Hello there! Very nice mod that you managed to create. It really changes the way I look at the game for some characters and how much their archetypes should play out unlike in the original base and I love it.
Although, recently, I just reached the opening of Crimson Crow and unlocked Misty. Judging her on her archetype and her mastery builds from my POV and other player's, she should be going in to do assassination on high profile targets (such as snipers) for the team and bailing out to closest cover or popping a smoke screen and lurking inside OR moving to next sniper for the kill then performing the former action. Nothing is wrong with that. However, with the removal of 1s1k mastery from the common pool, I found it harder to reposition her after a kill. I could get in closer and have her throw in a smoke screen first before eliminating the target, but thematically, it doesn't make sense to do that before killing someone. And I really love the idea to lock 1s1k away for the very reason mentioned in Description.
Another thing is that her kits in Rogue and Ninja feel very cumbersome to play after experiencing your mod. Here are some of the examples: 1. For Rogue: - Her Envenom skill waste half of an action to whole action (if you don't move) only to apply poison on weapon which is...not great like when you apply Furious Lightning Gale skill for Sion for free. From my perspective, it shouldn't take that long to dip your dagger into toxic coating. At worst, it should only take half of the action at any given point. - Her Neurotoxin Dispension mastery set feels very lackluster in term of the effect and probably need some touch on to make it worth while. - Hiding for Rogue is very limited because you have no real method to alternate around the Hide skill fast enough for her next assassination. You could use smoke screen method (her mastery set) + Catharsis but it has quite large limitation after 1s1k removed from common pool. Basically, you can only get up to 3CD shaved off with 1 enemy killed instead of potentially 5CD on the next turn and 3 enemies killed (accounting for your version of 1s1k) while both lurking in 1 smoke screen on the next turn (the guaranteed Hide in smokescreen when being out of sight is pretty much nonexistent in Violent or later maps). And yes, I unfortunately have to use the "throwing smokescreen first before the kill" because otherwise, it will be 4CD for the latter and 2CD or her dead body to snipers for the former. 2. For Ninja: - Ninja's ninjutsu skill uses ESP scaling while none of the equipment or her Ninja kits practically feed into it is a weird design choice from the dev. She can still deal damage if you add Surprise Attack mastery while hiding but then you have to rely on Hiding to deal meaningful damage. I mention this because she has a personal mastery for ninjutsu and I really like your modification to Albus's Opportunist so I hope you could think of something helpful for this case.
With all of these being said, I would love to have you look at her kits and see if you can re-balance Misty to function in your mod. I really like her archetype but got a little bit disappointed that she couldn't feel closer to how I envisioned her to follow the stealthy gameplay. I'm so sorry for the long post but I feel passionate about the game and for Misty so I hope that we can discuss and bring out her potential in this very mod :D
I started to work on my mod when I tried Mal mod. Basically, I go through Mal mod and make my own changes, when a certain issue arises during my playthrough. That is why the changes that I made kind of follow the storyline. I would expect that Misty's re-work will be one of the last batch of changes.
This is my fifth playthrough, so I lost some of the passion and move very slowly. Furthermore, I’m an old adult man who has very little time that could be devoted to games. Also, sometimes I cheat on Troubleshooter with some other games. My point is that it is unlikely that I will make Misty rebalance in the near future. For now, I can only share my thoughts on what could be done with her.
In my opinion, Misty is unfinished. While Ninja is more or less fleshed out, the rouge is in a much rawer state. It not only needs an adjustment of existing masteries, but it lacks vision/ideas and new mechanics should be introduced. To be more precise:
1. Misty is a dodge character, while all snipers have prior planning. The solution is to put the cap on how much prior planning can ignore dodge (for example, 30%). The logic is similar to the implemented nerf of Breakthrough. I have already implemented this change, it will be in the next patch.
2. I agree with you regarding Envenom. In my opinion, it should be free. This is a relatively straightforward fix. Additionally, it probably makes sense to think about the poison effects. Probably, it is possible to change them in such a way that different poisons will be useful for different situations.
