Everything is Unique

A place to post your add ons and ideas for them

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Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Everything is Unique / Added Difficulties

#106 Post by Waladil »

At the moment I feel the very beginning difficulty is actually to unreasonably high. It's a good thing you re-allowed town NPCs to spawn as randbosses, because drowning them for levels and loot is the only way to get enough power to even get through basic T1 zones.

I'm playing Reaver, which has a pretty good early-game, but enemies simply have too much HP and do too much damage to be handled -- when Giant Venus Flytraps do something like 200 damage with a poison shot. Snake poison is similarly devastating, and snake's cant be kited. Nor can wolves. Or bees, midges, hornets, etc. Remember, this is playing a class with an zero-energy attack spell that does DoT and debuffs.

I don't /like/ the scummy tactic of drowning NPCs. It's just kinda necessary.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#107 Post by StarKeep »

What Hath I Done Edition(Revision 2.5)
--
Disabled difficulty-based level scaling on all tier 1 dungeons.
This means all enemies you face in these zones will be the level they would normally be on Normal.
Doesn't change talent level modifiers.
--
What Hath I Done Edition(Revision 2)
---
Revised npc levels.
Revised item levels.
Fixed a bug that caused Weirdling beast to be 9 times his normal level instead of the intended 3.
Town npcs now spawn at level 1. (Rate also increased to 8.)
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#108 Post by StarKeep »

What Hath I Done Edition (Revision 3)
---
This change heavily changes zone progression. It might not be for everyone.
As a side-note, once I'm happy with how this feels, including the items, I'll add a toggle/game option for it, and it'll be shipped off to steam.
That way people who just want the Randbosses without the fancy new level cap and level scaling will still have their addon.
---
NPC levels changed to (game.player.level^1.1). (Max possible NPC level is 150% of that.)
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Everything is Unique / Added Difficulties

#109 Post by Dao Zeti »

Just a heads up, I so far had a ton of fun with your What hath I done edition. I hit level 40 after Dreadfell on Nightmare - just goofing around between all those epic boss mobs without even going west is a great way of alternate gameplay and feels pretty refreshing.

Calodine
Cornac
Posts: 40
Joined: Fri Dec 30, 2011 4:21 am

Re: Everything is Unique / Added Difficulties

#110 Post by Calodine »

Since you were worried about normal - I cleared all t1 areas, then tunnels (Which were scaled up to level 20-25 - harder than I'm used to, but plenty manageable. Even if the lord had rank 6 shadow veil). Then I hit the maze. Same level as the tunnels, but a lot more uniques. Mostly fine, but died to a guy I couldn't see. Alt maze, full of rogues and horrors. Happens. Overall at least the jump from the t1 areas to the t2 is very much fine, at least on normal. It's a spike, but it's not a HUGE one.

On the other hand when I tried to go to the sandworm lair it generated forever. Checked the log, got this:

Code: Select all

Loading tile	terrain/sand.png
Loading tile	npc/vermin_sandworm_huge_sandworm_burrower.png
Loading entities file from memory	/data/general/objects/random-artifacts/melee.lua
Loading entities file from memory	/data/general/objects/random-artifacts/generic.lua
Randart generation:	level = 	38.481718494401	points = 	18.242640687119	nb_powers = 	8.0597671439071
Creating randart Chalorand the dwarven-steel longsword(faceted dwarven-steel longsword) with nil with level 38.481718494401
 * using themes	misc,defense
Lua Error: /engine/interface/ActorInventory.lua:98: attempt to get length of local 'inven' (a nil value)
	At [C]:-1 __len
	At /engine/interface/ActorInventory.lua:98 addObject
	At /mod/addons/uniques/superload/mod/class/GameState.lua:509 applyRandomClass
	At /mod/addons/uniques/superload/mod/class/NPC.lua:21 check
	At /engine/Zone.lua:650 addEntity
	At /data/zones/sandworm-lair/zone.lua:187 post_process
	At /engine/Zone.lua:955 newLevel
	At /engine/Zone.lua:829 getLevel
	At /mod/class/Game.lua:854 changeLevelReal
	At /mod/class/Game.lua:726 unload
	At /engine/Game.lua:379 unregisterDialog
	At /mod/dialogs/ShowEquipInven.lua:176 
	At /engine/KeyBind.lua:229 receiveKey
	At /engine/ui/Dialog.lua:567 keyEvent
	At /engine/ui/Dialog.lua:339 
Game just sat on level generation, but the log kept recording chat.
20:23 DarkGod: googina .. hum

