[TW1][mod] Flash Mod v1.01

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although the game mechanics are almost fully explained, there are still parts which i don't know. unfortunately i have to check everything myself by trial and error and pure logic mostly. CDPR is very busy, they answer questions after few months or not at all because after so much time developers responsible for game mechanics mostly work somewhere else so some parts of game mechanics might remain secret forever unless players understand them.why creatures are so resistant to critical effects when using steel sword is a mystery. they takr 4x less damage from steel attacks but it's possible, logical and would explain this issue if steel resistance would also pass to any other multiplier and modifier from steel style attacks. so f.e. ghouls attacked by steel sword would be 4x also 4x more resistant to critical effects like bleeding. makes sense to me.toxicity is another mistery. after 1.5 year from game release 95% of the game scripts are still unaccessible and thus unmoddable and secret. i only know from game experience that toxicity >50 lowers accuracy (attack), dodge, parry. at some point it disables the use of signs, causes high damage to geralt when drinking another potion and possible make potion effects weaker, like slower regen from swallow potion. unfortunately i can't support these statements with numbers or proofs, you can just check it yourself and observe same effects. by rule of a thumb i guess that accuracy, dodge and parry penalty equals 50 which is a lot. it's not a percent, just a number which is substracted from your dodge, parry and attack value. generally 50 lower dodge and parry means around 50% less defense.this is parry for example[size=6pt]dex parry +bonus[/size]2 55 663 65 784 75 905 95 114then confront it with enemy attack - accuracy. let's say that enemy has 100 attack, you have 95 parry. enemy has 5% chacne to hit. now substract 50 parry from toxicity penalty. enemy has 55% to hit. huge difference.altered metabolism doesn't remove toxicity penalties, it just makes them less painful. is it worth it depends on player style. some players for example find buzz perk extremely usefull. they trade alcohol penalty for pain immunity when needed.
 
Assuming a penalty of 50 each for dodge, parry, and attack at 50 toxicity with the alterned metabolism talent would give the following vs. a monster that can inflict pain and poison:pros:+50 dodge (by immunity to pain)+50 parry (by immunity to pain)+25 dodge from talent+attack speed (by immunity to pain)+25 Bleed resistanceno poison+ whatever potion is added that could not be added before without going over 50 toxicityCons:-50 Attack-50 Dodge-50 ParryNet:+25 Dodge+attack speed-50 attack+25 bleed resistno poisonSo against a monster that's easy to hit and causes pain, 50 toxicity and altered metabolism could be a significant net gain.
 
Good timing and sequencing solve many problems with toxicity. For instance take a tawny owl with dominant albedo; the next potion (usually maribor forest for me) causes no increase in toxicity. If in a dark area take a cat with dominant rubedo (which speeds vitality healing). Rest for one hour, and your toxiity drops to less than 10 percent. You still have about 6 hours left on these potions' effects. You can then take a swallow just before beginning combat, and have 4 potions working on you with a total toxicity of 35 to 40 percent. Also some of the endurance talents reduce the toxicity of ALL potions taken, and some of the intelligence talents reduce the amount of endurance used per cast. In addition I usually keep about 10 white honeys handy, and use them when I start seeing red spots in front of me. Finally, the best all purpose sign is Igni. When you have it maxed out you will be amazed at its power, even in insane difficulty hardest mode.
 
It's really easy to stack poitions and keep your toxicity down. The real question is how big and advantage/dissadvantage is toxicity if it also activates the altered metabolism talent.
 
It seems a little strange to me that Geralt can run faster than all of the enemies in the game. Any way to make some of them faster?
 
yes, by editing creaturespeed and moverate files. i don't have access to my computer, can't be more specific now.
 
Well I have no modding experience, but it crossed my mind that having a few enemy types that you couldn't just run away from might add to the gameplay experience. You think that's something you might want to add to your mod? Excellent job, by the way! Your mod on insane definitely makes the game a lot more interesting to play :)
 
it's easy to make but i find more negative sides of these changes then positives. ok, you can't run, if you want to run it means you can't handle the fight, you can't handle it, you die, reload of savegame. irritating. sometimes it might be fun, but most of the time it would be a new annoying feature.
 