3. I agree with you regarding the convenience of hide for rouge. In my opinion, the most elegant solution is to reduce the cooldown of hide. Probably, the best solution is to add this effect to Master of Concealment set.
4. Stealthy Cleanup restores AP when you kill an unalerted target from stealth. I think removing unalerted condition would feel more right.
5. It feels that rouge Misty needs some form of AP recovery. I plan to do the following. Add effect to some mastery set to reduce the AP cost of attack abilities by 1. I’m not sure if it makes sense to apply to all abilities. Probably, consecutive attacks will be a wise choice. With this change, Misty can make two guaranteed kills per turn. Then I want to make an activation of robbery to also grant 1 AP. An average rouge build should have around 50% chance of robbery. So, on average, Misty could kill 4 targets per turn. But since it is random, on some turns it will be 2, while on others 5-6. I think this luck aspect fits rouge thematically.
As for the ESP for ninja, yes there are multiple ways to do it. Probably, the simplest would be to add esp to personal Misty mastery or ninja class mastery.
Thank you for your reply :D I read your post and agreed with all of your points. Although, I have some suggestions and I would like to have you look at them and see if they are on the balanced spectrum for Misty.
1. Neurotoxin Dispension set: I think this one should work like This is the End mastery set for ranger. She can create a poison cloud upon killing an enemy to effectively work with her Fog mastery sets. With this people can actually choose between bleed build and poison build. One thing about this is whether or not we should also add % to trigger as well as free Toad Skin for this set (thematically, they can resist it because they work with poison).
2. Her Unique crafting set at 5 pieces has the effect of granting AP upon the expiration of Hide: I think changing it to grant the % of not losing Hide upon kill would be a good balance too if we can implement other methods to generate AP (I'm thinking of 25-33% activation chance). This way it will make the full set more cutting edge for her luck based playstyle that you already mentioned (and players have more options to choose whether they want to engage more with Hide or use it to move to next target).
Additionally, I would like to ask if your mod using the troubletool can work alongside with dev's tool kit. In case you don't feel like it to apply balance for Misty, I will take this matter into my own hands. If not, I will try to see if I can salvage anything and build from scrap.
1. I think this is a great idea. It synergizes with Misty being a dodge character as well as some of her mastery sets. It also has a good action economy: you jump out of hide, kill someone, and you have the needed smoke. I like this idea a lot.
There are details that should be thought out and tested. For this mastery to work, Misty should have poison immunity. The first option is to change nothing. Then she will have to either use some equipment or to use toad skin. The second option, as you suggested, is to include poison immunity into the set. The third one is to change the composition of the set by replacing legerdemain with toad skin. I think the third option is the most elegant. However, it should be tested to see how it works in practice.
There are also ways to expand your ideas. For example, we can probably change the type of cloud depending on the type of poison used. If it is regular poison, then the cloud is poison. If it is acid poison, the cloud is acid. If it is neurotoxin, the cloud is regular smoke. If it is the fourth poison, no cloud. It should be much harder to code, but I think this is possible.
2. I don’t have an opinion on this issue. I played a lot the main game and dlc1. However, I spent very little time on dlc2. That is why I don’t feel Misty and the content of the dlc2 as well as other parts of the game. In general, itemization is the weakest part of the game. Good items and sets are exceptions. A lot could be improved by rethinking the items.
In theory, my mod is compatible with any mod (unless both mods change exactly the same lines of the Lua script). I did preliminary testing with dev tools, and it seems that you can make mods made with troubletool to work with dev tools. I don’t use it, because I want to make my mod to be compatible with others (mainly Mal mod).
My understanding of how the dev tool works is the following. If you didn’t use troubletool, the devtool will use the unmodded files as a base for your mod. On the other hand, if you did use troubletool and modded some files, the devtool will use the modded files from the Data folder (the one that troubletool creates) as a base for your mod. So, you can install my mod, and then make your own mod with devtool. However, you need to be sure that you placed all the files that my mod changes to the devtool mod folder.
Although this approach works, it is not perfect. If I release a new update (which I will definitely do), then you will have to repeat the whole procedure again, which is time-consuming. Alternatively, you can first create a mod with devtool, backup these files somewhere, and then apply my mod to your newly created mod.
