May it be possible to add final weapons for Jekhar, Rosalind and Flece?
What I mean are comparable weapons to Joseph's summoner sword. Yes, he's the main character and blessed/cursed with Urath's essence but since this is the multiplayer there is much room for more.
The main reason for this would be some motivation to push until hard difficulty and farming money. While the summoner sword is expensive as hell it's still a motivation. :D
Ofc the same can go for other equipment items like shields, armor or rings/amulets.
You sir are a beast to add so much work to an old but good game. I always thought the multiplayer (yes, I do it alone due to challenge reasons :D) felt empty but now it's a lot better.
Rosalind is still the worst experience for me. :D Staff weapons have weird movesets, getting the chains right is hard and she lacks both in offense and defense. She's basically useless unless I have all the potions and cheat my way through the game with pausing the game and then consume all the potions without limits.
It's probably a patience game with blizzard/fire wall shenanigans but the other three characters are easy to manage.
In case no one reported those things:
-the merchant between the potion lady and Ragneli on Lenele summer map claims to sell stuff but you can't open his item menu -the armor merchant on the summer Iona map (next to the merchant lady) can't be interacted with -both the weapon and potion merchants on the occupied Lenele map (market area) claim to sell stuff but you can't open their item menu -when starting medium difficulty the maps ruined Khosani labyrinth, destroyed Iona monastery and petrified Ikaemos swamp are already unlocked. Everything else (besides Masad) is still locked
Overall a very nice job. Especially your plans to place random loot on the maps will make it worth to explore. I only did that to farm XP.
Interesting. Thank you for letting me know about the bugged merchants. I will look into them when I get the chance.
Edit: Neither myself nor my buddies could replicate any of the issues on fresh installs of the mod. Did you have Summoner Mod - Gear and Item Overhaul by TheGrumbleSkull mod installed at any point in the past? If you did any of the tbl files that are still in the Summoner directory will load last and take priority. TheGumbleSkull's mod and mine are not currently compatible in any way.
I can check again but I'm pretty sure I cleaned everything up just in case before overwriting the vanilla files with your mod. Could be that something went wrong and the stuff from TheGumbleSkull is still around. :/
Edit: Looks like you were right. I can't explain it but it looks like both mods engaged with another and caused problems. Does the Summoner texture upscale mod from coholic work with your mod or can that cause problems too?
This is a lot of fun. Never played multiplayer before but a friend and I are going through as jekhar and joseph. I was wondering if you could add some more basic middle of the road items to the merchants though, because in my case I was doing 5's and 10's to things with the basic club until I could afford a debasser while my friend on joseph carried me with summons and spells. There is a lot of impossibly expensive high end stuff available early, but stuff like better daggers for fleece and plain 1h axes and maces in the 40-60 damage range would have made the experience so much better. I do think it's a little too hard to get currency as it stands, and i'm also realizing that we probably skipped upgrades by not farming the bosses back to back. I would reccomend getting rid of the gem drops for the early bosses and just letting them all drop their equippable gear at 100% rates to keep the rough same amount of gp per kill while ensuring every character gets something useful from the boss.
Currently we made it to wo long caverns and put the boss there on farm for money so that we could afford to replace items and equipment we had been carrying for several areas. Armor in particular has been painful to find and we'd been wearing peasant tunics all the way up until that point.
We are lv 16 or so and his newest summon is some kind of golem? Joseph has the on-hit lightning version of the debaser and i'm still using the regular debaser, and between critical hit and the knockdown multipliers i'm hitting for 200-700 a swing on anything and everything, which feels a little weird considering my friend's damage is still stuck in the double digit range and the minotaur summon is hitting for 40s or so. I dunno how doable it is but i'd rather my damage and the enemy hp pools be brought down while his damage goes up somehow. Or maybe we just don't have a good weapon for joseph.. I dunno, I do feel like the minotaur could stand to be a lot better, and the mist elemental could stand to have a bit more durability. I don't entirely understand why I hit as hard as I do but even then the enemies seem spongy at times.
