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However do keep in mind that theme will be maintained, but I cannot promise balance will be maintained when using mod's belonging to other editors, it's entirely at the host's discretion. however, if you have any balance suggestions regarding that specific mod compatibility, I might just create a discussion for it.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=805637556&searchtext=expanded
The link should be correct now. The author told me this one was designed especially for single player into DST to help a bit about Chess Pieces bosses, but sounds good to expand Zack kit without making him too OP.
Want to bring him as the true and only Nightmare Lord. ;)
Just came from work so i'll go to sleep in a bit and after i get my other things done i'll try to post some config option ideas.
I'd personally love to have a conversation on this in the future as it sounds like an excellent topic towards game design as a whole. Since I do feel like the way don't starve was balanced is a very graceful way, but yes it does come around to personal taste.
At any rate, I'm not against configuration options, but seeing as how I'm pro-vanilla it's hard for me to think of what people want so suggestions towards it are most appreciated.
I guess this all boils down to personal taste. IMHO i think Klei has done a horrible job at the game so far on every single aspect there possibly exists, from gameplay to coding. Of course there are people who agree and disagree with me, as it is with everything else in this world. If there would be no mod support, the game would be long dead. This is why i felt the game needed a complete overhaul and things that could be modified should be modified.
By adding config options to as many things you can imagine in your mod, you are ruling out any possible unbalancing scenarios. Yes, if you use Wilson stats as base and going from there, you are, in a way, eliminating some balance issues, but a lot more still exists (recipe ingredients for custom items to name one). For example you can take a look at TF2 Soldier mod and few others, very nice config options got added to it after i talked to the author, enough to make the mod very flexible for heavily modded servers.
Which is why I was surprised that it would be "unbalanced" on a modded server, would getting access to his nightmare equipment easier/harder have made him unusable? Would his wilson stat pool make him too weak/strong?
I could even tie his stats directly to a global (Like wilson's stats for example) so that mod's could adjust it indirectly on the fly.
Which is sort of the reason why I mostly designed my characters to be on par with the vanilla cast, not only is it the easiest scenario to balance for, but it's also got the playtesting of the entire community + the developers who are working on the game. If I were to take into account every possible mod combination the workshop had to offer, I'd be at this forever. And I actually have other characters I'm working on. Which is why it's easier to just create config settings on demand, as I won't really know what people would want.
Some mod's also trivialize other features (Like eel being fishable on surface, tungsten making flint worthless) or create artificial difficulty changes (buffing enemy health = takes more hits or buffing enemy damage = players have less health)
Currently i'm working and i have 1 other project that needs to be finished, but after that, i can post the stat suggestions etc.
How is this unbalanced on any seriously modded server?
The original cast does not necessarily need to be modified in order to unbalance things. The environment and default game mechanics are the ones that are heavily modified. By that, i mean altered recipes, various resources are more or less available in the world depending on the server, new recipes introduced etc. That said, the items that are introduced by this mod can either be very easily crafted, or it would be very hard to craft them.
Hope this gave you some sort of an idea how things can be unbalanced when servers are modified.
But also I have to ask out of curiousity, how on earth would this mod be unbalanced on "any seriously modded server"? I tried to keep this character balanced alongside the original cast, so for him to be unbalanced on a modded server, then the server would have to be modifying the original cast as well.
Can you please add more config values for the characters HP, Sanity, Hunger. Also config values for custom item crafting recipes, the ingredients and amount of them used etc. Damage done by weapons should be configurable, armor values configurable etc. Currently This mod only fits in vanilla game at best. On any seriously modded server this mod can't be used as it is unbalanced. Adding config values is not hard at all, if needed take the code from my Craftable Gears mod and use that. A good example of a mod that can be fully configured is Archery mod, perfect example.
Would like to use this character in my server, but currently i can't. Anyway thanks in advance.
In terms of "Game Breaking" first off, it doesn't break the game, I tested it to make sure it works. Second, it won't ruin your game either, it will be more exciting once one of your players actually manages to craft it. It's really expensive, and with good reason, by the time you have it, pretty much everyone should already be wearing full nightmare gear, so it's on par with those but with a hidden risk involved. Beware.
But please, let me know any feedback you have once you've checked it out.
The crown was designed in a way to encourage teamplay with other people, and unstable nightmare fuel was to encourage Zack to actually get into the fight, rather than having other people fight for you until you get good equipment.
The "normal" fuel can still be used to make a dark sword and nightmare armor which do not suffer any penalties when he wears it. However the bonus's to the dark sword was nerfed because killing terrorbeaks in 2 strikes of the dark sword felt extremely underwhelming considering those are actually supposed to be a problem.
These adjustments were made because I felt the character's strength was starting to eclipse the original cast, especially considering his nightmare staff has incredible potential once it's made.
Yes, that is all fine. The main problem in my server with this mod is that the server is heavily modded and everything is tweaked, including different armor HP and DEF values with weapon DMG etc. If i add a new mod (this one for example) i need some sort of configuration options to better balance it for my server.
Anyway you can re-balance your mod, add configuration values and simply use it with default values yourself and for servers which need better balancing, can tweak the mod a bit, both worlds happy.
I like the mod, it seems a really nice addition to my server!
Perhaps I'll add customization in a later update but if you have any suggestions for rebalancing the character feel free to offer feedback.
Right now I'm mostly trying to tweak the numbers myself based on my personal playtesting experience.
Can you perhaps add some configuration options to the mod to better balance this character for different servers? By configuration options i mean the custom armor HP and DEF values, Weapon damages etc?
I'm glad to hear that goal is being achieved.
That'd be amazing. I've chosen him as my representative in a few servers. He's got a great feel to him overall. Feels right at home along side the original cast in my honest opinion.