I came quite late to the Witcher but i just wanted to drop in a say a very big THANK YOU to Flash =) This mod is truly amazing..i played the game first,unmodded, on medium and absolutely loved the game..but i felt it to be waaaay way too easy..the combat just didnt feel balanced..all these amazing potions and various skills that seemed to be useless because you could just group style everything to death in a few seconds during the latter stages of the game.So on my second play through i went mod hunting and found your lovely work..i started on Insane difficulty and havent looked back =) It just feels like this is the way the Witcher is meant to be^^ All potions,signs,oils,styles are essential..keeping on your feet and moving is a must..the list is endless lol and to top it off,every fight no matter how small feels cinematic and truly dangerous..and you get to see and hear all those lovely combat animations/battle soundtracks play out to their full effect since monsters/humans dont go down like a sack of potatoes after a few slaps anymore lol^^ I have reached Act 3 on insane difficulty thus far and it astonishes me to read comments on the normal boards such as "Meh..i dont use oils..why bother?" etc lol This mod completes the Witcher and helps it to the pinnacle of greatness imo.It even adds to the immersion of the role playing aspects aswell since playing with this mod makes Geralt feel more like a professional monster slayer and not an unkillable super hero lol Ive read this entire thread and have noticed that you based most of your changes to be more in line with the source material in Sapkowkski's books. Ive sadly not read them yet (i plan to soon ;) ) but i must admit that when i saw the rationale behind the changes you have made it gave me a smile and even more confidence that this was the mod for me =) So yeah anyways,sorry for the spam..i know this is all old news at this point lol but as mentioned i came late to the game and just had to thank you Flash.You have pushed this game from 9/10 to 10/10 - best rpg ive ever played- for me lol. So..cheers! =)
 
Thank you very much! Glad to hear (read) people enjoy the mod, it's huge motivation to work.I'm also happy to announce that I'm working on another mod called 'FCR' which is currently in late stage of development. It will be much bigger then Flash Mod because while Flash Mod alters combat mechanics, it's still based on CDPR mechanics. FCR stands for 'Full Combat Rebalance' because combat rules are almost made from the scratch basing on my ideas.FCR offers:- new design of PC and NPC parameters- full armor system and armor type/weapon/combat style dependencies- damage fully dependend on weapons like in most cRPG games- full skill tree overhaul, including sword style rules- much faster and closer to books combat- fully customizable installation with ability to choose each feature seperately- all improvements known from Flash Mod
 
