A comprehensive mod for Wrath of the Righteous that completely rebalances most parts of the game, creating consistent challenges from start to finish for even optimized parties. Also adds a complete procedural loot and encounter system that works with the game's systems to create a semi-randomized gameplay element every playthrough. New spells, classes and abilities are also included and will be further developed in Worldcrawl - Epic.
Full Compatibility with v1 of WOTR, Spellbook merging and more! **Compatibility with Other Mods: *NOT compatible with "Weapon Focus Plus" - very similar code is already implemented in Worldcrawl - you don't need to have weapon focus plus installed
**Compatibility with Other Mods:
*NOT compatible with "Weapon Focus Plus" - very similar code is already implemented in Worldcrawl - you don't need to have weapon focus plus installed
FULL Summary of the mod's content available HERE.
Full Compatibility with v1.0.0 of WOTR (and is required!)
Spellbook Merging has been implemented for all primary paths - not just Angel and Lich.
To support this, the entire mythic spell system has been rebalanced
*However*, mythic path spell merging is still split along arcane or divine caster lines - this may be changed in later versions of Worldcrawl. They are as follows (note - divine casters include druids):
Azata: Divine Full Casters
Aeon: Arcane Full Casters
Demon: Divine Full Casters
Trickster: Arcane Full Casters
Note also that, for now, you may only merge your mythic spellbooks into full caster classes. This will be updated in later versions to also support hybrid classes, to a lesser extent.
The “elite” mythic paths (gold dragon, swarm, etc..) have also not been touched just yet as I haven’t had time to playtest up to those levels. These elite classes have special spellbooks that represent the “merge” the player chooses at mythic level 8, and are a bit more complex to support. Look for updates to these classes in v0.35 or v0.40 of Worldcrawl :)
New Visual Filters System
As your party gets to higher levels, some buffs will stop *visually* showing their FX.
For example, a level 30 mythic legend hero has two buffs:
1. Supreme Angel Form - this makes them glow, makes their eyes glow white, and generally makes them look like a seraphim
2. Stoneskin - most of you know what this looks like - covers your character in a gray stone skin graphic
The end result without this system is that you, visually, look like a glowing statue. My opinion is that this is incredibly dumb.
Instead, the extremely powerful supreme angel form buff should take precedence, *visually*, with the stoneskin not visually showing, or if it does, having it’s overall visual effect extremely muted.
Now, in Worldcrawl, with this new system, as the player’s hero gets to higher and higher levels, lower level buffs will stop visually showing… but will still apply their normal effects.
In this way, at high levels, you can look like a cool seraphim instead of a blurred out, gray rock mess of a character! Hooray! :)
New Procedural Loot System
Many locations in the world (chests/bodies/etc..) now drop weapons and other items in a semi-randomized, dynamic way.
These locations that used to have static loot (ie. every game, exact same weapon in the exact same place), now usually have loot similar in power to what they previously had, but procedurally semi-randomized, with a chance of dropping artifact level weapons in some locations
Some obscure loot locations also have the chance of dropping *extremely* powerful artifact weapons in somewhat early portions of the game… though the chance is very small - these are designed to give the potential for every “run” through the game to be a quite different experience due to an unexpectedly powerful weapon dropping early
In the future, these extremely powerful weapon drops will be linked into the procedural encounter generation system so that you might get some special/unique challenges thrown your way (ie. picking up a powerful major artifact early in the game.. Maybe a higher power might start targeting you, attempting to recover the artifact for themselves…..)
Specific “special” loot locations such as boss loot, treasure troves, and things like that, also have the chance of spawning multiple items.
The overall goal of this system is to strongly incentivize players to create parties that are somewhat diverse, so that if powerful loot does drop, they will be able to effectively use it - as well, this aims to eliminate the days of players creating entire parties and builds around overpowered weapons that are guaranteed to spawn in a specific chest at a specific part of the game
Vendors - also have a form of procedural loot generation, though many of them have specific categories of items/weapons/etc.. They are guaranteed to have. In general, you will have more items of varying power to choose from, though you are never guaranteed to get a specific item in a certain vendor.