Finally, if you know some Python, you can use my mod to implement your changes. When you launch main.py, the script launches every script located in the mods folder. You can create your own file, and make your own changes. Place it in the mods folder, and main.py will launch it with the others.
To be perfectly honest, I don't really know how to code Python and I thought the modding toolkit from the devs could prove some use, but they didn't. I'm trying to read your codes and scripts and got overwhelmed real fast with how many inputs I have to take in in order to implement these changes. I wish that I started to learn coding and Python earlier. But anyway, thank you for sharing your thoughts :D I hope you will find the joy again in the sequel.
Kylie's Divide and Conquer is not made a fixed mastery, regardless if set to true or not. Edit: Installing 1.18 fixed that.
Also confirm that Sion's Furious Lightning Gale is not a free action, though this is now easily doable with the modding tool.
Something to note with Drones, if we use OS max level on craft we actually do not get all the modules that should be unlocked. So this is only relevant to turn on for a save that already has these modules, otherwise you just never get them...
Thanks for the feedback regarding drones, I will add it to the description later.
As for Lightning Gale and Divide and Conquer, it seems that the mod was not installed properly. After every, micro update that the devs make, you need to reinstall the mod. Try to re-install the mod.
I disable the mod and research dazzling blade, but cannot normally equip it. the cost of it still has something wrong. Irene's A Million Years of Training has the same problem.
ADDITION: Sion's Furious Lightning Gale still costs ap and ends the turn.
From your description, it is not really clear what the exact problem is, but it seems that the mod was not installed. Can you provide a little more details?
1) open data\Mastery.xml with any text editor. Search for a string "nostro mod" (ctrl+f). If such a string doesn't exist in the file, then the mod was not installed at all.
2) when you write that you disabled the mod, how did you do that? Did you press "Uninstall Mod" in the trouble tool? If yes, then how did you install the mod in the first place?
3) when you say you can not research a mastery, what do you mean? You cannot equip it, or you cannot "craft" it?
mod was installed I think. the opportunity mastery gives +20block -100 dogge now. ,AND Blade Deflection gives +15 block. Irene's A Million Years of Training also become locked mastery with a star when equiped. I deleted everything and redownloaded the game and reinstalled the mod.
the problem is these mastery with cost change cannot be researched and cannot be equiped correctly. it seems these masteries still hold their costs in vanilla.Although they show like modded ingame,A Million Years of Training shows 0 cost. dazzling blade shows 1.I will try to attach some screenshots for the report.
(I am using a transition software to write this post. hope its ok)
I tested everything you said wouldn't work, but it works just fine for me.
Question: How did you install the mod? Did you change something within the files? Did you modify the settings or any other values? Did you run the script multiple times? Especially the last step is something that messes up your files, I'm speaking of experience here, lol.
I managed to reproduce your bug. It seems that you are playing in online mode. Mods don't work in online, they only work offline. If you use them online, they will change how the game looks to you, but the game will still use the rules that are stored on the game servers. If you want to play with mods, convert your online to offline.
As for failure to research masteries, it seems that you don't have enough components to craft them.
First off, I love those tweaks! I'm over 400 hours in, and I now have a lot more fun trying different stuff that wasn't possible before. Multiple drones with 9k HP do break the game quite a bit, lol.
Here are a few things I was wondering about.
You mentioned you added the magic armor to one of the two legendary armors but neither got them, as far as I can tell?
Would it be possible to increase the inventory space to more than 1000?
Would it be possible to give Giselle the same option Kylie has, by summoning more than one animal at a time? Or is this something that was never meant to be and therefore impossible?
Firstly, thank you for your kind words. I appreciate it)
Yes, multiple drones break the game. I left the option to have multiple drones as a fun option. If a person uses it, I assume he knows what he is doing) The default option (2 for engineer and 1 for hacker) lies more or less within reasonable boundaries.
A similar option could be made for Giselle. Some time ago I fooled around with the code to see if it is possible, and, yes, it is possible. However, multiple drones required very little extra coding, so I included it straight away. On the other hand, multiple beasts require more extra coding, so I delayed it for the future. I will try to include the option to summon multiple beasts in the 1.17 release.
