More enemies on Endar Spire 3.0 - Kotor mods

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  • เผยแพร่เมื่อ 1 ต.ค. 2024

ความคิดเห็น • 3

  • @sw-gs
    @sw-gs 6 วันที่ผ่านมา +1

    I would change lightsaber to be could used by everyone but it would apply damage to user until they become a Jedi.

  • @MrAbgeBrandt
    @MrAbgeBrandt 6 วันที่ผ่านมา +1

    Lol, meanwhile I started a mod a few years back that slows down your item progression and reduces the loot you can get on the Endar Spire - we are very different :D
    Let me think what my changes were...
    No Combat Armor so you have to use clothing for a bit and can buy/find armor on Taris, no Vibroblade prototype, that's moved to the Taris locker, the Echani suit there is moved to a Corpse on Dantooine. The armor previously on that corpse (worse than the Echani Mesh) was moved to the Sith Governor instead. Davik's armor -1 AC so it doesn't overshadow the medium armor class from that part on. Maybe a few more. But I liked these changes in order to have less of these "awesome weapon that obsoletes 90% of this type that I'll find for the rest of the game" kind of things so early on.

    • @zobizobstudio
      @zobizobstudio  6 วันที่ผ่านมา

      You are absolutely right. I was thinking about doing a more Hardcore version aside with way less loot. I'd like to keep the basic weapons drop (using a mod to select my own feat at the start, so i need a basic weapon of any type asap), cut the lightsabers and few grenades, reduce the loot on the security crate (i'd keep it still because it's cool to see skills rewarded at some point).
      I keep this mod as a standalone for now, but i intend on revising the entire game encounters and items. So ye, for instance the prototype vibroblade would deal ion dmg + bonus dmg vs droid and is given on Taris. But anyway, totally see your point and it was already a concern to me. Especially the light armor thing, they make the sith laughably inaccurate.
      Tho, if you check all my modifications, i added something pretty cool for veteran players : The player character and Trask both can die in the first module (before, you were invincible), and also Trask was made impossible to miss hits, now he can miss his hits properly. Additionaly, the siths no longer wields the "1 damage blaster" they had before, and will deal a d6 damage. Making the whole encounters potentially lethal and more challenging (i wanted the loot to be helpful during these encounters, as you can start with 5 hp as a scoundrel with 8 CON, and even in Easy you can get sniped so easily, not to mention the critical hit chance being there for anyone).
      Pretty longpost but at least you know my pov ^^