[TW1][mod] Full Combat Rebalance v1.3 RC

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ah, ok. didnt realize about the lore aspect. i understand then.yeah, yrden circle... blah. oh well.well, one thing left to improve that u could possibly do would be that freakin auto sheathing! ive read other posts scattered about over the past year or so after i posted one, so its definitely something thats a universal disliking. is there something u can do about that?edit 1: oh yeah, haha. ooooone other thing :D the nametag thing... i only want it on so i dont miss plants. the treasures and enemies thing, not that big a deal and kind of a cheap thing. i mean, i tend to see enemies through walls and barrels or skeletons or corpses from a very long distance away and around the corner or also through walls. is there anyway to have the object nametag have a couple different modes, like the first is off, second is just plants, third is everything?
 
I've spent all night preparing the upload of the mod. FCR is now awaiting authorisation on moddb and will be available to download early morning.Link to download in the first post.Enjoy the game.Few facts about the modFCR- project started: 15.01.09- first playable version: 17.05.09- total of 12 version were released during mod testing- all mod files before packing them into installer weight 37.0MB- installer contains 3107 files- installer weight 16.2MB- FCR contains 2188 files, 182 of which are scripts- FCR mod is the most complicated modification of The Witcher game mechanics ever made- rules concerning PC and NPCs parameters, weapons, armors, potions, oils, sign skill trees, swords style trees, atribute trees, experience rewards for kills and ammount of given talent points are made from the scratch
majinvegeta21 said:
edit 1: oh yeah, haha. ooooone other thing :D the nametag thing... i only want it on so i dont miss plants. the treasures and enemies thing, not that big a deal and kind of a cheap thing. i mean, i tend to see enemies through walls and barrels or skeletons or corpses from a very long distance away and around the corner or also through walls. is there anyway to have the object nametag have a couple different modes, like the first is off, second is just plants, third is everything?
Not possible. Files responsible for it are inaccessible.
 
Flash said:
I've spent all night preparing the upload of the mod. FCR is now awaiting authorisation on moddb and will be available to download early morning.Link to download in the first post.Enjoy the game.Few facts about the modFCR- project started: 15.01.09- first playable version: 17.05.09- total of 12 version were released during mod testing- all mod files before packing them into installer weight 37.0MB- installer contains 3107 files- installer weight 16.2MB- FCR contains 2188 files, 182 of which are scripts- FCR mod is the most complicated modification of The Witcher game mechanics ever made- rules concerning PC and NPCs parameters, weapons, armors, potions, oils, sign skill trees, swords style trees, atribute trees, experience rewards for kills and ammount of given talent points are made from the scratch
Flash said:
edit 1: oh yeah, haha. ooooone other thing :D the nametag thing... i only want it on so i dont miss plants. the treasures and enemies thing, not that big a deal and kind of a cheap thing. i mean, i tend to see enemies through walls and barrels or skeletons or corpses from a very long distance away and around the corner or also through walls. is there anyway to have the object nametag have a couple different modes, like the first is off, second is just plants, third is everything?
Not possible. Files responsible for it are inaccessible.
NICE!!!! im deleting my save games and starting over as soon as this is ready to download.i noticed u answered the edit. does that mean the auto sheathing problem is fixable and ur gonna tackle it, or (surprise!) u already have in FCR???one thing that i noticed about what ur mod does that might make one aspect difficult is the permanent bodies thing. much of the time, when an enemy dies, he drops his weapon and it lands underneath him or someone else, making it difficult or impossible to pickup unless the body fades away. thats the only inherent issue i might see in what will no doubt be a brilliant adaptation.
 
The permanent bodies are optional (also the flaming sword).But... I fail to see the option for the different difficulties in FCR, those choices are only in Flash Mod. Not a lot of choices at all, really. I thought I'd read that almost everything would be modular and optional?
 
