Cool mod i already tried the mod and it was a new experience for me. It was challenging specially the global status spell random skill activation and many more. Great work cant wait to use the completed version!
Can you elaborate more on the issue? The accuracy on the exorcism spell in the early game should be around 75%, cannot go below 55% and generally is higher once you get more levels, especially on the Priest class which currently has a bit inflated stats and growths.
Awesome work! I'm trying it out immediately, but I only tried out managing my party rosters since lots of changes in character building.
Regarding the new throw weapon in the blowguns categories, may I suggest that instead of making new weapon into that categories, is it easier to edit certain items that is already in there, etc: some [Single Handed] Axe in the Axe Categories, into Range Weapons? That way you don't have to recreate more items, and we could have throwing dagger/axe/spear/etc. while maintaining their own respective finishers.
Will try out more later next night, looking forward to it!
Whether a weapon is ranged or melee depends on the weapon category not a specific piece of gear. So it is not possible to make some axes melee and some ranged. Well, technically you can make a category that is both and I sort of tried doing that with fusils, but it leads to some weird interactions.
I rushed through 3 chapters last night to see what your mod is like and I loved it, in fact I liked your mod a lot more than the base game, I hope you can keep improving your mod to make it similar to One Vision, the only real complaint currently is that in my opinion some magics like sleep, poison or terror are very strong, they are global, affect more than one person at the same time, have a relatively high chance of affecting units and cost almost no MP, on more than one occasion I had to restart a fight because the enemy mage terrorized more than 5 of my units and they did not attack for several turns in a row or they ended up asleep without being able to do anything, anyway, thank you for this incredible mod and I encourage you to continue polishing it :)
You have my full support brother, one vision in the reborn version would be a dream come true, I look forward to playing it soon, by the way you can help yourself a little by using chatgpt to code certain things faster
Installing TOR mods is very simple you just need to replace some files in the installation folder. To find your installation folder you can check TOR in your steam library, right click on it and go to properties. One of the options there should be called browse local files or installed files or something like that, and that should take you straight to the place in which you need to extract mod files. If the system asks you to overwrite some stuff that is the correct place and after overwriting you are good to go.
I honestly don't know and it depends on the exact meaning of the word "safe" here. It shouldn't burn your PC or corrupt saves unless you overwrite them, but it may lead to potential crashes or glitches. Game play wise if TORPOR added any new stuff like items and classes and you have those equipped that can potentially cause a crash but not necessarily. Any improperly equipped unit should be fine and should update their skill set after level up or class change. Items will generally be a mess so you would need to go to shop to sort it out. If there were changes to unit growths, stats gained on level up can't be reverted, so you will have some extra stats on your units, but I doubt it makes a big impact. Rest of the stuff should be fine.
From technical standpoint mixing mods in TOR is theoretically impossible due the Filetable.bin file. It holds some information about every file loaded to the game and must be rebuild every time a modder makes any changes. Errors in Filetable can cause crashes, glitches or nothing, so sometimes it is fine. I see that TORPOR has one file that I didn't touch yet LocalizeText_en-us.dat you would need to restore it to vanilla. I would generally advise backing up saves, just in case, removing TORPOR and restoring game to vanilla state and check if it works. If the game doesn't crash you can probably just install my mod and stuff should be more or less fine.
It's incredible that you only have two comments about this great work, it seems that people don't really like Tactics Ogre Reborn because of many frustrating mechanics like the cards, but it's still an excellent game, I would love for you to polish the mod more and add more content and improvements to the game, I loved your mod, you have my support uwu
16 comments
The accuracy on the exorcism spell in the early game should be around 75%, cannot go below 55% and generally is higher once you get more levels, especially on the Priest class which currently has a bit inflated stats and growths.
Regarding the new throw weapon in the blowguns categories, may I suggest that instead of making new weapon into that categories, is it easier to edit certain items that is already in there, etc: some [Single Handed] Axe in the Axe Categories, into Range Weapons? That way you don't have to recreate more items, and we could have throwing dagger/axe/spear/etc. while maintaining their own respective finishers.
Will try out more later next night, looking forward to it!
Well, technically you can make a category that is both and I sort of tried doing that with fusils, but it leads to some weird interactions.
Thanks.
Game play wise if TORPOR added any new stuff like items and classes and you have those equipped that can potentially cause a crash but not necessarily. Any improperly equipped unit should be fine and should update their skill set after level up or class change. Items will generally be a mess so you would need to go to shop to sort it out. If there were changes to unit growths, stats gained on level up can't be reverted, so you will have some extra stats on your units, but I doubt it makes a big impact. Rest of the stuff should be fine.
From technical standpoint mixing mods in TOR is theoretically impossible due the Filetable.bin file. It holds some information about every file loaded to the game and must be rebuild every time a modder makes any changes. Errors in Filetable can cause crashes, glitches or nothing, so sometimes it is fine. I see that TORPOR has one file that I didn't touch yet LocalizeText_en-us.dat you would need to restore it to vanilla. I would generally advise backing up saves, just in case, removing TORPOR and restoring game to vanilla state and check if it works. If the game doesn't crash you can probably just install my mod and stuff should be more or less fine.