As for legendary armor, there are three legendary magic armor. To unlock it, you need to either farm Pascal's mission or craft purple armor with magic armor. Basically, check every purple armor you can craft, and see if you have unlocked everything.
As for extended inventory, I don’t know for sure, but my gut feeling tells me this is possible. However, I’m not sure if it breaks your save files or not. For example, you extended inventory and then removed the mod. What will happen to the items if you have more than 1000 of them? The main difficulty is to investigate any potential problems with save files.
If you are open to some experimentation, you can try to mod it by yourself. Firstly, backup your saves. Then open Data\xml\Office.xml with sublime text (any text editor will do, but the sublime text is more convenient). Then find the part InventoryCapacity="900". This is the place of the code that is responsible for how much extra space you get for a fully upgraded office. Change it to something else and see what happens.
I'm blind, the armor with the magic armor ended up on page two, and I didn't notice that, my bad. I thought there were just two...
Furthermore, I didn't think about the save file, this surly can be risky, I'll be careful when I try to modify that. Thanks for the heads-up.
If you could have multiple beasts out, that would be so cool. Having out a team of mungos, and you can solo everything with just Giselle.
By the way, when I followed the instructions, you may want to mention that you have to switch from package to the data folder in the TroubleTool. That's why it didn't work on the first try.
Oh, and I was wondering about the fuel tank Pascal gives his Destrons, they were never meant to be having as a player, right?
I noticed that there are a few of Irene's masteries that are not fixed. I just noticed that, as I'm completing all the stuff there is to do, like unlocking all masteries, getting all the achievements and stuff. Maybe you weren't aware of that, or maybe didn't even notice? I attached a screenshot for you.
Thank you for the feedback about the installation description. I edited it. Now it should be more clear.
Pascal fuel tanks were intended only for enemies. They have a much better fuel/weight ratio, so, from the balance perspective, it is probably not wise to give it to players. On the other hand, it is definitely possible to add. Since, in my opinion, it goes against the spirit of the original game, I decided not to add. Maybe, I will add it in the distant future as a fun option, but it will be a very low priority.
As for Irene's personal masteries that are not fixed. Yes, I'm aware of them. My rationale behind the change regarding other fixed masteries is the following. Depending on the character, they are either mandatory (and at the same time not super strong) or not worth using. At the same time, they do add some flavor, so I decided to give them to everybody for free.
As for Irene, some of her currently non-fixed masteries are relatively weak, so they can safely be added as fixed ones. On the other hand, 'My dream to be a hero' is relatively good mastery, which is worth a mastery slot. As you see, I currently don't know what is the best solution: which masteries to give for free, and which not. Until I'm hesitant, this issue is delayed for the distant future.
Do you think increasing the drone inventory (10) would interfere with the balance, or game? I just noticed that 10 is the maximum, and now I kinda wish it was more.
Limited drone inventory is one of the things that limits the engineer's power. So, yes, increasing the drone inventory size will potentially break the balance. However, I think that on average, the player uses 2-4 drones per mission. For this kind of players, increased inventory size will be a quality-of-life change and will not affect balance. If we are talking about a player who summons all drones, then those players already don't care about balance. Overall, I was already thinking about increasing drone inventory slots, but I haven't yet researched how to do it.
I really have to thank you again, not only for your time responding to my questions, but also for your excellent documentation in your files and scripts. I was able to easily add the other masteries of Irene on my own, just to see if I could figure this out myself.
Since you mentioned you might want to add this in the future at some point, are you interested if I share this with you? I even integrated it in the settings.py so it could be completely optional as well.
I just remembered something that in my opinion is not balance relevant, but just QoL. It would be neat to remove tornado kick from the pool of abilities Bianca uses for cover, or pincer movement. This always turns out worse than if she would just have stayed put.
Again, thank you for your kind words, I appreciate them)
In its essence, my mod is actually a modding tool. When you launch main.py, it goes to the mods folder and executes function 'patch' in every *.py file (except for __init__.py). You can add or remove any file (except for __init__.py) from a mods folder and the script will work.
