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Magiclysm Rebalance: Part 1 #3124
Magiclysm Rebalance: Part 1 #3124
Conversation
... respectfully, I doubt that build should be failing due to me changing something in Magiclysm. |
yeah, seems like overmap error on Lua side. |
So regarding changes to the spells being technomancer, luckily it's not too much to fix:
Oddly, no professions start with those spells and no references to technomancers I could find (like documentation or the trait description) give any mention of a holy theme,. This is probably just Korg haphazardly lumping all item-spawning spells in with technomancy, since several other spells it gets are more thematically appropriate and revolve around conjuring stuff. |
Good, I would have been surprised if it was actually in anything technomancer anyway |
And yeah, looks like it gets a few spells that really ought to be either Magus or classless. Technomancer really is a mess, ngl |
Yep, looks like this is good to go, tweaking JSON comments can always be done whenever. Maybe at some point we'll either think up ideas or see what DDA's added that can be ported without too much screaming at C++... |
Yup, JSON comments are no big deal. And I can definitely take a more comprehensive look at spells and where they are later when I get around to mucking through spell balancing. I only fixed these because I felt them particularly egregious when I realized my Paladin Spellbook had two "Technomancer" spells in them. Not to mention eventually seeing about adding some new spells. |
Aren't demon spider queens supposed to be effectively unkillable using standard weapons though? You had to use anti-tank weapons or magic |
Given its huge health pool, I doubt even those would have scratched it. Especially the magic. Also, if that was truly the intent, then I fundamentally disagree with the idea. It should take a lot to bring down, sure, but not anti TANK munitions |
It's a demon spider queen, so it has an excuse to be magically super tough. My usual approach against them has been to hit them with anti-tank weapons: TOW missiles, Carl Gustav rounds, and 30mm autocannon and 120mm tank rounds from Tankmod. You can even take them out with a .50 cal. That just takes a lot of ammo and attracts a ton of attention, which offers a tactical challenge to the player. I've also taken them out with specialized ramming vehicles equipped with powerful engines, heavy frames, and road rollers. I've also taken them out with magic missile through the wall of the nest, with the help of a mask of insight to see through the wall, which works because magic missile does true damage, piercing all armor. I've also lured the demon spiders (including the queen) out into towns and used them to clear the town of zombies. There are lots of ways to handle and even leverage creatures that cannot be killed through obvious means, but it makes the player think outside the box, you know? |
IIRC the fact that they had that much HP was a typo, and no one corrected it; because of lazyness or giggles i dont know. that and the fact that the lairs arent that good loot wise |
I mean, it's not like it's easy to kill it now. 7 dynamites, 14 shots of .50, or 14 max-level ice spikes are not exactly cheap. Pretty sure its health is still the largest out of anything, especially shipping in-repo. Tis still a challenge, but at least now you can reasonably try and take it down without needing obscene anti-tank weaponry (or a tank itself)
Given all the other laziness / unbalance in Magiclysm, wouldn't surprise me too much if it was somehow a typo that just never got fixed. |
If I recall, I'm fairly certain the original typo was giving it 56000 HP, with 5600 being actually intended (albeit wacky, that's still 600 more than Cata++'s Bio-Weapon Apophis has when he's actually MEANT to be tough as fuck and a major storyline boss, with both having similar armor levels, only really lacking Apophis' long-since-nerfed regen). |
Oh gods, 56000 HP would be absolutely horrible. |
The demon spider queen having 56000 HP isn't an accident and isn't that hard to deal with. Korg says he deliberately "put this monster in partly as a stretch goal for the kind of power level I would like the player to be able to deal with at the end game. And given the other comments in this thread, I have at least partly succeeded." (https://old.reddit.com/r/cataclysmdda/comments/oy87gi/demon_spiders_are_absolutely_busted_beyond_reason/h7xrxrq/) What else are the copious amounts of anti-tank weapons you inevitably find actually useful for? What else actually presents a challenge for lategame character damage output capabilities? It sounds to me like you just didn't think outside the box about how to deal with them. |
could we continue this in github discussions? closed pull requests are usually not great for prolonged discussions.
also, it'd be really great if we could tone down our words a little bit. |
Considering that @foulman had to repeatedly remind him that his spells generally start off at "if you're lucky it will top double-digit damage" and eventually max out at "now it's still less useful than a gun", a lesson he repeatedly failed to heed, I'd say he only succeeded in adding the challenge that warrants said firepower but failed at delivering on the other end of it. |
Summary
SUMMARY: Mods "Various Miscellaneous Magiclysm Balance Changes, primarily to Monsters"
Purpose of change
Magiclysm is very much so abandoned for BN, and is in a terrible spot Balance-Wise. It's time for someone to pick up the task and bring this mod into acceptable balance. I have decided to volunteer to be said person, and thus this PR was born. In particular, all sorts of nasty monsters that could spawn Day 1 and obliterate a fresh character were in the mod. Now, they will be much less prone to doing so without the player actually fucking up. Demon Spiders were also due for a huge nerf, and may in fact still need a nerf in some aspects. This will hopefully ameliorate their disgusting state.
Describe the solution
Demon Spiders were incredibly strong, with the queen easily being the strongest monster that ships in-repo. This aims to make them less cancerous, and more able to be taken on by prepared players. It's now possible to take down normal Demon Spiders with even simple Biosilicified chitin armor, although in testing trying to take 2 back-to-back was disastrous. The Queen is now mostly kite-able to death with a Lucerne hammer, and likely would be full for an actually skilled character with strong strength. Alternatively, 7 pieces of dynamite, 14 shots of .50 BMG, or about 14 casts of max-level ice-spikes can kill her safely. The buff to the damage dice quality of Demon Spiders is to allow them to be just slightly more damaging, though their main damage source is their flaming hands spell.
Describe alternatives you've considered
No thanks, I kind of like the concept of the mod and want to see it do better.
Testing
Additional context
Hopefully there will be many more successful PRs regarding balancing Magiclysm in the future. There's so much more to do, and I'm already thinking on what I want / need to tackle next.