I appreciate you posting all these fixes from a once common, now hard-to-find mod.
IIRC Flash Mod also fixed an issue with Voref and Order Mutant Hounds being sensitive to silver instead of steel, and something with Kikimores having a bugged magic sensitivity.
Thanks. Flash really had helped years ago with having pointed out certain bugs. But, for example, the issue with drowners being in the wrong category remains in both of his mods. My other mod fixes it for both the vanilla and the original FCR. There's one other mod that fixes drowners, but the author made his own FCR overhaul there. My priority is for the fixes to be easily available for common users, of both the vanilla and the original FCR, if Flash hadn't fixed a specific thing in his mod himself.
You remember it well, he included those fixes of Voref and Kikimore workers in Flash Mod, Order Hounds in FCR. Although I don't see them as a priority, which were the Stamina talents, and I'm working on another mod, I'll see what I can do,
If I had to guess, I'd say the devs originally planned to have a "Cursed Ones" monster class, and were going to put Drowners in it based on their folklore origin story as drowned criminals. Instead they ended up just being generic monsters along with Archespores and Werewolves.
Indeed, that's what I mentioned in the description of "Drowners are..." mod - a positive is that it seems to have been a conscious decision to assign drowners to "Cursed Ones" category, but a negative is that they didn't implement the category at all - they did in the later games, but nevertheless, the drowners were assigned to Necrophages - and I agree with that.
If you had any other issues to report, some that Flash nor I didn't notice - let me know, besides a few bugs, the game is in a great condition, but if you think there are still some bugs or questionable devs' decisions/errors somewhere - I'll gladly fix them. I'm posting the Voref and co. fixes soon.
Okay, thanks for writing down those, I'll see what can be done, indeed, these aren't game-breaking issues.
I've also been thinking of tweaking and adding the Precise Hit nerf that Flash had come up with - even though I don't see it as a "bug" technically, the Precise Hit in the Group Style certainly makes the style overpowered as the game progresses, because the damage multipliers get increasingly insane. In-game, the effect is cool for the player, but when one checks the responsible file - it's like seeing that Magic_Mult = 100 value for Kikimore workers, it asks to do something about it.
I've got some other ideas as well - I'm going to see how they work out.
I'm glad you like it, the talents were fixed in Flash's old Flash Mod, but at last, they're now fixed also for the vanilla game. And exactly, it doesn't conflict at all, Project Mersey doesn't fix these. Stamina Talents Fix is perfectly compatible with any mod, except Flash Mod (the talents are fixed there) and FCR 1.6 (totally rebalanced gameplay).
Hello! A good question. As you can see in the screenshots I posted, the mod won't break the abilities on any save. It just makes them work correctly. Now both 'Endurance Regeneration' bonuses are going to be active and with the proper values. For years, the values have been reversed - the 2nd level Endurance Regeneration gave the bonus from the 3rd (and it didn't work anyway, unless you got poisoned), and the 3rd level ER gave the bonus from the 2nd. Not anymore.
So, you can use it on any save, but of course, the earlier in the playthrough you install the mod, the earlier you'll get the correct benefits from these talents.
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IIRC Flash Mod also fixed an issue with Voref and Order Mutant Hounds being sensitive to silver instead of steel, and something with Kikimores having a bugged magic sensitivity.
You remember it well, he included those fixes of Voref and Kikimore workers in Flash Mod, Order Hounds in FCR. Although I don't see them as a priority, which were the Stamina talents, and I'm working on another mod, I'll see what I can do,
If you had any other issues to report, some that Flash nor I didn't notice - let me know, besides a few bugs, the game is in a great condition, but if you think there are still some bugs or questionable devs' decisions/errors somewhere - I'll gladly fix them. I'm posting the Voref and co. fixes soon.
- The bug with spawning the Salamander Boss from Act 2 in Act 1 has been fixed.
- Fixed an error in the description of "Echoes of Yesterday” quest phase.
- Fixed a typo when putting a sephirah into an obelisk and during one of Grand Master visions.
So fairly trivial stuff IMO. I sent these to Mersey too and confirmed they're not part of his mod.I've also been thinking of tweaking and adding the Precise Hit nerf that Flash had come up with - even though I don't see it as a "bug" technically, the Precise Hit in the Group Style certainly makes the style overpowered as the game progresses, because the damage multipliers get increasingly insane. In-game, the effect is cool for the player, but when one checks the responsible file - it's like seeing that Magic_Mult = 100 value for Kikimore workers, it asks to do something about it.
I've got some other ideas as well - I'm going to see how they work out.
A good question. As you can see in the screenshots I posted, the mod won't break the abilities on any save. It just makes them work correctly. Now both 'Endurance Regeneration' bonuses are going to be active and with the proper values. For years, the values have been reversed - the 2nd level Endurance Regeneration gave the bonus from the 3rd (and it didn't work anyway, unless you got poisoned), and the 3rd level ER gave the bonus from the 2nd. Not anymore.
So, you can use it on any save, but of course, the earlier in the playthrough you install the mod, the earlier you'll get the correct benefits from these talents.