Lords of Xulima

Lords of Xulima

Streamlined
23 Comments
疯狂小雪人(·w·)つ 15 Apr, 2022 @ 7:15pm 
技能

- 精准打击:额外精准度显着提升
- 眩晕打击:眩晕持续时间增长从 0.75 降低至 0.5
- 冥想技能获得的PP显着增加
- 学习的技能上限现在是 10,每个技能等级的奖励经验现在是 2%
- 物品评估技能现在显着降低了增加成本


课程

- 探险者现在从已经学会的精确打击技能开始
- 探险者开始时额外获得 1 点能量
- 草药学现在只有 1 个技能等级
- 探险家的非战斗技能现在花费的技能点数显着减少,技能上限也更低
- 所有职业在游戏开始时都会获得少量体质提升(+3)
- 法师现在在 23 级学习能量吸收,技能上限现在为 10
- 降低法师的学习技能点成本
疯狂小雪人(·w·)つ 15 Apr, 2022 @ 7:15pm 
平衡

- 降低最简单难度的 HP 提升
- 法力药水现在显着恢复更多法力
- 战锤和连枷的眩晕时间略有减少
- 一些武器现在有 0% 的致命失败率(主要是单手武器)
- 盾牌提供稍微多一点的保护
- “万无一失”的附魔现在也可以小幅提升攻击精度
- 增加经验的附魔被移除并替换为不太强大的附魔
- 仅增加 1 或 2 个属性的附魔已得到改进


条件

- 年轻的被诅咒猎犬不再造成诅咒
- 镇上牧师的治疗条件明显便宜(不适用于铁杆和铁人)
- 固化条件显着降低的消耗品价格


邂逅

- 显着减少整个游戏中的随机敌人遭遇
- 大而固定的蘑菇现在提供的经验显着减少
- Nengorth 士兵的大型部队规模已缩小


打开东西

- 减少从士兵那里获得的经验
- 调整价格比例?
- 小偷的小增益
- 改变法师技能的法力消耗
mythmaker 4 May, 2019 @ 2:10pm 
Gotta be better than getting my ass kicked repeatedly by two pelicans.
kostafunksoul 3 Mar, 2017 @ 6:19am 
sorry im new how to install the mod?
DeadFish 30 Dec, 2016 @ 8:07am 
。。。。。。。。。。
Wilfogn 22 Oct, 2016 @ 8:50am 
Thanks, I was about to stop playing the game due to some of these frustrations but I think with this mod it is worth another shot!
wind821 3 Jan, 2016 @ 4:17pm 
come on
Valadurs Erbe  [author] 29 Nov, 2015 @ 9:56am 
@PrHasenfuss:

Looking into the summoner issue, it looks like progression of the summons is strictly linear. Boosting the summons in the endgame would mean that they would enjoy an even stronger boost in the early game.

I had an idea but it would require the creation of new skills, which is not possible in the current build of the editor. I would like to give the Summoner copies of the passive booster skills, available at higher level. This would help him stay relevant at higher levels.
Valadurs Erbe  [author] 29 Nov, 2015 @ 9:48am 
Hi brodivh,

as far as I understand, switching it on and off should work. However, learned skills, skill levels and attributes will not change retrospectively. This means if you paid 2 skill points to increase a skill level, you will not get the points back when you change to a mod where the skill is cheaper.

I don´t know what happens with the number of random encounters. I suppose they are saved as soon as you enter an area the first time. So if you change to a mod with lower encounter numbers, it will not apply to already visited areas.
1NE 27 Nov, 2015 @ 6:07am 
6666666666666666
Leveled_up 23 Nov, 2015 @ 6:41am 
Possible to begin the game with the mod on, turn it off after a while, and have things still run smoothly?
SHIFTER 22 Nov, 2015 @ 8:35pm 
потянет
Valadurs Erbe  [author] 21 Nov, 2015 @ 2:09am 
Hi steven.aus,

I fixed the "has fatal effect" buff.

@Windless Bear:
There is currently no possibility to give the player the power to change encounter rate. Also I don´t think random encounters became much rarer. It´s more that they stop earlier because you clear the area faster after less encounters.

@PrHasenfuss:
I have to look closer into that issue.
Windless Bear 18 Nov, 2015 @ 7:06pm 
Hello, I really like the sound of most of this. I'm not sure I agree with the hits to experience, though. If I want to 'complete' an area, random encounters are already annoyingly rare. Maybe add an adjustable option for this?
OrochiSan 17 Nov, 2015 @ 3:04pm 
zxc
PrHasenfuss 17 Nov, 2015 @ 10:10am 
First of all, thanks for the effort you put in to make the mod, a lot of the changes were badly needed in my oppinion.

I was wondering if the mod made Divine Summoners more viable now that total exp has been reduced (less random encounters and reduced learning skill). The main drawback of the class has always been that at level 30 the summons stopped growing while the rest of your party continuously progressed, leaving the summons behind in power.

Do you think the redcuded available exp will significantly lower the level of your party during the mid/endgame and make the gap between the summons and your party members more narrow?

If not, is it possible to adjust the Divine Summoner slightly and make the summons more useful in the 2. half of the game? E.g. increasing the stats of the summons but also the skill cost, or increasing the effect of passive summoning skills to turn them into a viable mid/endgame progression for divine summoners?
JX241 17 Nov, 2015 @ 7:17am 
@Valadurs Erbe Fair enough, thanks for the reply.
Celerity, Executor of Impunity 16 Nov, 2015 @ 2:11pm 
You actually can modify encounter rate on an area by area basis, as well as as a global setting (which could be increased on all difficulties).
Valadurs Erbe  [author] 16 Nov, 2015 @ 2:05pm 
Hello JX241,

with the current state of the editor, adding skills is not possible. Modification of items and skills only allows to change numbers (e.g. amount healed, cost at vendors).

The number of steps between encounters can be changed, but this is a global setting that is only modified by the difficulty you chose. So I have not found a way to add a feature like this.

On the other hand, since the number of encounters in most areas was reduced in the mod, running around in circles until you have cleared all groups is less common. The full clear bonus is now much easier to obtain. Even without such a skill.
JX241 16 Nov, 2015 @ 7:21am 
Is there any chance of adding in an item / skill (possibly Explorer skill) to either greatly increase the encounter rate or guarantee a certain number of encounters in a certain amount of time / steps?

I've seen this idea mentioned before in the forums but, since this is a mod to streamline the game, I feel it would be appropriate to bring it up again.

PS: And yes I understand that this kind of behaviour doesn't necessarily want to be encouraged within the game. However, there are people who are going to want to play the game like this (myself included) so it would be really nice to have something to make it more convenient to do.
K1M 15 Nov, 2015 @ 6:37am 
D:steamhappy:
Valadurs Erbe  [author] 14 Nov, 2015 @ 2:25pm 
Hello Bardo. Unfortunately, I don´t understand you. Are you asking whether there is a refund for already spent skill points when you activate the mod?
If so, I am afraid that the answer is no.
Bardo 13 Nov, 2015 @ 5:13pm 
Una partida salvada es alterada por el mod? qué sucede con los puntos de más en determinadas habilidades afectadas por el mismo, como Learning?