Oooh looks like i picked the perfect time to post my thank you LoL Im liking the sound of that Flash and will be one of the first to give it a try once you have it finished off =) Sounds awesome,ill be keeping a steady eye on this board from now on^^Edit: Oh by the way Flash,i just have a quick question^^ Is it just my imagination or is the trophy monster Moa much easier then the Royal Wyverns she is surrounded by? Im currently on Act 3 and i have level 4 Strength/Dexterity and also level 4 silver Strong and Fast Styles. I was slowly clearing my way up to her by single pulling the Royal Wyverns and i found them to be quite challenging..died quite a number of times^^ I was using Brown Oil (finding that to be VERY useful after you suggested using it against the Bruxa during Echoes of Yesterday^^) swallow-tawny owl and golden oriole. Anyways,after finally getting within range of Moa i was really suprised at how easy she was to kill compared to her Royal Wyvern brethren..she hardly hit me lol^^ Is this the way its meant to be? I just want to check^^Edit 2: Never mind lol I have been re reading the thread and noticed there was another person that brought the weakness of Moa compared to the Royal Wyverns up lol. My bad :beer: However i have another question..lol..and this one i cant figure out even after reading the thread again.I have got to the point in Act 3 where monsters such as fleders,graveirs,alghouls etc have become very easy to defeat compared to my earlier encounters with them..which makes sense since ive levelled up a bit =) One thing is eating at me though..when i use fast style on these monsters i notice that im getting pain AND bleeding..is this right?im starting to get paranoid that the mod has not installed properly..or has bugged out on me..i dont know if its because im not used to being able to kick a graveirs ass no problem after my experiences with them in Act 2 or im just being paranoid etc lol I just havent seen any descriptions within the talent paths ive chosen that allow for fast style to inflict bleeding without oils. Basically,i can enter the Vizima cemetary without any oils or potions applied and cause pain/bleeding on ghouls/alghouls/graveirs with fast style alone..is there something im missing? I only ask because i want to make sure im playing on proper insane difficulty,i even re-installed your mod just to make sure but im still getting the same effects..i can attack a graveir with silver fast style and get both pain/bleeding..of course the damage is minimal in fast style but the critical effects still occur and i can switch to strong style for brute damage afterwards =) It worries me because i remember in earlier acts,i would have to use fast style for Pain and then strong style for bleeding to lower a monsters hit rating..now all of a sudden im getting both from fast style and i dont see any reason for it lol Sorry again for the spam but any comments would be useful ^^ ive read all 32 pages of this thread again and didnt see a single comment about this,well..except for a small comment that suggested that Oils are buggy and sometimes become permanent..which would suggest that i now have a silver sword with permanent Brown Oil?If this is the case is there any way to reverse it?I just want to make sure because i dont like the prospect of the game being easier because of a simple bug =)
 
@Edit 1: Yes, Moa by mistake has boss wyvern stats not boss royal wyvern.. I'll fix it in next release of the mod.@Edit 2: You've encountered a very annoying bug from original game. It's not mod related.http://www.youtube.com/watch?v=mBYByLMJRHc&feature=channel_pageUnfortunately fixing it is very hard for a modder to say the least. For the time being you can avoid the bug by not saving the game when critical effect oils are applied. And you have to use new sword because your current one is broken with permanent oil effect.btw. Today FCR mod enters closed beta state :)
 
Ah thanks for clearing that up for me Flash =) It has been annoying me to say the least.It had me totally confused as to why i was inflicting bleeds with fast style without any oils applied to my silver blade.I will remember not to save when i have critical effect oils applied during future play throughs.As for now..i dont want to restart so im going to have to figure out how to get a new silver blade in Act 3 if that is even possible lol Thanks for the update on FCR aswell^^ Im certainly looking foward to trying it out :)
 
Thats the plan^^ Unfortunately i only have 2 earth runes and the only places i can get another one of any type is at the end of this Act (one in Salamander base and the other in the Kikimore Queens lair) =) Oh well,it isnt too bad..i completed most of Act 3 without this bug so i dont feel like i have had an easier time with some of the more difficult fights. I believe i got this bug during the Roland Bleinheim fight with the two Kikimore Warriors..i had brown oil on both my silver and steel swords..i died a couple of times and during the resulting reloads im guessing thats when i got the bug. To be safe i have sold my Harvall steel sword and reforged a x3 red meteorite blade..and i will have to be content with the fact that once i start Act 4 i will be able to get a new silver blade straight away..which will hopefully sort out this problem^^Edit: Just tried the new meteorite sword and it fixed the problem =) fast style is inflicting pain only again..yay lol Nooow..time to finish this chapter so i can fix this broken silver blade lol :beer:Edit 2. I have to say,this Oil bug is really annoying lol Ive made a thread about it on the tech-help board but im guessing that wont change anything. Do you think its worth using Brown Oil/Crinfrid/Hangmans Venom at all Flash?I am at the end of Act 3 outside of the New Narakort..and i have been playing with it all night.Every time i use a critical effect oil..Brown Oil in this case..i always get the same bug..even if i dont save it still becomes a permanent feature of my steel sword once i reach Act 4..fast style with bleeding. I only ask because your a wealth of knowledge on the mechanics of the Witcher combat and because most people probaly dont care about this bug if they are not using your mod...the game is too easy anyway so what does it matter if fast style inflicts bleeding etc lol for me its a huge problem though..i love your mod because its so difficult and challenging and i hate this oil bug that is making the game easier for me just because i decide to use a certain oil during a certain fight..should i just give up on those aformentioned oils and play the game without? Sorry for the constant questions and spamming but you have the admirable quality of actually answering :)
 