New Features
New Weapon Categories:
Minor Artifacts - Weapons of great power (+6 enhancement bonus usually) that have semi-unique powers
Major Artifacts - Extremely powerful weapons (+8 enhancement bonus usually) that have unique abilities/functionality attached to them and can change the way you approach combat
Divine Artifacts - +10 enhancement bonus and are guaranteed to have unique attributes - you may want to respec or change your entire party to take advantage of one of these weapons dropping - these are very rare, even in the extreme late game, and most playthroughs will only get one or two of these
Weapon/Armor/Equipment Updates
Rebalanced a large number of weapons, armor and equipment to make them less broken/overpowered.
I looked at an updated a *TON* of items… the aim here was basically to fix completely broken items, move overpowered items into a higher tier (CR / cost) of item (minor/major artifact usually), and make sure story-related items are not on the procedural loot tables.
Also updated and edited many items to set them up as Worldcrawl’s first set of minor/major/divine artifacts for the procedural loot system. Future minor/major/divine artifacts will be custom creations, and generally there will be an artifact available for every major flavor of combat style eventually.
Armor Type Rebalance
Rebalanced all armor types so that within a category (light/med/heavy), as long as you have enough dex, all armors are equal. Full plate, for example, now has the same total AC as banded, as long as you have enough dex to hit the cap (very easy in WOTR).
Additionally, from this patch onwards:
Heavy Armor - Best AC in the game - slower speed than light, but same as med armor - usually requires class or feat
Medium Armor - Worse AC than heavy but better than light - same speed as heavy armor but access is easier - difference is small enough to encourage taking med armor if a good piece drops
Light Armor - Worst AC among the armor categories in the game and requires a lot of dex to hit the maximum AC, but has higher base speed - access to this type of armor is also fairly easy (many classes have access)
In addition specific types of armor have general “focuses” that determine the type of enchantment they are *usually* given (especially for minor artifacts and up)
*NOTE: This doesn’t mean other enchantments won’t appear, it just means they are somewhat less likely
Specifically individual armor types focus on the following:
Heavy
Banded Armor - Energy resistances
Half-Plate - Attack bonus and offensive enchantments
Full-Plate - Pure AC and damage resistance (more full plate is available due to coolness factor)
Medium
Breastplate - AC & Dodge
Chainmail - Divine spellcasting & alignment related effects
Scalemail - Energy resistances
Hide - Offense & Natural attack/transmutation/nature/barbarian related
Light
Chain Shirt - AC, supporting enchantments (bard related, etc..)
Studded - Offense enchantments (rogue, duelist, etc..)
Padded - archery, supporting enchantments
Leather - Sneak attack & stealth related / archery
Cloth - Spellcasting related
Shield Type Rebalance
Rebalanced shields by equalizing buckler/light/heavy shields (all give the same amount of AC) - their AC has been increased to 3 since WOTR gives no special benefit to using a buckler instead of a heavy shield for example. Tower shield AC also up by +1
Similar to armor types, shield types will also generally focus on different enchantments, so that there are reasons to actually use the different types (flavor)
Bucklers - Offensive & duelist/rogue related
Light Shields - Offensive enchantments
Heavy Shields - Defensive enchantments (AC/DR/etc..)
Tower Shields - Anti-ranged / Energy resistances & defensive enchantments
Weapon Type Rebalance
Rebalanced most weapon types so that they fall somewhere on the range of 18-20/x2 // 19-20/x3 // 20/x4
WOTR is a game that scales into very high damage territory, and from the mid-game onwards, a weapon’s base damage is not very important for the overall damage it’s able to do. The three critical ranges above are much more balanced in terms of the overall scaled damage a weapon can do and should help make almost all weapons usable.
In addition, the difference between simple -> martial -> exotic weapons is mainly a base damage one, and should repay the feat/access cost required to get them (ie. usually you don’t want to be using simple weapons, but they aren’t *that* bad anymore)
Finally, similar to other equipment, weapons (especially at the minor artifact or greater tier) will feature enchantments that generally benefit the classes that would most typically use them more often than not.
