Hi guys. Good to have new opinions now that I'm polishing things for new version.Few comments:@Darklupine
I also can't get behind your logic of having Fast style better against big, tough enemies and Strong style better against small, fast enemies. Despite your reasons given, it still feels completely backward to me personally.
Style selection vs enemy type was articifially enforced in vanilla. I've introduced armor system with 2 armor types and made 2 styles dedicated for one armor type. Strong style now gives bonus damage and fast style has armor penetration. You prefer it the other way around? Wouldn't have much sense to me. If word 'fast' bothers you I can change every instance of "Fast Style" in game to "Precission Style" or something like this. It's cosmetic problem and a matter of design choice. I decided it almost 2 years ago, too late to change the basis of the mod upside down.
The game references constantly that this is what the styles are intended for, and not just in tutorial tips. Lambert says directly that the Strong style is designed for cutting through heavy armor, and that the Fast style is meant to keep your opponent from pressing their attack against you.
"Constantly" is an overstatement. Dialogue with Lambert is the only instance where game describes the styles as they were in vanilla. Can't change dialogue but I did change each and every tutorial, hint, journal entry etc. to reflect changes made in FCR.
I also think it's a bad idea to have the AoE talents under Fast and Strong. Their one and only conceivable purpose is to step on the toes of Group style, making it even less useful.
Group style role is not AoE damage, it's a defensive style and it's great in its role.
Finally, there are quite a few typos in the talent descriptions. Like Herbalism mentioning being able to use oils, and oils mentioning being able to use bombs etc.(...)There are the issues I mentioned with the oils/herbs/bombs etc, of course. Then there's the fact that many level 5 talents claim they require the 5th rank from a different tree. Some of the descriptions are clumsy, like simply saying "This is a very important talent!"
Herbalism talent unlocks Oil Preperation talent for you to buy and Oil unlocks Bombs. That's no typo, they are prerequisites. "Many" level 5 talents (2 exactly) are not claiming to require 5th rank from a different tree - they do require 5th rank from both strength and dexterity. Again, not a typo.Agree on clumsy "important talents". FCR was meant to be difficulty mod, a very hard one but I later found out that not only hardcore players play with it and they struggle to find optimal character development. Those were hints for more casual gamers. I've removed it for final version and added lower difficulty levels instead.
It's also incredibly strange that you have ranks requiring a point from a higher tier than they should. Bronze requiring Silver, Silver requiring Gold.
Don't know what you mean, sorry. If you meant icons then I'm aware of this problem. I'm doing this mod single-handedly and I'm not a graphic artist. Icons are not my cup of tea.
As for the talents, I don't like that you've slimmed down the trees, on top of homogenizing/simplifying many of the effects. It removes a lot of the depth, and takes the fun out of getting talents for me. You've also greatly weakened them, causing your choices to matter far less.
This is a very subjective matter. Like with your statement about AoE upgrades to Fast and Strong style making Group style useless - they are not useless, slimmed down or weakened. Actually it's quite the opposite because because I've merged many talents in one making them much more useful. I'd happily discuss the details but first you need to give me details. What's weakened, what's that missing depth?@Barleyman
1st, as I pointed out earlier, it's too hard in the beginning. when you have 10-ish levels, well considered stamina buffs and weapon skills kick in and geralt becomes a killing machine.
True, I've changed it for version 2.0. You get the same amount of HP per each Stamina rank making the game easier at the beggining and harder near the end.
You will easily chopchop a pair of greater brothers thanks to boosted weapon damage but you will really struggle against groups of undead.
As designed - monsters are the hardest enemies. Monsters are stronger than witcher, humans are weaker and mutants are about the same.
I also had a LOT of aggravating instant/random deaths when someone gets lucky with their roll.
Like I said before - FCR was meant to be a very hard difficulty mod. It is very hard on highest difficulty, even frustrating for some but it was meant to be hardcore. It's just a matter of adding 20HP more for Geralt for surviving that extra hit but I didn't have much place for customisation with only 3 difficulty levels (I used 6 for Flash Mod). I'll make 6 difficulties for FCR 2.0.