Download GQ_Gear for Dungeon Siege II: Broken World
Mod Priority User+2
grail_quest@hotmail.com (http://www.fantasy-art-and-portraits.com)
CHANGES
June 12th/2009
- Added Crossover Content (F&K society) items to Arenas (Remember: When final round clear, store changes to pet store) and BW Travelling Merchant
- Corrected Hak'u Obsidian Sword enchantability
June 6th/2009
- Set Corrupted Staff and Korven Skull Trophy Staff to Combat Magic Weapons.
- Removed Vaikesh Claw left/right distinction -- WARNING - existing weapons will disappear
- Further reduced base weapon damage on Hira Shuriken
- Added +1 to Dual Wield skill suite for Claw weapons but increased equip requirement by melee +1 -- to represent specialized weapons that are meant for dual wielding.
- More properly done by making it a set, but Sets use their own file and is not modular -- adding a set means any other set additions must go in the same mod.
- Re-did BW shops
- Now Dryad Outpost = Eirulan, BW Aman'lu = DS2 Aman'lu, Dwarf Town = Kalrathia, minus Morden, Snowbrook, and Windstone gear.
- Travelling Salesman = Morden, Snowbrook, Windstone, and racial gear (Hak'u, Vai'kesh, etcetera) plus random.
- Moved all BW crafted items to Travelling Salesman.
NOTES
- GQ_Gear aims to give players a pervasive and significantly different gameplay experience where items are concerned.
- Item availability is changed a lot
- Crafting your own magical item is now meant to be a significant part of gameplay, and very powerful items can be crafted, if you have enough money.
- Stores are meant for spending a lot of cash customizing an item.
- Random treasure is therefore distinct from stores, in that they now provide ready-made but random items, and unique or set items.
- Random items are now hard to come by as stores will only have a few. The rest are enchantable items, and the original skrit-inserted Rares.
- Reagents are now easier to come by, and by Act III, players will reliably have access to all of them.
- Item levels distributed differently and (hopefully) more broadly so that at all levels, you can generally have enchantables and by level 25 you can have 4x4 grid enchantables
- SHOPS
- General Notes
- Store does not check for fullness when items are added or taken away. This saves processing time when the store has many items.
- Level limits taken off: All difficulty levels use the same code for store content.
- Templates may have items under the wrong tab headings. This was occasionally done for convenience. The game engine will sort them properly in-game.
- Distribution of items among the four store types is meant to isolate different types of items
- Weapon Store
- Sells skrit-inserted Rares (unchanged from original)
- Sells town-theme enchantable weapons
- Sells town-theme enchantable gloves
- Sells town-theme reagents - fixed set, always available
- Sells Blood Assassin spells
- Armour Store
- Sells skrit-inserted Rares (unchanged from original)
- Sells town-theme enchantable body armour
- Sells Fist of Stone spells
- Magic Stores
- Sells skrit-inserted Rares (unchanged from original)
- Sells enchantable miscellaneous items
- Sells town-theme enchantable helms and boots
- Sells town-theme enchantable mage weapons and mage armour
- Sells spells by town theme -- Over the three towns, all spells should be covered
- 1 Set item and 1 Unique item -- Be careful as this can ruin your game!
- Special utility items
- Eirulan
- Voice of the Dead - provides a continuous Chant of the Dead effect
- Ring of the Watcher - provides a continuous Invunerability effect - good for taking screenshots, or for soloing while leaving a party behind
- Reagent Stores
- Starting Town Reagent Store always sells some basic gear for skill level 0, as well as a basic set of spells
- Completely random items with no level cap, and which can include potions and spell scrolls
- Crafted Items (the custom-made rare items inserted into the store by skrit)
- There is now no differentiation by game difficulty. In all levels, all crafted items are inserted into the store.
- Placing it here increases cost as Reagent Stores have a higher cost index than other stores.