For example, daggers usually have a theme around sneak attacks, stealth and precision damage. On the other hand, heavy blades are more themed around raw damage, powerful aoe effects, and similar.
Weapon Focus Now Uses Weapon Groups Instead of Individual Weapons
To help widen the number of different items you can use effectively even more, the weapon groups mod from xoffmod (updated for WOTR by Vek) has been implemented. Choosing a weapon focus will now give you the focus bonus to the group of weapons that the weapon belongs:
Axes: Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Heavy Pick, Light Pick, Tongi
Heavy Blades: Bastard Sword, Dueling Sword, Elven Curve Blade, Estoc, Falcata, Falchion, Greatsword, Longsword, Scimitar, Scythe
Light Blades: Dagger, Kukri, Rapier, Shortsword, Sickle, Starknife
Bows: Longbow, Shortbow (including composite bows)
Close: Punching Dagger, Spiked Light Shield, Spiked Heavy Shield, Heavy Shield, Light Shield
Crossbows: Hand Crossbow, Heavy Crossbow, Light Crossbow
Double: Orc Double Axe, Double-bladed Sword, Gnome Hooked Hammer, Dwarven Urgrosh
Flails & Hammers: Club, Earth Breaker, Flail, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Warhammer
Monk: Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham
Polearms: Bardiche, Fauchard, Glaive
Spears: Longspear, Shortspear, Spear, Trident
Thrown: Bomb, Dart, Javelin, Sling, Sling Staff, Throwing Axe
Natural: Unarmed Strike, Bite, Claw, Gore, other natural weapons (tail etc)
BIG Thanks to xoffmod (Nexusmods.com) for the original code and Vek17 (Nexusmods.com) for the update to WOTR
New Feats
Improved Toughness - 2 HP per level
Apex Toughness - 2 HP per level and 1.5 HP per point of CON past 20
New Mythic Abilities
(Rebalanced) Mythic Toughness - Now quadruples the HP you get from the base toughness feat (instead of doubles), and DR upon hitting 0 hp massively increased to 60/epic
Armored Might - Based off of the same feature from Vek17’s tabletop tweaks and modified somewhat, this mythic ability gives you an additional AC bonus based off of the basic armor value of the armor you are wearing. Heavy armor is back, baby!
Important Rebalances
Pounce - Being a cat (or Kitsune) no longer allows you to ignore the restrictions of space and time. Instead of being able to cram 7 or more full attacks into a single “pounce” attack, pounce instead adds a damage bonus to your charge attack. On the charge, a creature with pounce adds two additional base weapon damage dice rolls to it's attack, as well as dealing additional bonus damage equal to one and a half times the primary damage attribute of their attack (Usually STR or DEX)
Fixes
- Characters with racial vampire class points will now be considered fully undead
***** Vital strike fixed to work as the rules state, and vital strike damage cannot be crit anymore - this is a massive fix to Vital strike, and with this fix you should feel comfortable to explore non-Vital strike based melee builds! Vital strike still represents one of the best ways to get a large amount of alpha/one-hit damage, but full-round attacks now will out-damage it greatly, so it serves a powerful niche, but is not “flat-out better” than everything else now
**Massive thanks to Vek17 for an understanding of the relevant vital strike damage calculation code
***** Magical Vestment fixed to no-longer work on mage armor - you must wear armor if you want an armor enchantment bonus now
***** Ranger Favored Target “Demons of X” removed - favored target outsider works for all demons again (ranger didn’t need this nerf)
**Also extreme huge thank you to Vek17 for most of the code
***** Natural Armor NO LONGER STACKS - many builds that always start with “iceplant” and other things like this to stack natural armor will no longer work. Natural armor now works correctly and does NOT stack
**However, note that “natural armor” , “natural armor (size)”, and “natural armor (enchantment)” still stack as intended
**Credits to Vek17 for the patch
Bug Fixes
- Super omega-massive issue with save-related serializable component data resulting in saves being wiped/saves being impossible is now fixed - very big yay
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