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Rivernoodl

Vintarian
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Posts posted by Rivernoodl

  1. On 10/20/2023 at 11:11 AM, RogueRaiden said:

    all of the skills with quality abilities need to have a hard cap on how much bonus they can apply. otherwise players will find ways to exploit it.

    Currently the only known “exploit” I know of is when players spend extra time and resources to batch make stacking food to increase their quality far beyond normal means - but on a multiplayer server, this requires a lot of time and resorces to produce something viable.  I think it would be more fair to allow this but with diminishing returns - although it does seem like it diminishes from my own experimentation - so that players may actually use this as a rewarding way to hone their craft.

  2. Hello,

    I noticed acorn-flax dough doesn't provide any grain satiation when made into pie crust.  Is this intentional?

    Update: I noticed since it's a multiplier, and 1.5x0 is still 0, I wonder if it would be nice to add a bit of grain satiation to that instead of multiplying; otherwise acorn flour is just wasted on making this dough unless it's just baked as bread.  Would love to hear your thoughts on this!

  3. Hello!  Do you think you could make a compatablility patch for Extended Crafts?  There is a recipie that turns one acorn into 32 leaves.  Is there a way to adjust that recipie when the mod is present to better reflect the modified acorn drop rate?  Like maybe only 1-2 leaves per acorn?

  4. hello @Xandu!

    A friend and I recently optimized the settings for the ClassEXPModifier portion of the XSkills config files.  I think they are very balanced and gives each class a unique feel from one another, cuts out old legacy classes no longer supported by the base game and even adds support for the most popular class mod, More Classes (and by extension, Division of Labor.)

    Right now, Vintage Story does not have the infrastructure to patch mod config files.  As a beginner maker, creating a custom string of code is beyond me.  But I had an idea: what if I share my balancing chart and a copy of the config settings and let you implement these settings into the default config files instead?

    I think the community as a whole would appreciate it.

    Here is an image of the chart I created, and a link to the chart itself here: https://docs.google.com/spreadsheets/d/1YYKSlqOh-RdGu2wfAzIn2I1kxOOWA99y6mPbEOTbngE/edit?usp=sharing
    image.thumb.png.9423e9b5733f17dfe313f0348f567078.png

    And below is a .zip folder containing the edited values and additional entries.
    (please note that exp related skills were doubled to bring them in line with class bonuses.)
    XLeveling.zip

    Some notes to explain the balancing:
     

    Spoiler

    -Class bonuses were balanced in 6 ways: Overall Bonus by class, Bonus extremism by class (severity,) Balance of +/- bonuses by class, Balance of +/- bonuses by skill, Overall bonuses by skill, and Bonus extremism by skill (severity.)
     -Vertically, characters were balanced to be twice as severe as the commoner, only have a 20% positive overall score, and tried to have a more even spread of positive and negative bonuses (see below for info on Alchemist and Squire.)
    -Horizontally, Skills across the board were balanced to have a more fair spread of positives and negatives than before, taking what each class does in consideration. Fun fact: Before rebalancing, only Blackguard and Hunter held any viable combat bonuses.  Now, all gatherer types (excluding Malefactor) have an affinity for violence.
    -Alchemist class and Squire classes were not given any class bonuses in the current iteration of the Division of Labor Mod, so the multipliers were increased to be in line with the Commoner.  This will, for the time being, make them viable options for players who use the Division of Labor mod to add more classes into the game (until they get their unique bonuses, which then should be rebalanced to be 20% overall and 200% severe.)
    -This particular spread of class exp bonuses are based on 3 categories of classes: Gatherers (go into the wilderness, fight off the fauna and come back with resources,) Craftsmen (Trades fighting ability for the ability to craft better things, like the Blacksmith, Tailor and Cook) and Supporters (Is able to support other classes with their unique sets of skills, like the Farmer, Alchemist and Squire)
    -Each skill multiplier generally maxes out at +-30% bonus, except as stated below.
    -Each skill has one class that is better at it than all the others by a decent margin.  The inverse is true for a few skills as well.  they get an additional 10% beyond the maximum bonus to show this. (Due to Alchemist's and Squire's boost, they get +20% instead.)

    Thank you so much for taking the time to read this.  I do hope you'll consider implementing this into your mod.

  5. Hi there!

    I wanted to let you know that the guide in game is currently broken.  Instead of getting text, we just get the filenames.  I heard that the guide may have been removed intentionally, but it would be nice to be able to confirm it here.  Is there another place I can go to look up how the alchemy mod works?

  6. I recently made some really well balanced config settings for a mod that adds support for some modded classes (XSkills is the mod in question; it adds support for division of labor / Extra classes and rebalances the bonuses)  How feasible would it be to make a patch mod that makes these settings more easily accessible to everyone?  I'm not sure how I would even path it (as it's a config file in the %Appdata% folder;) I could use some advice to help get me started.

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