I don't know if it's too late to add a suggestion for your next mod, but here it is anyway. I'd like to see Igni and Aard modified so they can't be tossed into a large crowd of fighters, half of whom are on your side. Common sense suggests that a fireball (Igni) or shockwave (Aard) is going to injure or kill everything in its path. This means your allies are going to be burned along with your enemies, and innocent bystanders are instantly going to be converted into bloodthirsty opponents. Hard to believe I'm suggesting this, since I once criticized you for making Igni too weak. But on my last play through, using the hardest version of your latest mod, I found ways to make Igni almost as powerful as in the original game. I haven't been aware of any problems with the use of oils in my game. When I fight powerful undead I generally use Crinfield oil on a silver sword and vary my attack amongst hard style, fast style, and Igni blasts. About the only time I use group style is on annoying pests like drowners.
 
My problem with Oils is bug related apparently.I dont have a problem with the difficulty of this mod tbh..the harder the better =) I wouldnt mind if Drowners could one shot me as long as there is some balanced way of killing them with logical tactics lol In fact,id love to see this mod made even harder^^ (cant wait for FCR^^) I do,however,have a problem with this Oil bug that is haunting me..having your blades permanently enhanced with bleeding or pain effects no matter what style your in,fast or strong,is game breaking when it comes to this mod..which is all about difficulty..e.g,why bother with fast or strong style anymore when either one can afflict both critical effects? Im thinking i should just give up on using the likes of brown oil.
 
Serenkar said:
why bother with fast or strong style anymore when either one can afflict both critical effects?
In FCR mod sword styles will be much more then just critical effect carriers.- strong style adds pure damage effective against leather armor type enemies + bleeding- fast style adds armor penetration effective against steel armor type enemies + pain- group style is defensive style with precise hit removed, damage penalty but big parry bonuses + fearAll styles will hit all kinds of enemies so you'll switch between styles not only to inflict critical effects but primarily to maximize damage.
DanConnors said:
I don't know if it's too late to add a suggestion for your next mod, but here it is anyway. I'd like to see Igni and Aard modified so they can't be tossed into a large crowd of fighters, half of whom are on your side. Common sense suggests that a fireball (Igni) or shockwave (Aard) is going to injure or kill everything in its path. This means your allies are going to be burned along with your enemies, and innocent bystanders are instantly going to be converted into bloodthirsty opponents.
It's never too latefor suggestions, I always consider them for mod improvement. Signs will work very different from what we know from original game and Flash Mod. I've significantly reduced dmg/enemy maxhp dependency. Signs will damage enemies like in most other games with big constant damage indepentend from enemy. It was illogical that Igni was proportionally almost equally damaging to drowner and cementaur. Now you'll deal given ammount of damage and every enemy without resistance and low hp will die instantly.Signs will be helpful addition on lower levels and extremely powerfull on high levels. No worry though that you'll turn into demigod, because one can afford and specialize only in one path of combat - sword or signs.Signs will be powerfull indeed but forget about Igni spam, you can only cast 1Igni (2 with specialisation) before running out of energy and then wait for slow regen. No more 360 degree field of attack, you have to plan and position yourself to hit as much enemies as you can. After that defensive group style + cheap Quen will keep you alive.About damaging allies. With specialisation I can't put player in situation where Sign focused Geralt, with only Signs as primary source of damage can't attack at all because there are friendly NPCs nearby.
 
I cant wait to try it out Flash =) Though if it is released before i finish the current version of the Insanity mod i will probaly have to wait because it looks like the experience FCR offers will be significantly differant from your current mod and i would like to experience both of them ;) I better get busy on completing Act 3-5-Epilogue and stop posting on these boards about that damn bug LoL :beer:
 
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