So, if you want to implement your own changes and make your own mod, you can use my mod as a foundation. The *.py mod files that you add should have a 'patch' function. settings.py is just a convenient way to store global variables. If you want to keep a file with your own settings, you can make a file my_settings.py and instead of 'import settings', write 'import my_settings'.
As for Irene's fixed masteries, If I will decide to implement these changes, I think I know how to do it) Additionally, this part of the code requires some refactoring. Since I repeat it several times (Irene, Leton, etc.), it is not a good coding practice. In the future, I plan to convert this part of the code to a separate function, which will make the code more simple and concise. For now, it is a low priority.
As for the Bianca kick, your arguments make sense. To add her kick to some kind of exception, you need to edit the game lua scripts. It usually requires about one or two hours to study the games lua scripts and test ideas. Although the change itself is usually about 1-2 lines of the code, overall changes to lua scripts are usually time-consuming. I will add bianca kick to 'someday/maybe' list, but in the near future I will probably not touch this issue.
Thanks for the lead on where to start looking for the tornado kick behavior. I would like to use it as an ability, but right now I simply can't because I always have to fear that Bianca launches herself somewhere where she will surly die, no matter what. One time she wanted to cover Alisa and launched herself in the middle of a shootout with ranger type enemies, she got silenced and then shot down the second she landed next to Alisa.
And I think I will start a few tweaks on my own, but they will be more on the fun and imbalanced side, so I get why you wouldn't want to add them. I will try to increase the drone ability so you have 20 instead of 10 to choose from, maybe try to mess around with the mastery slots etc. I'm no programmer, but thanks to your work, I could figure this out in no time. Since it is the only thing I can give back right now, maybe you want to make optional files here or something, I post the changes I did.
settings.py # -------------- IRENE ----------------------------------------------------- # Makes A Million Years of Training to be a fixed mastery IRENE_1M_YEARS_TRAINING_IS_FIXED = True # Makes My Dream is To Be a Hero to be a fixed mastery IRENE_MY_DREAM_IS_HERO_IS_FIXED = True # Makes A Hero Never Gives Up to be a fixed mastery IRENE_HERO_DONT_GIVE_UP_IS_FIXED = True # Makes The Responsibility of a Hero to be a fixed mastery IRENE_HERO_RESPONSIBILITY_IS_FIXED = True
irene.py # -*- coding: utf-8 -*- import settings def modify_1M_years_training(game_files): irene = game_files.xml['Pc']['Irene'] # Training100 is an in-game name for A Million Years of Training mastery_name = 'Training100' irene.add_fixed_mastery(mastery_name) mastery = game_files.xml['Mastery'][mastery_name] mastery['FixedMastery'] = 'true' mastery['Cost'] = '0' print('Irene: A Million Years of Training is now a fixed mastery.')
def modify_my_dream_is_hero(game_files): irene = game_files.xml['Pc']['Irene'] # MyDreamIsHero is an in-game name for My Dream is To Be a Hero mastery_name = 'MyDreamIsHero' irene.add_fixed_mastery(mastery_name) mastery = game_files.xml['Mastery'][mastery_name] mastery['FixedMastery'] = 'true' mastery['Cost'] = '0' print('Irene: My Dream is To Be a Hero is now a fixed mastery.') def modify_hero_dont_give_up(game_files): irene = game_files.xml['Pc']['Irene'] # HeroDontGiveUp is an in-game name for A Hero Never Gives Up mastery_name = 'HeroDontGiveUp' irene.add_fixed_mastery(mastery_name) mastery = game_files.xml['Mastery'][mastery_name] mastery['FixedMastery'] = 'true' mastery['Cost'] = '0' print('Irene: A Hero Never Gives Up is now a fixed mastery.') def modify_hero_responsibility(game_files): irene = game_files.xml['Pc']['Irene'] # HeroResponsibility is an in-game name for The Responsibility of a Hero mastery_name = 'HeroResponsibility' irene.add_fixed_mastery(mastery_name) mastery = game_files.xml['Mastery'][mastery_name] mastery['FixedMastery'] = 'true' mastery['Cost'] = '0' print('Irene: The Responsibility of a Hero is now a fixed mastery.') def patch(game_files): print('Starting patching Irene...') if settings.IRENE_1M_YEARS_TRAINING_IS_FIXED: modify_1M_years_training(game_files)
if settings.IRENE_MY_DREAM_IS_HERO_IS_FIXED: modify_my_dream_is_hero(game_files)
if settings.IRENE_HERO_DONT_GIVE_UP_IS_FIXED: modify_hero_dont_give_up(game_files)
if settings.IRENE_HERO_RESPONSIBILITY_IS_FIXED: modify_hero_responsibility(game_files) print('Done patching Irene\n')
If by 20 drone's ability you mean 20 slots for drones, my assumption would be that you need to do the following. 1) Back up your save files. 2) open \data\xml\Company.xml 3) find the line with "MaxMachineCountTotal" 4) Change 20 to 10.
