Essential Core Skills Rebalance II: Electric Bungalow

Discussion in 'Mod Releases' started by Essence, Dec 21, 2012.

  1. Essence

    Essence Will Mod for Digglebucks

    Thanks for the feetback, Leot! I'll playtest it a little and see if I get the same results. It may well need to be toned down again. :) I have to admit, I forgot that they layer on top of one another. That's a bit disconcerting.
     
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  2. Having difficulty with the mod - installed it according to instructions, and now just getting an eternal black screen when I load up Dredmor. Currently using Mac OS X, accessing Dredmor through Steam. Please advise.
     
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  3. Essence

    Essence Will Mod for Digglebucks

    Have Steam verify the game cache and try again. If you get the same issue, let me know.
     
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  4. Slightly different error - I can now play, but the rebalance isn't loading. As far as I can tell, the skillDB and spellDB are still where they should be. Any advice?
     
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  5. Essence

    Essence Will Mod for Digglebucks

    Sorry, by 'try again' I meant do the whole 'unzip the ECSRII file' again after you verified the game cache.
     
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  6. Kaja Rainbow

    Kaja Rainbow Member

    A bunch of cool ideas, but it occurred to me that Magic Training's Master Spell potentially has the same problem Killing Blow did: you can do things that use haywire and magic power without it expiring. I'm thinking in particular of wands and missile weapons that scale off magic power. Maybe gish builds that focus on magic-based procs on attacks. Plus a lot of things use haywire even if they don't use magic power. Making it expire on all those things, though, might severely diminish its usability. At least the things that use up the Killing Blow effect generally benefit from it.

    By the way, is that Master Spell a reference to the Master of Magic game? If so, awesome. I used to invest a lot of time into that game.
     
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  7. Vitellozzo

    Vitellozzo Member

    I think that weapon skills need some flavor text in the skill selection screen. Since, yeah, swords were always the loved one, while daggers and polearms took advantage of being younger.
     
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  8. Arron Syaoran

    Arron Syaoran Member

    About the Weapons skills: Not enough EDR, could use some more proc effects. IDK if you've changed this since you posted that link.
     
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  9. Vitellozzo

    Vitellozzo Member

    How many procs, since those changes?
    Where do you think it misses EDR?
    Because I don't see those lacks.
     
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  10. Arron Syaoran

    Arron Syaoran Member

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  11. Vitellozzo

    Vitellozzo Member

    Yep, he made many changes after those times.
    I think I can recall his changes, but I'll do this when I'll have more time, ^^
     
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  12. Arron Syaoran

    Arron Syaoran Member

    Apparently the changes must be hidden somewhere not on the first page.
     
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  13. Vitellozzo

    Vitellozzo Member

    The descriptions need a little update.
     
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  14. Leot

    Leot Member

    Was the +40 xp whenever I use the Rogue Scientist gas canister skill intentional?
     
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  15. Arron Syaoran

    Arron Syaoran Member

    If it's a bug, then it's probably because the canister itself counts as a mob/entity.
     
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  16. Leot

    Leot Member

    No, I understand that, but if it is given an experience value than it probably also procs on death effects as well.
     
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  17. Leot

    Leot Member

    I have played many builds at this point using this mod and I must say: fantastic all around. All my old builds are new and fresh and require new strategies.

    I message to say that the -20 Accuracy from dual wield is very very harsh at the beginning, requiring so many levels into it before you are even at a positive value. If the -20 could be reduced to -15 this would help make it more viable early game than. It is very frustrating to be swashbuckling crows and not hit them once when I am level 3 and they are... well.... crows.

    As it is the skill now requires you to devote the first few levels to it, but the skill itself doesn't add the needed oomph the first few levels need in order to survive.
     
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  18. Recently, I've noticed that Unarmed's first skill no longer gives the Bully Stance buff, although its still in the skill description. It used to do this, and I haven't reinstalled the mod or anything since then. I can only think that the recent Dredmor patch is to blame.
    Also, there are several things in the mod that I haven't seen mentioned in the thread. For instance, most of the weapon skills are different to what is advertised, and the changelist in the OP doesn't mention anything to do with them. Solar Inscription isn't working as advertised, either- the mine is one-time use and does not give monsters a buff. Also, burn effects still exist rather than triggering On Fire. Is this just because of the recent patch? Is there anything I can do about it?
     
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  19. Update: I reinstalled the mod, it's all working fine now. I have no idea what the problem was, but it seems to be fixed now. Oh well!
     
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  20. Hey guys, I'd love to give this mod a try - looks like amazing work, Essence - I'm just wondering, since I have to swap files out, how it sits with 1.14? Will I lose things the patch added, or has this been being updated alongside all the betas etc?
     
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