Friday, April 14, 2017

"It is done... at last, it is done."

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...

Wednesday, April 12, 2017

Beta 2 version

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.

Thursday, April 06, 2017

'ere we go...

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.)