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DAO难度增强MOD V2.0 [复制链接]

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发表于 2009-11-16 14:46:27 |只看该作者 |倒序浏览
安装方法:将压缩文件解压至“我的文档/bioware/dragon age/packages/core/override”
补丁说明:
1.使用补丁后,Hard难度与原版的nightmare难度一致(推荐使用hard难度)
2.nightmare的难度将会显著提高
3.魔法药剂,治疗药剂和疗伤包将不能再使用

4.提高电脑AI:敌人会更频繁使用强力技能
5.所有敌人将会获得初始35%的所有抗性
6.法术的需求已经被调整为基于等级的需求(Requirements for spells have been changed to a level based requirement)
7.较大地调整了所有技能的魔法值消耗和法师的魔法池
(the mana pool of a mage )
8.移除了一些法术
9.降低了治疗法术效果,并且延长了治疗法术的冷却时间
10. 精神医者专精的净化光环(cleasing aura)和法师的魔法武器技能(flame/frost weapon等)只有在施法者的魔法值大于330才能激活
11.玩家不会通过升级来获得生命值,体力值,伤害和防御
12.每个角色初始25个战术指令栏
13.游荡者(rogue)每级能获得1点天赋(skill), 战士每2级获得1点天赋, 而法师每3级获得1点
14.所有变形法术不在需要施法准备时间
Installation instructions:
Simply download all files into your “documents/bioware/dragon age/packages/core/override” directory

Hard* difficulty is now the same as Bioware’s nightmare difficulty (*Playing on hard is recommended)
Nightmare difficulty is significantly more difficult
Lyrium potions, health poutices, and injury kits are not useable
AI improvement: enemies will use powerful abilities more often
All enemies have an innate 35% resistance to all spells
Requirements for spells have been changed to a level based requirement
The mana cost and cooldown of all spells and the mana pool of a mage has been significantly altered
Some spells have been removed (they can be skipped while leveling up that tree)
Heals are much less effective and have long cooldowns ( biggest change from pre-2.0)
Cleansing aura and magic weapons (flame, etc.) can now only be turned on when a mage has >330 mana
Players no longer gain small amounts of health, stamina, damage, or defense upon leveling
25 tactic slots per character
Rogues gain a skill (not talent) every level, warriors every 2nd level, mages every 3rd level
All shapeshifting is done immediately

As a note, it is recommended to play with the dagger hot fix until bioware official patches it. You can find that fix here:
http://dragonage.gulbsoft.org/lib/exe/fetch.php/hotfix/dexterity_fixes3.zip


Explanation of changes for v2.0

“Hard difficulty is now the same as Bioware’s nightmare difficulty
Nightmare difficulty is significantly more difficult”
Why?
Bioware’s version had little difference between normal, hard and nightmare. Players who wished to deviate in difficulty from normal had very little success in doing so. This mod makes it so that difference is drastic so players can find and play at the difficulty they choose to do so. Casual in this version is still quite easy and nightmare is now significantly more difficult (passable? I’m not sure).

“Lyrium, health poutices, and injury kits are not useable”
Why?
I have always disliked potions in games. If I went into a battle with 100 potions that healed for 50hp each it is almost the same as going into the battle with 5000 more health. I have fought battles in DA:O where I could just sit there and solo a hard boss by constantly guzzling potions. Bioware did an OK job by giving potions a small cooldown but overall they are still pretty lame. Besides, drinking a potion in the middle of a sword fight is a little ridiculous – the only reason it is accepted is because it has been propagated by previous games. Now when you go into battle you can really feel the difference a ‘tough’ warrior makes as their life is sometimes all they have. Additionally injury kits have been removed as there previously was no points to injuries when they were around. It was very easy to have 99 of these and anytime an injury occurred it was immediately removed. With the injury kits around, injuries were more of an annoyance of having to click the injuries off instead of anything else.

“AI improvement: enemies will use powerful abilities more often”
Why?
This is an effective way to make the game more challenging and at the same time improve gameplay. Spells often involve strategies to counter or react to their effects. Enemies using spells in more ideal circumstances will make the players feel like they are fighting smarter, and more challenging monsters.