I also tried playing as rosalind and fleece by myself and the both of them could -really- benefit from some early items that cater to them, stuff like fiery falchion's on-hit fireball is often the sole source of fleece's damage that early on when she can't do any backstabbing and such. I would also reccomend the earlier levels have their scaling enemies capped much quicker at lvl 3 or so rather than scaling however high they do, because at lvl 4 onwards in lenele as a non-joseph character, dealing enough dmg to kill things started to be a slog.
Rosalind was kinda miserable to play between the staff chain animations being the way they are and not having any offensive spells to start, so I didn't stick with her long.
Overall I feel like this mod is a massive step in the right direction and I think it's awesome that you were able to salvage the story elements by spawning neutral npcs with the passive dialogs. This is an awesome passion project and I hope my feedback can make it even better.
Hello. I have been working at this mod a little at a time so your feedback is much appreciated. To address a few things. In the next planned update I am readding item drops to enemies to help with that middle of the road item deficit. I wish there was something I can do about the strength of Critical Hit but it's hard coded to just double the damage when successfully applied. The best I can do is up enemy resistance to specifically blunt damage as by default most enemies in the game are either weak or neutral to it. Additionally, I want to add consistent item spawns within certain levels to encourage exploration since there is no incentive to not just beeline it to the level's boss. I have also noticed that killing Luminar does not unlock the next levels and am looking into this. I think it's because the game is looking for a specific flag of "Azha dead" and Luminar is named "Luminar" not "Azha" skipping the flag. The addition of common enemy drops and world items in my playtest helps significantly curve the gold grind. The next patch is almost done. One last thing; I have figured out the roadblock that was preventing me from adding items. The next patch will also introduce several brand new items (especially for Rosalind and Fleece).
That's awesome! I have a feeling jekhar is the biggest DPS by a mile as it is, so if you do manage to bring him down to more manageable numbers, I would also recommend easing up on the health scaling curve of mobs, because at a certain point they have 1000+ hp and poor joseph was still hitting in the double digit range with spells and summons alike despite his 250k gp weapon. Joseph's summons also didn't seem to scale that well offensively after the blue imp was obtained. The general difficulty spike started to be the most noticeable at around the wolong and orenian lenele levels, with those enemies having just sooo much hp that earthshaker knockdown abuse became the only way for us to deal with them in a timely manner.
Blunt resistance sounds like a generally good way to reign in jekhar since it's so much better than the other types by default. If you get the resistance added then maybe it would be worth reducing health scaling by 30% or so, and also lowering the damage scaling by 15% maybe. There were some times where it was really rough and we wouldn't have made it without earthshaker spam keeping them from attacking us and doubling our damage against them.
Although, saying that does make me realize that knockdown seemed to totally ignore damage resistances, so maybe the better option would be to simply reign in the attack values of the onehanded blunt weapons?
Either way I wish you luck. Thanks again for the experience, my friend and I made some good memories thanks to your work!
My friend and I got done with the second to last level and fought azha and luminar with the mods, but despite getting the luminar book there was no way to get to the last level. I noticed in the .tbl file there was some heretic guy mentioned but I don't think he was spawning so we just kinda called the game there.
Has been a rather stable mod, it's interesting to see how much content you can legitimately convert into the multiplayer from being just combat only. Unique mobs have been rather stable including some secret bosses, a different balance for money is nice too, wherein you farm legitimate items instead of Ghork Smashor for a ton of money and get loaded off that one item. Usually repetitive combat gets taxing, especially in woloooooooooooong. Excited to see where this mod goes as Jaskenn wants to keep working on it.
13 comments
What I mean are comparable weapons to Joseph's summoner sword. Yes, he's the main character and blessed/cursed with Urath's essence but since this is the multiplayer there is much room for more.
The main reason for this would be some motivation to push until hard difficulty and farming money. While the summoner sword is expensive as hell it's still a motivation. :D
Ofc the same can go for other equipment items like shields, armor or rings/amulets.
