UpdatedWeapons 1.31-1.4 with worked original Decapitate, DeepGash and SlipDefense

Hello all.

 

fix for Updated Weapons 1.31-1.4

replace "updatedWeapons_Abilities.xml"

-fix not worked ability "Decapitate", "DeepGash", and "SlipDefense"

host:

http://www.mediafire.com/?5bhen99858xxrx9

 

sorry for my english :)

9,685 views 13 replies
Reply #1 Top

Very nice! I'll add a link to the sticky if you don't mind.

2.0 of Artifact will be split up so that the user can choose between two files, one with updated weapons abilities, and one without.

If you want a more durable host, upload it to mediafire.com

Reply #2 Top

I'll add a link to the sticky if you don't mind.
End of quote

Ok ))

2.0 of Artifact will be split up so that the user can choose between two files, one with updated weapons abilities, and one without.
End of quote

So, I wonder did this work? :omg:


Reply #3 Top

In Updated Weapons 1.4 removed the original ideas of "Decapitate", "DeepGash", and "SlipDefense" ... Why?

This fix - return all this ability. And it worked.

 

fix for Updated Weapons 1.31-1.4

Reply #4 Top

Nice work, thanks for posting the fix! :thumbsup:

Reply #5 Top

Nice work, thanks for posting the fix!
End of quote

You're welcome :)

I hope the creator will return those chips back :( ...

Reply #6 Top

Not to be a downer, but I will try to explain why I choose to change these instead of "fix" them. With respect to Deep Gash and Decapitate, using unitstat_hitpoints makes the abilities always do damage based on the units full health. For Deep Gash, I simply found this unacceptable as the intention of the ability was to always be a non fatal attack. This is why I tried to reference current health so that I could try and keep the damage just below the current health level of the target. My reason for removing decapitate and changing slip defense are pretty straight forward, those abilities were fairly overpowered. In its previous state, decapitate always had the possibility of instantly killing the target, but it also had the possibility of never killing the target and only inflicting a nasty, but not mortal, wound. The problem with the fix is the same as with deep gash, since it uses the character's max health and not their current health, it becomes much more powerful than it was ever intended to be be. Consider for example, a party of 12 guys with 100 hp, and now decapitate always has a damage of 40 to 100. As for Slip Defense, this ability gave a unit the ability to not provoke counters for 2 turns. If used properly in conjunction with other skills/spells, you could make this ability give you something like 7-10 attack without any reprisal from 15 attack weapon. Honestly, if you just rushed broadsword, you can use this skill to basically wipe out the AI without them being able to counterattack once.  Well, there is my explanation. As for the fix, it is not fully compatible with 1.4 to return it back to the previous state, but when applied to 1.31, it should be ok.

Reply #7 Top

Ok, here is my humbly submitted two cents:

Kenata: I totally understand the reasoning for turning down the power of those abilities in the main Upgraded Weapons.  Deep Gash & Decapitate would both be OP using the max health, and having played with Slip Defense last night I can agree it is too open for cheese in the current form.  On the other hand it IS a lot of fun to play with, might I suggest:

>> Add these abilities to the next version of your Skill Library since they feel powerful enough to be magical / champion.  For balance I would recommend decreasing the duration of SlipDefense to 1 turn, and limiting Deep Gash & Decapitate to once a tactical battle.  (Preferably these would also be based off of current rather than max health, and should have some chance of hit point loss?)

That would leave this mod as a patch for 1.31; 1.4 and forward the abilites would be folded into the larger library?  Damage based abilities are already well represented, but a "Counter Attack immunity" at least would be a really nice addition.

 

Thoughts?  

 

Reply #8 Top

That would leave this mod as a patch for 1.31; 1.4 and forward the abilites would be folded into the larger library? Damage based abilities are already well represented, but a "Counter Attack immunity" at least would be a really nice addition.
End of quote

For those still playing with 1.31, feel free to use this patch. As for the comment about counter attack immunity, I have actually given the whole thing a lot of thought and considering that every special ability does not provoke a counter, this counter attack immunity is well represented. The former slip defense will probably get added to the skill library at some point, though it will most likely become a once per battle ability.

Reply #9 Top

Makes sense, the non-counter of specials is something I have noticed.  For balance that seems to overpower specials in general, is there a way to allow counters to them?  Seems like one of those deeper code balancing issues that crop up from time to time in this game...

 

If you COULD counter specials then Slip Defense becomes much cooler again, especially at 1 per battle.

Reply #10 Top

Makes sense, the non-counter of specials is something I have noticed. For balance that seems to overpower specials in general, is there a way to allow counters to them? Seems like one of those deeper code balancing issues that crop up from time to time in this game...



If you COULD counter specials then Slip Defense becomes much cooler again, especially at 1 per battle.
End of quote

Right now, I am still mixed about the whole countering abilities thing. In general, I would really like a tag that says, this spell causes a counter attack. This way, I could tailor each ability to a specific situation, and have some special attacks that don't provoke a counter and 'slip defense' and others which act like normal melee strikes.

Reply #11 Top

That is the exact system I was thinking of.  You know anywhere we can post / PM the overlords about adding that mystical tag? 

Reply #12 Top

I play Elemental in Extime difficulty - and not see any disbalance with Slip Defence DeepGash and Decapitate ... Bleeding no less strongly than that ability.

And AI strategy - kamikaze . Hi is blid unit with great attack - primarily. Hence, he has many hatchets and axes ;) ... He does not need to think about keeping their fighters have to think about this player. The player is forced to develop defense as well as attack. That means the percentage of enemies with abilities Axe (DeepGash and Decapitate) - will be more than the player (ufff - google is great translator :) ). And "cooldown" these abilities I did not small. In fact, during the middle of battle - to use more than 1 of their problematic

As for the "Sleep Defense "- I will not say that it gives you a distinct advantage in battle. Anyway - not much greater than other abilities. I speak from personal experience the game.

Reply #13 Top

I think this is a case of each person having their own opinion about what these skills should look like. Honestly, this is only the first step with this mod. I'm hoping the next step is something very cool indeed. I will be outlining this next step in the normal thread for my mod.