- Town Themes
- Eirulan
- Wooden/foresty items
- Ranger items
- Nature magic, Summoning magic
- Basic mercenary armor (salvaged from prisoners)
- Organic reagents
- Random reagents levels 0-20
- Aman'lu
- Elven weapons
- Combat magic
- Crafted reagents
- Random reagents levels 41-50
- Kalrathia
- Heavy armor and weapons
- Morden weapons
- Mineral reagents
- Random reagents levels 51-100
- (BW) Dryad Outpost - Eirulan items except Crafted
- (BW) Travelling Merchant
- All crafted components
- All racial items such as Morden, Hak'u and Vai'kesh items
- Random items
- (BW) Elf Town (General Merchant only) - Aman'lu items except Crafted
- (BW) Dwarf Town - Kalrathia items except Morden and Crafted
- NEW ITEMS
- New "Wand" template, based on Clubs - analogous to Mage Staves versus Fighter Staves
- New "Spear" template, based on Throwing weapons - slower, but more damage
- Voice of the Dead - ring that gives a continuous Chant of the Dead effect
- Invulnerability Ring - ring that gives continuous invulnerability - for playtesting and taking screenshots
- Added to Eirulan and Dryad Outpost (BW)
- CHANGES TO ITEMS
- Damage Range
- Almost all weapons had a damage range of 75% to 125% of the basic calculated amount. This has been changed:
- 25%-175% axes, staves, bows, crossbows
- 50%-150% daggers, swords, thrown
- 75%-125% cesti, clubs, hammers, maces
- Item Level
- Weapons, Armor, and Miscellaneous Items now follow this scheme:
- Base level is essentially arbitary. Generally starts at 3.0 and each improvement level is +2 for the original items, +1 for slight variants
- Note that the basic level requirement is (item level - 2.0);
- Progression:
- Base Lx1 + 0
- var1 Lx2 + 5
- var2 Lx3 + 10
- var3 Lx4 + 15
- var4 Lx5 + 20
- Armour of a set (helm, body armor, gloves, boots) all have the same level
- Generally capped base level at 16 so that var4 is capped at level 100
- This also means that generating no-enchantment items of level 17+ always returns an enchantable item (base items are not enchantable)
- Few items start less than level 3, which has level 11 for var1, so generating no-enchantment level 11+ items will very likely get all-enchantables as well
- Amulets, Rings, Spellbooks
- Only the most basic item is important for item level, since for purposes of user-created items, there are no item attributes to influence in an amulet, spellbook, or ring, unlike, say, a sword, which has damage linked to item level
- Base-level Amulets are level 5, Rings level 4
- Base-level spellbooks are level 0, but considered 6 when calculating var1 to var4 levels
- All amulets, rings, and spellbooks are set so that the highest var4 item is level 100+
- This global change also fixes the Vindicator Body Armour [var3] item_level, which was set to 8.0
- Several items had their power levels changed relative to each other (e.g. Twilight Armor made more powerful than Watcher Armor); unique items were completely left alone
- Multiclass items (Fist of Stone, Blood Assassin) originally had pre-calculated level requirements
- Now changed to (weapon skill x 0.6) and (magic skill x 0.4)
- Mage Melee Weapons
- Melee XP goes to either Nature Magic or Combat Magic, instead of Melee
- Magic regeneration rate increased by 50% per item level for 1-handed weapons, 200% for 2-handed weapons; not considered a magical effect, but an innate power of the item
- Multiclass weapons
- Some weapons now are now multiclass Fist of Stone or Blood Assassin weapons.
- The engine does not seem to allow [(A & B) OR (C & D)] equipment requirements, so a pure-class option was not possible.
- Names -- Some items had cosmetic name changes
- Reagents
- The standard reagents have their values changed to align with the new reagents
- New Reagents
- Meant to allow building a magic item from very basic elements
- The basic components are all 1x1 reagents.
- Some larger reagents are available from using the standard reagents.4 should be able to approximate any one of the pcontent item modifiers
- Where pcontent modifier abilities did not easily adapt to levelling, they were made available with 2x2 sized reagents
- Spells
- Transmute now always has 100% efficiency.
- CHANGES TO pcontent.gas
- of Granite --.bonus changed to +27/+18 because it is currently using the ofObsidian bonus
- Mythril --.bonus changed to 15% to match description
- Increase Healing Effectiveness
- changed object_type to gloves, amulets, and spellbooks (was melee)
- changed skill_types to fighter, nmage (was fighter, mage)
- left fighter type for Fists of Stone
- Increase Ice (spell) Damage -- changed skill_type to nmage (was mage) since Ice is a Nature Mage element
- Increase Death, Fire, Lightning (spell) Damage -- changed skill_type to cmage (was mage) since these are Combat Mage elements
- of the Basilisk, of the Gorgon
- swapped item levels, mirroring it with the Freeze on Hit effects
- Presumably Melee on Hit has lower level requirements than Ranged on Hit because of the greater risk involved in being in melee (?)
- CHANGES TO pcontent.skrit
- Cost of Enchanting now always uses the full number of reagents. No longer makes it cheaper to use 4 or less reagents.
- Cost of final item no longer takes into account the number of reagents used, since this has no bearing on the utility of the crafted item.
- NOTES
- Using ist_mage, ist_cmage, or ist_nmage always has a chance to give spells, amulets, spellbooks, or rings
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