Rosalind is still the worst experience for me. :D Staff weapons have weird movesets, getting the chains right is hard and she lacks both in offense and defense. She's basically useless unless I have all the potions and cheat my way through the game with pausing the game and then consume all the potions without limits.
It's probably a patience game with blizzard/fire wall shenanigans but the other three characters are easy to manage.
In case no one reported those things:
-the merchant between the potion lady and Ragneli on Lenele summer map claims to sell stuff but you can't open his item menu
-the armor merchant on the summer Iona map (next to the merchant lady) can't be interacted with
-both the weapon and potion merchants on the occupied Lenele map (market area) claim to sell stuff but you can't open their item menu
-when starting medium difficulty the maps ruined Khosani labyrinth, destroyed Iona monastery and petrified Ikaemos swamp are already unlocked. Everything else (besides Masad) is still locked
Overall a very nice job. Especially your plans to place random loot on the maps will make it worth to explore. I only did that to farm XP.
Edit: Neither myself nor my buddies could replicate any of the issues on fresh installs of the mod. Did you have Summoner Mod - Gear and Item Overhaul by TheGrumbleSkull mod installed at any point in the past? If you did any of the tbl files that are still in the Summoner directory will load last and take priority. TheGumbleSkull's mod and mine are not currently compatible in any way.
Edit: Looks like you were right. I can't explain it but it looks like both mods engaged with another and caused problems. Does the Summoner texture upscale mod from coholic work with your mod or can that cause problems too?
The combined mod experiences is amusing though, the difficult ramps all over the place XD
Currently we made it to wo long caverns and put the boss there on farm for money so that we could afford to replace items and equipment we had been carrying for several areas. Armor in particular has been painful to find and we'd been wearing peasant tunics all the way up until that point.
We are lv 16 or so and his newest summon is some kind of golem? Joseph has the on-hit lightning version of the debaser and i'm still using the regular debaser, and between critical hit and the knockdown multipliers i'm hitting for 200-700 a swing on anything and everything, which feels a little weird considering my friend's damage is still stuck in the double digit range and the minotaur summon is hitting for 40s or so. I dunno how doable it is but i'd rather my damage and the enemy hp pools be brought down while his damage goes up somehow. Or maybe we just don't have a good weapon for joseph.. I dunno, I do feel like the minotaur could stand to be a lot better, and the mist elemental could stand to have a bit more durability. I don't entirely understand why I hit as hard as I do but even then the enemies seem spongy at times.
I also tried playing as rosalind and fleece by myself and the both of them could -really- benefit from some early items that cater to them, stuff like fiery falchion's on-hit fireball is often the sole source of fleece's damage that early on when she can't do any backstabbing and such. I would also reccomend the earlier levels have their scaling enemies capped much quicker at lvl 3 or so rather than scaling however high they do, because at lvl 4 onwards in lenele as a non-joseph character, dealing enough dmg to kill things started to be a slog.
Rosalind was kinda miserable to play between the staff chain animations being the way they are and not having any offensive spells to start, so I didn't stick with her long.
Overall I feel like this mod is a massive step in the right direction and I think it's awesome that you were able to salvage the story elements by spawning neutral npcs with the passive dialogs. This is an awesome passion project and I hope my feedback can make it even better.
Blunt resistance sounds like a generally good way to reign in jekhar since it's so much better than the other types by default. If you get the resistance added then maybe it would be worth reducing health scaling by 30% or so, and also lowering the damage scaling by 15% maybe. There were some times where it was really rough and we wouldn't have made it without earthshaker spam keeping them from attacking us and doubling our damage against them.
Although, saying that does make me realize that knockdown seemed to totally ignore damage resistances, so maybe the better option would be to simply reign in the attack values of the onehanded blunt weapons?
Either way I wish you luck. Thanks again for the experience, my friend and I made some good memories thanks to your work!