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#111 Post by StarKeep »

What Hath I Done Edition (Revision 3.1)
---
Item code. You just never cease to hate me.
---
Fixed a bug with generation code that tried to give item drops to enemies with no inventory slots.
Again.
For the last time.
One can hope.
...
Fixed the sandworms at least.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: Everything is Unique / Added Difficulties

#112 Post by Scol »

StarKeep wrote:For the Insane+ people out there, town npcs can now spawn as randbosses again.
Thanks for that change! There is 1 bug (or unmentioned intended feature) - if you have both Everything is Unique and Quick Drown NPCs at the same time, the latter one won't work (you won't start with Rod of Asphyxiation). I believe it wasn't like that before What Hath I Done Edition (Quick Drown NPCs was useless then though).

Celestialer
Low Yeek
Posts: 7
Joined: Sat Jan 10, 2015 8:17 am

Re: Everything is Unique / Added Difficulties

#113 Post by Celestialer »

What's the recommended zone progression? Playing on Insane, i completed all the Tier 1 zones, then went to the Maze at lvl 16 and found that everything is level 50. Same for the Old Forest. I went and had a look at what level Dreadfell was going to be, and that was level 50 too. RUined Halfling Complex: level 50, The lost Merchant Tunnels: level 50. Where am i meant to go to progress? I can fight the level 50 whites but every non-white mob is going to one-shot me and i don't have the damage to deal 3k damage in a single turn to these guys.

Calodine
Cornac
Posts: 40
Joined: Fri Dec 30, 2011 4:21 am

Re: Everything is Unique / Added Difficulties

#114 Post by Calodine »

As I understand it, zone progression is more fluid. t1s are safe, but everything except t1s works under different level scaling, so you can go anywhere pretty much.
20:23 DarkGod: googina .. hum

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#115 Post by StarKeep »

Possible Release Edition 1
---
If this goes for a week without any error reports, it'll be up to steam.
---
Increased xp rates as you go along.

Revised level up bonuses, you now get more cat and prodigy points as you go along.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Everything is Unique / Added Difficulties

#116 Post by StarKeep »

Possible Release Edition 2
---
Fixed a typo that resulted in exp rate being about 5000% faster than it was supposed to be.

Unlocked some caps on a few game options.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Everything is Unique / Added Difficulties

#117 Post by Hunter »

Which version removed the character level cap to allow leveling to 200? Personally, I'd rather keep the cap myself so I'm not running around with a scummy level 200 character, so I'd rather play that version. Perhaps you can put in a toggle on the Uniques menu to go with the traditional level 50 cap if one prefers? I'm guessing there's a balance further in the game, but I hit level 50 before clearing any of the tier 1 zones, and can pretty much slaughter at will now even with all enemies set as uniques.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Everything is Unique / Added Difficulties

#118 Post by Radon26 »

i recently started playing with mods, and have to say. this mod seem to make it impossible to inspect creatures at 1.3b9.
as 1.3 is not fully released i guess its not a big thing, but the date has been announced.
also, the wall of text makes it impossible to use forge for me. all the options are stuck below the screen.
i can see the line between wall of text and options, but i can't chose any, safely at least.

Also, there are up to 200 lvls, but only so many thing to spend points on.
does this mod grants additional categories? or it would be nice if it game ability to spend more points in each talent. like up to 10.

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: Everything is Unique / Added Difficulties

#119 Post by Hunter »

Radon26 wrote: also, the wall of text makes it impossible to use forge for me. all the options are stuck below the screen.
i can see the line between wall of text and options, but i can't chose any, safely at least.

I have that same problem, but there aren't that many ways it can go wrong:

a is "place item"
b is "pick up item"
c is "walk away"


Once you have the items placed, the options for the forger when you talk to him are:

a is "nod your head" (creating the forged item)
b I can't read but it's basically "walk away" (don't forge item yet)

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Everything is Unique / Added Difficulties

#120 Post by Radon26 »

this mod doesn't work with with Adjustable Pints Multipliers. (my full mod list shown on the picture)
to be specific.
i am playing on 1.3b9, and both mods alone work just fine. (except APM never remembers its settings)
together however:
-if you don't mess with options, you gain normal xp (i assume its because APM has priority, and is set to 100% by default)
-the options to change hp and resources gain, seems to work properly.
-talents and categories are unaffected.

so i cannot fulfil what your mod is lacking with another.
i checked before, and adventurer adjustment has no effect on the workings of APM.
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