I've replayed MotS single player with 3 main builds:
- a "Darkside" one with Lightning, Deadly Sight, Grip, Absorb
- a "Lightside" one with Saber Throw, Heal, Protection, Absorb
- a mixed with Push, Heal, Destruction, Absorb
I had lots of fun and I feel happy about the effects of this mod.
I did end up tweaking things a little more, though. Version 1.03b is the result. I think this is the final version, at least for a while.
The Mysteries of the Sith version of my Single Player Rebalance is ready.
Based on my mod for Jedi Knight: DFII, this also modifies MotS spells (and a few enemies).
Chain Lightning chains through enemies the way they should, Push is stronger and has an AoE effect, and thrown lightsabers reliably return to your hand.
And you can choke Vornskrs to death. But then again, Kyle can do that to you too...
The download is an external link, because I can't seem to upload more than 1 MB at a time to jkhub. Strange; lots of Projects seem to have larger files.
A large chunk of the size comes from the changes to vornkr and the lightsaber-using statues. I tried to use static.jkl for this to save space, but that didn't work for some reason, so I included actually edited mission 13 and 14 jkl files. Feel free to message me if you know how to make it work right with static.jkl.
I think I'm done for now. Added the cooldown icons as promised.
I did end up tweaking the balance again.
I replayed Mysteries of the Sith in the meantime, and I was impressed by the interesting endgame despite the relatively few enemies, with relatively few hitpoints. I thought to myself: there's a reason you can only fire 1-2 Destructions in this game in a row.
So I raised spell costs again, and instead increased mana regeneration further. As a result, I found myself even using Lightning out of choice sometimes. It's more cost-efficient than any other offensive spell now.
Other changes include Protection now being a %-damage sponge like in Jedi Academy, and some other minor tweaks. Details in the readme.
After some fun test runs on my favourite levels I can say I'm happy with the results, so uploading and leaving it alone for now.
Anyone feel like giving it a whirl, let me know what you think.
PS. Finally got around to uploading some screenshots. For a balance mod with no "new content", I'm surprised I was able to think of something to screenshot.
PPS. Let me know if you need a version without cooldown icons due to items.dat conflicts. I intended Beta 2 to be that version, but since the balance changed again...
This is the almost-final version. 1.0 should be next, and will include new icons, which appear when an ability is on cooldown.
This means the mod may become incompatible with anything that messes with items.dat. If that's a problem, Beta 2 is the version you want!
As to Beta 2:
All bosses after Maw will be very Pull-happy. You'll need to turn on Absorb if you want any hope of seriously damaging Jerec with your Concussion Rifle.
For something new and fun, Yun (in mission 16) has all 4 Lightside powers now, including Absorb and Heal!
If you want to choke him to death, or overwhelm him with Lightning from your fingertips, you have to first cautiously trigger his Absorb, and wait for the cooldown...
But don't worry, if you're not sure if you're doing enough damage to stay ahead of his heals, you'll see messages about his health when you pass certain thresholds.
In single player, Pull, Persuasion, Heal and Throw are wonderful, and Protection is simply godmode; who ever uses Lightning or Destruction or Absorption? And then there's Deadly Sight, lol...
This mod increases mana regeneration, brings some overpowered abilities down a notch (or several), gives some others badly needed boosts, adds cooldowns where needed, etc.
Also, some bosses will use their powers more often, and in ways you might not have expected them to!
This is my first project for this game, so constructive comments are welcome. (Or even just let me know you're using it.)