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THank you.
Much better than using a cheat mod to just give you max crafting.
Give this mod a try, seriously.
A general crafting skill that allows you all options however suddenly makes it all interesting. You still don't know what you will find, but you know you'll be able to use it. I honestly wouldn't consider this a "cheating" mod. However, as some people said, I would put only crafting bonuses in this, no other kind of stat buff. When you can craft virtually anything, you can rely on something else than brute force.
Next version should include additional classes. Wizard and Warrior craftmasters coming soon!
That said, it is my plan to balance things. In the current version (focusing on rogues), you will see that stats are far, far less common. The crafting stats are more or less spread out over the whole tree, and even though they do eventually reward all the crafting stats that you would normally gain from 4 skills (the mod would be pointless if it did not), you do not receive all the ability stats. The ability stats you do gain are based off of Tinkering (the most "rogue-ish" skill) and you do not gain as much as you would from Tinkering itself. The crafting tools have also been removed; you now only start with tinkering tools. You also have to unlock the other crafts by leveling the skill up.
I will continue to tweak things as needed. Just be aware, this mod is not designed to make the game harder. It is not designed to be 100% balanced. It is designed for fun.
Like i mentioned many times so far, the original release of this mod was not finished. The skill assignment was done for testing purposes, not for making a balanced, finished game. I put it up here on Steam Workshop simply because i had never used Steam Workshop, and decided to try it. From the beginning, i have known that this mod was "cheating", however i figured people might find it fun so i threw it up here. Also, the reason you gain so many stats right off the bat was because i was tired of going into the dev mode to cheat to test things out. Starting out with a few points in the skills let me jump in, tinker with things, and jump out very quickly.
~Unsure of that also pms you, somehow like yours did me. No actual reply option that I could locate
The issue I have with the current version is largely that, as is, you start with +8 skill points, 2 of each. This, obviously, is massively higher than any of the other skills. More importantly, at looking at the normal crafting skills, they give you +1 to the crafting skill. Basically, this is more powerful, as a single skill, than all four of those put together. Which is a serious balance problem. That could be forgiven if not for the fact you also added in all the extra bonuses as well.
Ok, i see what you mean now. Makes more sense. And it's already been done. :P
I have significantly changed the way you gain skills. It is now far more spread out, and focused on the back half of the skill tree. You'll see it up soon.
Also, stat gains have been normalized. Each class of craftmaster will award a small number of class-specific stat gains. The total of gains is quite small (undetermined as of now, but i'm looking at a total of 4 points so far).
As for nerfing stats until you get nothing. Well, that is clearly not the case. You get four stats per level, which is more than you get from any of the existing crafting skills. Sure, it doesn't give you innate stats, but that is a minor concern. It is a single skill that gives you a MASSIVE bonus to crafting. It doesn't need anything else. Worst case, you delay upgrading it until later in the game.
I sacrifice the innate stat bonuses for the ability to do all crafting in the game. That, itself, is debatably godlike. I can't see why you wouldn't think that a good idea. If you want the stat bonses, use the pre-existing, specilized skills. If you want the crafting specifically, that is what I see in it.
The half-skill gain is not going to stop at half the maximum skill. It will go all the way to the maximum, and at such a point, you will have invested around twice as many points as normal into it.
As for +1 per level, well, you set the level limit to the absolute maximum level of any crafting skill. Then, just stop increasing the other skills. Still should work fine.
Thanks, I would like that!
Also for your comment to Corwin... Amen! That's why I ditch any skills that turn out to be overpowered, like Nephilim. It just ruins the rest of the game since I can just use the same two skills over and over again. Nah, I wanna work my way up!
As i've said before, i know this mod is technically cheating. I know that having all the crafting skills gives many bonuses throughout any run-through. But my goal is to keep it on the right side of the fine line that seperates outright god-mode-cheating (boring) with having a unique twist on the rules, while keeping the core game intact (fun). Anyone can throw up a mod that gives you a super skill that boosts all stats by 10 each level. But by the time you reach dungeon level 3, are one-shotting every monster, and can heal yourself instantly at any time in a turn based game... you start to wonder why you're even bothering. I do think that playing through the dungeon, searching every nook and cranny for every material, hording it all up and spending a good hour or two putting it all together sounds like a lot of fun though. That's the goal.
As far as making a skill that only awards half of the skill points you would normally get, i could see the point in a "hardcore" game, but this mod is not designed to make your game more difficult. I highly doubt many people out there would ever pick a skill that would only give you the ability to craft the bottom half of the craftable objects - especially when the skill right next to it awards the full number of points. By the time you reached dungeon level 7, everything you could create on the list would be obsolete aside from consumables, and since it doesn't raise stats at all (or at least not by much), you'd be <i> really </i> handicapping yourself.
I'll end up with a greater variety of objects, but not a whole set of uber armor by dungeon level 6 or something along those lines. Starting items will be removed at some point soon - each class will start with one or two (leaning towards one right now) of the required crafting objects (anvil, tinker tools, etc), but the others will need to be found in the dungeon. This will likely be one of my last touches though - as testing becomes a real pain when you're running around trying to find an item just to use the skill you just tweaked. :P
However i do not plan on creating a version that does not increase stats at all. I have already commented on this topic - i do not feel that the ability to craft something merits nerfing stats to the point that you gain nothing. The ability to craft something is not the same as actually crafting it - and due to the rarity of most materials, most games will not provide enough mats to actually make everything you would like to. From all of the tests i have ran so far, i have yet to get a game where i actually ended up creating a significant number of objects when compared to a game using one or 2 crafting skills.
The skill is currently set up to give one or 2 points per level, mainly because some crafting skills get more points than others (tinkering mainly). In an attempt to keep them rising at about the same level, i have them go up by 2 points twice in the skill tree. I was not happy with that either - but my goal was to get it working and then worry about balancing. I have already made adjustments to the skill gains - you will see it in the next released version. I think you'll like the changes i made there - so check back this weekend after i have time to post the update.
I am not planning on leaving the "test" skill in there, with the extra stat boosts, for the final release. However, for my next release i am going to leave it in for compatibility reasons so it won't be going away soon. If you would like me to email you the zip containing the mod in a form that contains the "test" version, i would have no problem with that. PM me.
I understand the concern for balance, and most people would love the splintering skills, but will you keep this all-in-one including stats skill available, too? Or at least give me a .zip of it. I've been favoring a specialized skillset that's... unfortunately largely lacking in stat boosts, and this skill- along with the crafting- helps compensate for that weak spot, so I'd love to keep it if the new skills are nerfed or scatters the stats too much for me.
Above all, i want it to be fun to play with. I would rather have it slightly unbalanced but fun, then balanced perfect yet make the user feel penalized the whole time.
But thanks for pointing out the lonely mod and laughing.