In FCR mod you choose difficulty in game. You don't have to install different difficulty, you just choose the one you want at the beggining of the game like in vanilla.
majinvegeta21 said:
i noticed u answered the edit. does that mean the auto sheathing problem is fixable and ur gonna tackle it, or (surprise!) u already have in FCR???
"Files responsible for it are inaccessible." means that during the modding of The Witcher I've looked into all available (for modders) scripts and I've never encoutered anything related with sword sheathing and nametag. It means that these features are defined either in inaccessible scripts or even somewhere deeper in game.
 
Flash said:
In FCR mod you choose difficulty in game. You don't have to install different difficulty, you just choose the one you want at the beggining of the game like in vanilla.
That is actually a backstep. I thought that one of the best features of Flash Mod was that one could change difficulty during the game. So you could try hardest setting and go back if it proved too hard. Or up the difficulty in the middle or at the end when you felt you'd be prepared for a little more. Now we're back to be stuck with the setting we made at the beginning, not knowing how the new difficulty will be like. Will they be easy, normal and hard or will they be harder, hardest and insane or completely different?
 
FCR is already a huge mod. It took me half year to finish it. Difficulty can be set either by proper scaling of enemy parameters or by global settings like those used in game's difficulty. To make it work like it is in Flash mod I would basicaly have to double the time spent on making FCR mod. The problem is, when I do something I want it to be perfect or as close to perfect as possible. I can't randomly boost each of enemy parameters knowing that this will make the game harder. I was aiming for certain feel in FCR gameplay and I think it's working great. It was achieved by careful setting of each value from nothing, from beggining. I've invented everything again, set all values and rules, calculated every dependency again and again. Set, calculate, test, rebalance, calculate, test, ..., and so on. Sorry but I want to finish with this mod, it can't take me a lifetime of work. I have to move on and do something else now.
 
I get that and I apprechiate it.But unfortunately it doesn't answer my question at all. To quote myself:
Will they be easy, normal and hard or will they be harder, hardest and insane or completely different?
If I need to irrevocably choose the settings at the beginning of the game, I need to know which setting I can handle.
 
easy = mediummedium = hardhard = very hard/insaneI can't say which mod is harder - FCR or Flash Mod. It's hard to compare difficulties because FCR is like another game, not The Witcher we know. FCR is aimed to be more realistic so you can kill humans with 2 hits but you can die as easy as them. Dexterity is most important. Enemy accuracy is set to vary between 15-35% depending on class type (weak, normal, elite, boss, elite boss). It's 15-35% with optimal character development when you first meet that particular enemy. Blizzard decrease enemy accuracy by another 10%, pain and bleeding by 5% each. You end up like a witcher in books - a duel master, unbeatable by humans in swordfight but when you fight monsters or you are surrounded you can die easily and extremely fast. Even the best blademasters die when backstabbed. Only monsters and skilled humans will hit you in solo battle, but when attacked from the flank or from behind every opponent gets +50% bonus to accuracy. It's a sudden death. Mobility, blizzard, good use of signs is crucial. You will be rewarded by killing most enemies with 1 or 2 attacks. Fights are extremely fast and dynamic. Specialised sign user will deal extreme damage with Igni. 75 base damage + value dependend on enemy max health and sign intensity, could be even >100 damage while the strongest non-boss humans have around 90 hp... Aard is very useful even without critical effects. By using aard you gain few seconds to attack. Enough for 1-2 attacks and that's all what's needed to kill with FCR mod.Remember to read bestiary, recipies and tutorials. Only from there you can learn for example that you won't hit a specter without specter oil...Oh, and check The Witcher folder. You'll find excel chart with detailed enemy parameters, weapons, armors and damage calculator.Have fun.
 
Night vison doesn't seem to work, I went into the crypt without any Cats and it was dark as usual.
 