“All enemies have an innate 35% resistance to all spells
Requirements for spells have been changed to a level based requirement
The mana cost and cooldown of all spells and the mana pool of a mage has been significantly altered
Some spells have been removed (they can be skipped while leveling up that tree)
Heals are much less effective and have long cooldowns ( biggest change from pre-2.0)”
Why?
Mages are quite powerful. Infact, the most powerful parties in Bioware’s version of DA:O is 3 or 4 mage parties. Their ability to disable and damage enemies as well as heal allies make them significantly more powerful and imbalanced. Using them makes the game too easy and not using them could make the game too hard. These changes are to create a more balanced class structure between the warrior, rogue and mage. Addtionally, even with a magic resistance boost there are some spell that could be arguable abused to win many battles in an unintended or ridiculous manner (e.g. forcefield on your tank after he taunts). Thus, all spells were altered in terms of mana cost and the mages mana pool was significantly raised. The mana pool was raised along with the mana costs so that increases in willpower had less effect on the spells (since the spell cost was the main balance used to control the spells as spell effects was much more difficult, and sometimes impossible to alter). Heals were nerfed because they were so powerful it was difficult to balance mages without a nerf.

“Cleansing aura and magic weapons (flame, etc.) can now only be turned on when a mage has >330 mana”
Why?
This is so players do not wait until they have blown all their mana before turning these on. The resulting gameplay is one of ‘quickly use my mana so I can turn these on’ due to efficiency. That gameplay is not ideal; so to align enjoyment with efficiency this change was inacted.

“Players no longer gain small amounts of health, stamina, damage, or defense upon leveling”
Why?
In Bioware’s version of the game it goes from hard to easy as you progress through the levels. This is not ideal for those who want a challenge as they often find it off the bat only to be disappointed through the rest of the game. This change is to make the characters stronger off the bat and then gain less as the game goes on. It should make the game maintain a more consistent level of difficulty instead of progressively getting easier. The mana alteration on the mage should have a similar effect.

“25 tactic slots per character”
Why?
This change is to allow players to improve the AI of their allies to help automate a lot of their functionality. This gives players more control and prevents the players from having to micro manage as much if they so wish. For some players this will increase their enjoyment of the game. For others it should have almost no effect.

“Rogues gain a skill (not talent) every level, warriors every 2nd level, mages every 3rd level”
Why?
Simply rogues could use a lot more skills than the other classes and warriors could use more than mages. Mages need almost none. This just distributes those skills a little more appropriately

“All shapeshifting is done immediately (instead of requiring a cast time)”
Why?
Just because shapeshifting sucks so bad this should hopefully make it a little stronger.


[ 本帖最后由 fengzhe19 于 2009-11-16 16:33 编辑 ]
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沙发
发表于 2009-11-16 15:17:35 |只看该作者
这个难度mod没什么意思。。。。。
不过仅仅几十k的大小也很难要求什么。。。。。

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板凳
发表于 2009-11-16 15:18:36 |只看该作者
原帖由 zeloos 于 2009-11-16 15:00 发表


玩噩梦的都知道。。。BOSS全部风筝+血瓶顶。。。

这个难度无非就是叫我们多放一段时间风筝,多啃几瓶血而已。。。

不能喝血………………………………………………


不过我基本也没怎么喝,但是如果把我几个中意的技能调了,难度的确会加大

主要是医疗法术被削弱了,估计我主角作用就被削弱了不少

晚上下来试试看

[ 本帖最后由 hinco 于 2009-11-16 15:20 编辑 ]
完美的性爱需要
牧师的温柔体贴
德鲁伊的自然和谐
吟游诗人的热情奔放
让前方战士MM的高潮来得更猛烈些吧!

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地板
发表于 2009-11-16 15:56:41 |只看该作者
Nighmare 难度 不能嗑药?? 那主角不是法师前期怎么撑到Wynm 出来= =

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5#
发表于 2009-11-16 16:15:51 |只看该作者
怀疑出这个MOD的人自己有没有测试过。。。。。。

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6#
发表于 2009-11-16 16:20:12 |只看该作者

我一直认为这个作者和魔法师有仇````````
虽然我也承认魔法师的技能很多太强大 几乎是BUG```
比如心灵立场技能``
堪称无敌立场 还有无限冰锥

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7#
发表于 2009-11-16 16:23:00 |只看该作者
这MOD说白了就是要求不喝药+无伤+不耍赖过,战术要求掐的很紧,该风筝就要风筝,法师没用了,最有用的是盗贼+陷阱+手雷

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8#
发表于 2009-11-16 16:27:40 |只看该作者
法师3级一点天赋………………还没看到这个,这样真的是够呛啊,不吃书的话25级也才10个魔法………………那搞屁啊……………………最后全是陷阱流?……………………那也和作弊没啥两样了
完美的性爱需要
牧师的温柔体贴
德鲁伊的自然和谐
吟游诗人的热情奔放
让前方战士MM的高潮来得更猛烈些吧!