If you are interested in fun mods, you maybe interested in the Rex's mod. It is not uploaded to nexus. You need to go to the troubleshooter discord, and look for threads in the 'game-mods' channel
I packed the mod into a zip file and placed it in the Mods folder, but TroubleTool.exe keeps failing to recognize it, showing an error message: ‘Ignoring aaa.zip as it’s not a zip!’ However, it is indeed a zip file. What could be the issue?
My mod is not installed with troubletool. The mod is a python script, that makes necessary changes in the game files. The troubletool is needed to decipher game files and make the game use the deciphered files.
Try to do the following:
1. Launch troubletool. If the troubletool failed to find the game folder, enter the game path to the 'Troubleshooter path'. 2. Press 'Extract Pack to Data'. This process make take several minutes. The trouble tool will decipher the game files and put them into the 'Data' folder. 3. Just in case, back up folders 'xml' and 'script' from the 'Data' folder. 4. Set 'Game Data Source' to 'Data'. 5. Click 'Apply Settings'. 6. If you don't have python installed on your PC, install it (https://www.python.org/downloads/) 7. Unzip my mod to any folder. 8. Open settings.py in any text editor (notepad, sublime text, etc.). Make sure that GAME_FOLDER is specified correctly. 9. Launch main.py
30 comments
Although, recently, I just reached the opening of Crimson Crow and unlocked Misty. Judging her on her archetype and her mastery builds from my POV and other player's, she should be going in to do assassination on high profile targets (such as snipers) for the team and bailing out to closest cover or popping a smoke screen and lurking inside OR moving to next sniper for the kill then performing the former action. Nothing is wrong with that. However, with the removal of 1s1k mastery from the common pool, I found it harder to reposition her after a kill. I could get in closer and have her throw in a smoke screen first before eliminating the target, but thematically, it doesn't make sense to do that before killing someone. And I really love the idea to lock 1s1k away for the very reason mentioned in Description.
Another thing is that her kits in Rogue and Ninja feel very cumbersome to play after experiencing your mod. Here are some of the examples:
1. For Rogue:
- Her Envenom skill waste half of an action to whole action (if you don't move) only to apply poison on weapon which is...not great like when you apply Furious Lightning Gale skill for Sion for free. From my perspective, it shouldn't take that long to dip your dagger into toxic coating. At worst, it should only take half of the action at any given point.
- Her Neurotoxin Dispension mastery set feels very lackluster in term of the effect and probably need some touch on to make it worth while.
- Hiding for Rogue is very limited because you have no real method to alternate around the Hide skill fast enough for her next assassination. You could use smoke screen method (her mastery set) + Catharsis but it has quite large limitation after 1s1k removed from common pool. Basically, you can only get up to 3CD shaved off with 1 enemy killed instead of potentially 5CD on the next turn and 3 enemies killed (accounting for your version of 1s1k) while both lurking in 1 smoke screen on the next turn (the guaranteed Hide in smokescreen when being out of sight is pretty much nonexistent in Violent or later maps). And yes, I unfortunately have to use the "throwing smokescreen first before the kill" because otherwise, it will be 4CD for the latter and 2CD or her dead body to snipers for the former.