Yeah, it's a brand new game, uninstalled the Flash mod and everything. Could it be because I took it while Cat was still active and when it expired it turned it off?I also noticed that barghests are susceptible to pain. Is it intended or an oversight?One more thing I'm curious about - has the permanent oil effect bug been fixe or is it one of those things that modders can't do anything about?
 
Whew, that's gonna be hard. On medium I get killed by a Golem before I even get out my sword! And it wasn't even behind me. :eek:This is definitely gonna be a totally new game experience. I'm just not sure if I'm gonna chicken out and start over easy or medium - with Flash mod I would've tackled the insane difficulty for the first time. I've learned to play differently with that one, I'm looking forward to learn yet another new style.@Xalien:The bug isn't fixed, but there's a warning there now complete with guidance how to avoid the permanent oil - now you'll learn the real use for those formerly useless whetstones. ;)
 
Barghests were always susceptible to pain, both in vanilla and Flash Mod.I've set nightvision so it doesn't interfere with Cat. It has no right to break the talent. Anyway, before I've set it all instances of nightvision problems were caused by Cat potion. Strange, I double-checked it and got it working all the time :hmmm:.
 
majinvegeta21 said:
one thing that i noticed about what ur mod does that might make one aspect difficult is the permanent bodies thing. much of the time, when an enemy dies, he drops his weapon and it lands underneath him or someone else, making it difficult or impossible to pickup unless the body fades away. thats the only inherent issue i might see in what will no doubt be a brilliant adaptation.
just wondering ur take on this. do dropped weapons last longer, like a day or two, or do they fade away along with the permanent body? worried about the above issue.
 
Weapons and bodies should stay until you leave your current location. I never had a problem with bodies and items but then I never really cared about picking temerian sword from the ground so I might have missed something.
xalien said:
Yeah, it's a brand new game, uninstalled the Flash mod and everything. Could it be because I took it while Cat was still active and when it expired it turned it off?
Bug confirmed. It should be easy to fix. During the testing I've fixed the bug when drinking Cat potion and having it expired permanently turned off properly working nightvision talent. Didn't know that the talent can be broken the other way around - not by buying talent, then drinking Cat but by drinking Cat, then buying talent :hmmm:.I'll wait with next version of the mod to fix the problem because soon there will be another great addition to the mod but it's not ready yet ;). In the meantime just don't buy the talent while under the effect of Cat potion. If you already did, load previous savegame or remove the talent with savegame editor and apply it again manually in game.
 
Flash said:
I'll wait with next version of the mod to fix the problem because soon there will be another great addition to the mod but it's not ready yet ;).
Sweet. But no need for starting new game then?
 
So far I have one issue, being only in the first chapter so far on this play through. In the cave to the left of one of the gates full of Echinops, the torch is proving to be a useless weapon. It's always done crap damage as a weapon, but I keep hitting and hitting, no fire. It worked perfectly fine in the original Flash mod, so I'm guessing it was something introduced in FCR.Is it intended for the torch to no longer ignite an Echinops? Being a giant plant being weak to incineration made sense to me. I haven't actually tried the sword to see if they are as difficult as vanilla to kill that way, but multiple deaths are proving the torch to now be fairly useless.::After a program restart, it seems to incinerate on the first move doing little but some damage, then if I don't switch to sword it will regain health to full (while being hit with a torch) and be immune to incineration for the remainder of it's life. Weird stuff.
 
DelightfulMcCoy said:
DelightfulMcCoy said:
I'll wait with next version of the mod to fix the problem because soon there will be another great addition to the mod but it's not ready yet ;).
Sweet. But no need for starting new game then?
Not, if you are still in act 3 or 4.DivADD, actually I don't think you are hitting echinops at all with the torch. The game consider damage lower than zero as automatic miss and you can't ignite anything if you miss it. Echinops has too strong armor to be hit with the torch. I'll give the torche full armor penetration in next version of the mod.The sword sharpen with grindstone and igni sign is the way to deal with echinopses in act 1.
 
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