Posted October 08, 2012
My brother and I previously released an insane hardtype romhack for one of the best console RPGs of all time, Final Fantasy 6 (#3 for non-jap). I got him into Arcanum and so now we are modding this game, one of the best computer RPGs of all time.
Our goal is to make combat actually difficult, and equalize the different options available to the player. They can be divided mainly into: mage, melee, tech thrower (bombs), ranged thrower (boomerangs), bows, guns, thief melee. I want each of these to be basically as good at combat as the others, and I want mages and fighter melee to stop being insane.
I've already done a lot over the two days and it is so far already working beautifully.
What I want you all to do is tell us what ideas you have had for Arcanum. Tell us what you would like to see in the game as far as combat goes.
Can't wait to hear what everyone comes up with.
Here's my detailed post at terra-arcanum explaining what's been done so far and some of our plans:
http://terra-arcanum.com/phpBB/viewtopic.php?t=18235
---------------------------------------------------------
As far as what I've done so far in just 2 days:
divided almost every melee weapon dmg by 2 (some more, some not)
tinkered with other overpowered weapons
increased some weapons which were dissappointing late game (vendigroth bore rifle??)
multiplied thrown ranged weapons dmg by 1.5
many of the bad guns damage multiplied by 2
rebalanced armors into AC/DR strata. # is same for AC and DR:
robes 2+2/4/6/8 charm/magic/mystic/arcane
clothing/jackets are 5
leather armors are 10 (+2/4/6/
chainmail are 20 (+2/4/6/
platemail are 30 (+3/6/9/12)
some crafted platemails are 35, elite is 40
helmets are 1 thru 5, magics are 5+1/2/3/4
gloves/gauntlets are 1 thru 5, magics are 4+1/2/3/4
shields are mostly the same, special magics moved up to 30ac to compete and regular magic shields are 30ac +3/6/9/12 AC&DR
monsters hp and damage multiplied by 2 except beginner creatures and mine monsters (hard enough as it is imo).
many monsters made even stronger than x2 (stillwater giant awww yeah)
Spell damage divided by 4 for most spells, last 3 meta magic spells made uncastable 999FT, casting costs reduced to allow for more casting (and thus more fun) early on. Haste/Slow spell effects also reduced, and tempus fugit costs a lot.
There are still some things left to do, but the vast majority of the game is already very changed and playing much much much infinitely better.
Basically it's now just down to figuring out some of the monsters/items/effects which aren't easily changable, and changing some of the more esoteric stuff (like grenade effects, schematic requirements for great items, balancing bows, spells that should get more use like summons and debuffs).
I have a big list of some other ideas too, major ones are:
Giving incredible weight to metal armors to prevent casters from wearing plate and penalize them for wearing gauntlets, helmets, and chainmail.
Notable differentiation between many weapon types, so that you actually use scimitars and short swords and so on.
Reduce scope of items which can backstab (change weapon type data values I imagine), because backstab is entirely rigged.
Notable differentiation between armor types, so that elven chainmail isn't basically the same as chainmail etc.
Speed bonuses to leather armors and small weapons, cha/be/pers bonuses to clothing and jewelry, and more.
High durability on armors and weapons, because it's annoying how it is now.
Swap Divine Magic into the level 1 of the school so you can identify things easy.
Make ammo stacks much higher in shops, because it's annoying.
Make certain monsters really epic (Kerghan, Void, Lichs, Bludgeoners, Paladins in Bangellian Scourge Cave, Voltax, Lethe Wyvern, Ancient Bears, etc.)
Reduce xp gain or increase requirements, because you can get basically max damage potential for heroes around 20 (mage, gunslinger, and melee can all finish maxing important stuff around there).
Our goal is to make combat actually difficult, and equalize the different options available to the player. They can be divided mainly into: mage, melee, tech thrower (bombs), ranged thrower (boomerangs), bows, guns, thief melee. I want each of these to be basically as good at combat as the others, and I want mages and fighter melee to stop being insane.
I've already done a lot over the two days and it is so far already working beautifully.
What I want you all to do is tell us what ideas you have had for Arcanum. Tell us what you would like to see in the game as far as combat goes.
Can't wait to hear what everyone comes up with.
Here's my detailed post at terra-arcanum explaining what's been done so far and some of our plans:
http://terra-arcanum.com/phpBB/viewtopic.php?t=18235
---------------------------------------------------------
As far as what I've done so far in just 2 days:
divided almost every melee weapon dmg by 2 (some more, some not)
tinkered with other overpowered weapons
increased some weapons which were dissappointing late game (vendigroth bore rifle??)
multiplied thrown ranged weapons dmg by 1.5
many of the bad guns damage multiplied by 2
rebalanced armors into AC/DR strata. # is same for AC and DR:
robes 2+2/4/6/8 charm/magic/mystic/arcane
clothing/jackets are 5
leather armors are 10 (+2/4/6/
chainmail are 20 (+2/4/6/
platemail are 30 (+3/6/9/12)
some crafted platemails are 35, elite is 40
helmets are 1 thru 5, magics are 5+1/2/3/4
gloves/gauntlets are 1 thru 5, magics are 4+1/2/3/4
shields are mostly the same, special magics moved up to 30ac to compete and regular magic shields are 30ac +3/6/9/12 AC&DR
monsters hp and damage multiplied by 2 except beginner creatures and mine monsters (hard enough as it is imo).
many monsters made even stronger than x2 (stillwater giant awww yeah)
Spell damage divided by 4 for most spells, last 3 meta magic spells made uncastable 999FT, casting costs reduced to allow for more casting (and thus more fun) early on. Haste/Slow spell effects also reduced, and tempus fugit costs a lot.
There are still some things left to do, but the vast majority of the game is already very changed and playing much much much infinitely better.
Basically it's now just down to figuring out some of the monsters/items/effects which aren't easily changable, and changing some of the more esoteric stuff (like grenade effects, schematic requirements for great items, balancing bows, spells that should get more use like summons and debuffs).
I have a big list of some other ideas too, major ones are:
Giving incredible weight to metal armors to prevent casters from wearing plate and penalize them for wearing gauntlets, helmets, and chainmail.
Notable differentiation between many weapon types, so that you actually use scimitars and short swords and so on.
Reduce scope of items which can backstab (change weapon type data values I imagine), because backstab is entirely rigged.
Notable differentiation between armor types, so that elven chainmail isn't basically the same as chainmail etc.
Speed bonuses to leather armors and small weapons, cha/be/pers bonuses to clothing and jewelry, and more.
High durability on armors and weapons, because it's annoying how it is now.
Swap Divine Magic into the level 1 of the school so you can identify things easy.
Make ammo stacks much higher in shops, because it's annoying.
Make certain monsters really epic (Kerghan, Void, Lichs, Bludgeoners, Paladins in Bangellian Scourge Cave, Voltax, Lethe Wyvern, Ancient Bears, etc.)
Reduce xp gain or increase requirements, because you can get basically max damage potential for heroes around 20 (mage, gunslinger, and melee can all finish maxing important stuff around there).
Post edited October 08, 2012 by ewmarch