About this mod
A mod that alters specialties, party size, and monsters to allow making more varied and satisfying playthroughs. Designed for mercenary difficulty. Incorporates some fixes. Requires Broken World.
- Permissions and credits
Changelog:
version 0.4a
Changes:
Skills:
- Biting Arrow now only affects dexterity and base weapon damage to reign in elemental blood assassins.
- Natural Bond has higher upfront effect to give comparable effect to simply increasing damage via arctic mastery.
- Brilliance now has higher upfront effect to match that of Natural Bond.
Additions:
- New Spell: Mark of Storms (for blood assassin) added to account for missing way of dealing Lightning damage, which is part of combat magic's passive arsenal.
- New spell: Ice Weapon (for fist of stone) added to account for missing way of dealing Ice damage, which is a part of nature magic's passive arsenal.
Changes:
Powers:
- Energy Orb: Reduced combat magic scaling by 20%, added nature magic scaling, added 50% Arctic Mastery scaling
- Elemental Rage: Fire damage scales with 100% of Searing Flames, Ice damage scales with 100% of Arctic Mastery, Lightning damage scales with 100% of Amplified Lightning
- Charged Shots: Now scales with 100% of Amplified Lightning, base scaling reduced.
- Ravaging Strike: Damage scaling slightly reduced, health costs slightly increased for levels 2 and 3.
- Most other single-class powers had their power reduced to account for changes in specialties.
Spells:
- Mana Strike and Mana Shot: Mana drain per shot now gets reduced by Natural Bond. Bonus damage scales greatly with intelligence.
- Mark of Fire: Item level and required level reduced to allow use in early game.
- Mark of Fire, Mark of Rending, Mark of the Harvest now scale moderately with intelligence.
Skills:
- Hemorrhage and Shred Blood: Hemorrhage now suppresses two thirds of the Intelligence-scaling and halves the base chance of Shred Blood, but adds the chance from Bleed skill.
- Shred Blood: Shred Blood chance has diminishing returns to facilitate Dexterity-scaled builds with lower investment in it.
- Tremor and Quake damage are now additive.
- Tremor's chance has diminishing returns to better support hybrid characters focusing on strength
Fixes:
- Fixed an issue with Energy Orb's damage calculation not adding Devastation properly.
- Fixed an issue with Fast Recovery not requiring Chant of Stone at high levels.
Player and Monsters:
- Party of six in mercenary.
- Monster infect has been fixed. It will not instant-kill your party. If you always wanted to leave nature mages at home, you can do it.
- All monsters have redone health. Please report any inconsistencies, especially in the case of bosses.
- Shops have rebalanced content. It's easier to get reagents not in your level range and to shop for more items, but not too easy.
- Undead Azunite Ranger Hero level fix was based on Siegetheday user LadyFemme's DS2&BW Monsters fixes and improvements.
- Tutorial allied NPCs don't attack. This was originally from Siegetheday user LadyFemme's DS2&BW Monsters fixes and improvements.
Specialties and Powers:
- Many specialties now scale weaker at lower levels, or between 8-14, the standard point where you normally gain most of the benefits by unlocking powers. To counterbalance it, they scale harder afterwards. The cutoff point is often at level 20.
- Shred Blood's capstone skill (Hemorrhage) allows it to scale from bleed damage and as such dexterity.
- Tremor can be made to scale with strength.
- Many combat mage powers now benefit at various levels from Devastation.
- Nature magic ice powers benefit from Aquatic Affinity.
- Energy orb fully benefits from Devastation (The only power to do so) and from the sum of Searing Flames, Amplified Lightning and Grim Necromancy.
- Various pcontent fixes have been made to improve magic and randomly generated rare items.
- Shops have rebalanced content. It's easier to get reagents not in your level range and to shop for more items, but not too easy.
Cut content that didn't get implemented:
- Teleport for Morden Chief and Qatall Attendant (melee boss): I do not yet know the way to make the AI use it.
- Spell Rebalance: Redundancy is rather bad between lesser/normal/greater/master or paragon versions of the same spell, but at the current system I just can't make four distinct versions of the same skill that make sense for four different characters/situations, especially the summons.
- exp splitting going in both ways: i.e. nature magic with a fist of stone buff would boost melee when you cast an offensive nature spell. I don't see any script or the EXE file containing the string to properly figure out which way to go. So in the meantime, enjoy your nature mages with more lifesteal than a specced out death mage for no penalty!