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9#
发表于 2009-11-16 16:30:41 |只看该作者
我刚才自己用了这个MOD试了下, 感觉施法耗蓝太夸张了, 不知道是不是因为我用的是旧的存档缘故, 我的M法师蓝都不够开冰霜武器, 暴风雪也没蓝释放, 近战职业的体力消耗倒是和以前差别不大

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10#
发表于 2009-11-16 16:32:50 |只看该作者
技能SKILL不是魔法SPELL, 法师每3级可以获得一点比如草药学, 陷阱这种技能, 这个我觉得还比较合理

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11#
发表于 2009-11-16 16:34:46 |只看该作者
这个作者和法师有仇...再次鉴定完毕....

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12#
发表于 2009-11-16 16:37:06 |只看该作者
耗蓝是很夸张的,我原来准备战士+盗贼+双法过,但目前改变战术了..法师控场能力太差,魔法抵抗又高,现在考虑战士+2盗贼+一法组合了

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13#
发表于 2009-11-16 16:43:36 |只看该作者
原帖由 fengzhe19 于 2009-11-16 16:32 发表
技能SKILL不是魔法SPELL, 法师每3级可以获得一点比如草药学, 陷阱这种技能, 这个我觉得还比较合理

哦,他说天赋我就以为是Talent了,那还算好,每场战斗都选好位置的话应该还是可以应付,难估计主要难在那些交谈直接开展的战斗里
至于Nightmare前期喝血问题,其实只要引怪好,前期战士和盗贼主角真的有可能不喝血瓶(Wild有一个怪多的营地,其实可以通过绕后引怪,让每次纸面对1-2名怪),而塔上点火的战斗基本也可以靠引怪技巧将怪限制在3个以内,这样就有可能做到不喝血瓶
完美的性爱需要
牧师的温柔体贴
德鲁伊的自然和谐
吟游诗人的热情奔放
让前方战士MM的高潮来得更猛烈些吧!

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14#
发表于 2009-11-16 16:47:51 |只看该作者
要控制难度,太多方法,故意削弱玩家根本就是不可取的。游戏乐趣就在于丰富多变的战术,觉得法术逆天的把敌人强化,尤其尽量强化其ai才是正途。像这个mod这样故意跟法师找茬,不给喝药水,干脆改成只能solo算了,不是更有挑战,还组什么队啊。

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15#
发表于 2009-11-16 16:50:49 |只看该作者
原帖由 slamz 于 2009-11-16 16:47 发表
要控制难度,太多方法,故意削弱玩家根本就是不可取的。游戏乐趣就在于丰富多变的战术,觉得法术逆天的把敌人强化,尤其尽量强化其ai才是正途。像这个mod这样故意跟法师找茬,不给喝药水,干脆改成只能solo算了,不是更有挑战,还组 ...

不给喝药水其实不算什么挑战,本来就可以做到的,魔法消耗增加、医疗法术削弱导致法师能力大幅度削弱才是………………
完美的性爱需要
牧师的温柔体贴
德鲁伊的自然和谐
吟游诗人的热情奔放
让前方战士MM的高潮来得更猛烈些吧!

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16#
发表于 2009-11-16 16:59:13 |只看该作者
玩家削弱得多,怪也增强得多,没盾墙的战士被ogre卯上,可以一直晕你到死

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17#
发表于 2009-11-16 17:25:57 |只看该作者
其实如果可以的话,我只想要:
4.提高电脑AI:敌人会更频繁使用强力技能
最好再加上:
敌人会无限喝血瓶补蓝瓶,那就更爽了................

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18#
发表于 2009-11-16 17:58:37 |只看该作者

很想知道是不是老外都不玩法师的
也没人说作者吗
感觉作者和法师有这莫大的仇恨!!!
感觉作者就是圣堂骑士!!!!!

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19#
发表于 2009-11-16 18:17:31 |只看该作者
原帖由 slamz 于 2009-11-16 16:47 发表
要控制难度,太多方法,故意削弱玩家根本就是不可取的。游戏乐趣就在于丰富多变的战术,觉得法术逆天的把敌人强化,尤其尽量强化其ai才是正途。像这个mod这样故意跟法师找茬,不给喝药水,干脆改成只能solo算了,不是更有挑战,还组 ...


沒錯    這種專牛角尖自我設限很無聊

敵人變多還比較實際

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20#
发表于 2009-11-16 19:04:58 |只看该作者
》》11.玩家不会通过升级来获得生命值,体力值,伤害和防御

還有這個 就是逼人點體質 變相進一步削弱其他技能
別忘了敵人改出了初始全35抗性


TO hinco
前期真的能不喝血?我在玩nightmare難度的city elf 做盜賊
起源任務裡2個人打一個守衛都很難打 主角在背後背刺有一半miss
更何況經常一開門碰上3個守衛 不喝血那個不會升級的臨時隊友頂不住啊

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