STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

Power Cost Correction (for TSLRCM)
11 Comments
spaceninja80 10 May, 2023 @ 10:25am 
I just want enemies to have more hp so when powers hit I can wail on em a bit instead of them dropping immediately
UrdnotWes 19 Dec, 2022 @ 10:08am 
Why would I want my powers to cost MORE?
SneakyIrishman 9 Feb, 2020 @ 10:15pm 
Is this included in TSLRM or do we have to find every update on Steam Workshop because it looks like TSLRCM hasn't been updated in over a few years.
OldMemes.biz 17 Dec, 2019 @ 2:46pm 
I see where they were going with this, however, I think the "some force powers costing a little less at higher ranks" thing was intentional, to reflect that as your Force user becomes more knowledgeable in the Force not only does his powers become more effective but they become easier to use, which in the game is represented by a reduction in cost. I agree it was never a discrepancy, however the mod dev is going with the old school "more powerful = higher cost" mindset which is very typical.
Ouranos 4 Nov, 2018 @ 8:01am 
Unless that was intended? I don't consider that a discrepancy at all.
SkipSandwichDX 20 Aug, 2018 @ 10:34pm 
stronger magic means more mp cost so nah
OrangeFluid 6 May, 2018 @ 4:31pm 
I am just saying, wouldn't if you mastered something it cost less FP to use? it makes sense there is a reduction, you have mastered an art and it is less physically demanding to use it now
keegs 12 Sep, 2017 @ 9:51pm 
Why isn't this just included in an update.
Wameme 25 Jul, 2017 @ 11:10am 
This is only for people who want a bit more of a challenge and make some force powers cost more
Torteno 22 Jul, 2017 @ 12:47am 
gues 449 people
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Di(sable)d 13 Jul, 2017 @ 8:26pm 
why would anyone want these powers to cost more cri