Normal enemies are scaled up to 4 levels higher and Named enemies are scaled up to 6 levels higher
Anyway, that should be not happening unless the game spawn the companions same way as enemies. I'll look into that but I am afraid that on vanilla it would be the same.
thx again, have a good day =D
I am using the XP Tweak mod to fix the early game when the leveling speed is way too fast to my liking. Once leveling slows down substantially, I might uninstall the mod or tweak up the multiplier. I don't care that much about reaching level cap rather than how does the rate of level progression feel like. There might be a better way to adress the XP progression table but that would require to know concrete numbers and spend large amount of time testing it.
you made any kind of changes with your level scalling ?
your mod greatly improve the difficulty, additional levels beyond your mod will be a ton on misses, not fun in my opinion, like missing attacks against some golem with the size of a building kkkkkkkk.. you think that is possible increase the damage and the hp of the enemies (without increase their levels) ? i think it will be the best alternative (much better than missing your attacks 60% of the time)
have a good day ! =D
"early June - Patch 1.1. This update contains hundreds of fixes and refinements based upon our internal testing and all the great feedback we have been getting. Included in Patch 1.1 is a complete overhaul of Veteran and Path of the Damned difficulties. You'll find more enemies per encounter and with new level scaling adjustments the game should be much more challenging."