2. For Ninja:
- Ninja's ninjutsu skill uses ESP scaling while none of the equipment or her Ninja kits practically feed into it is a weird design choice from the dev. She can still deal damage if you add Surprise Attack mastery while hiding but then you have to rely on Hiding to deal meaningful damage. I mention this because she has a personal mastery for ninjutsu and I really like your modification to Albus's Opportunist so I hope you could think of something helpful for this case.
With all of these being said, I would love to have you look at her kits and see if you can re-balance Misty to function in your mod. I really like her archetype but got a little bit disappointed that she couldn't feel closer to how I envisioned her to follow the stealthy gameplay. I'm so sorry for the long post but I feel passionate about the game and for Misty so I hope that we can discuss and bring out her potential in this very mod :D
I started to work on my mod when I tried Mal mod. Basically, I go through Mal mod and make my own changes, when a certain issue arises during my playthrough. That is why the changes that I made kind of follow the storyline. I would expect that Misty's re-work will be one of the last batch of changes.
This is my fifth playthrough, so I lost some of the passion and move very slowly. Furthermore, I’m an old adult man who has very little time that could be devoted to games. Also, sometimes I cheat on Troubleshooter with some other games. My point is that it is unlikely that I will make Misty rebalance in the near future. For now, I can only share my thoughts on what could be done with her.
In my opinion, Misty is unfinished. While Ninja is more or less fleshed out, the rouge is in a much rawer state. It not only needs an adjustment of existing masteries, but it lacks vision/ideas and new mechanics should be introduced. To be more precise:
1. Misty is a dodge character, while all snipers have prior planning. The solution is to put the cap on how much prior planning can ignore dodge (for example, 30%). The logic is similar to the implemented nerf of Breakthrough. I have already implemented this change, it will be in the next patch.
2. I agree with you regarding Envenom. In my opinion, it should be free. This is a relatively straightforward fix. Additionally, it probably makes sense to think about the poison effects. Probably, it is possible to change them in such a way that different poisons will be useful for different situations.
3. I agree with you regarding the convenience of hide for rouge. In my opinion, the most elegant solution is to reduce the cooldown of hide. Probably, the best solution is to add this effect to Master of Concealment set.
4. Stealthy Cleanup restores AP when you kill an unalerted target from stealth. I think removing unalerted condition would feel more right.
5. It feels that rouge Misty needs some form of AP recovery. I plan to do the following. Add effect to some mastery set to reduce the AP cost of attack abilities by 1. I’m not sure if it makes sense to apply to all abilities. Probably, consecutive attacks will be a wise choice. With this change, Misty can make two guaranteed kills per turn. Then I want to make an activation of robbery to also grant 1 AP. An average rouge build should have around 50% chance of robbery. So, on average, Misty could kill 4 targets per turn. But since it is random, on some turns it will be 2, while on others 5-6. I think this luck aspect fits rouge thematically.
As for the ESP for ninja, yes there are multiple ways to do it. Probably, the simplest would be to add esp to personal Misty mastery or
ninja class mastery.
1. Neurotoxin Dispension set: I think this one should work like This is the End mastery set for ranger. She can create a poison cloud upon killing an enemy to effectively work with her Fog mastery sets. With this people can actually choose between bleed build and poison build. One thing about this is whether or not we should also add % to trigger as well as free Toad Skin for this set (thematically, they can resist it because they work with poison).
2. Her Unique crafting set at 5 pieces has the effect of granting AP upon the expiration of Hide: I think changing it to grant the % of not losing Hide upon kill would be a good balance too if we can implement other methods to generate AP (I'm thinking of 25-33% activation chance). This way it will make the full set more cutting edge for her luck based playstyle that you already mentioned (and players have more options to choose whether they want to engage more with Hide or use it to move to next target).
Additionally, I would like to ask if your mod using the troubletool can work alongside with dev's tool kit. In case you don't feel like it to apply balance for Misty, I will take this matter into my own hands. If not, I will try to see if I can salvage anything and build from scrap.
There are details that should be thought out and tested. For this mastery to work, Misty should have poison immunity. The first option is to change nothing. Then she will have to either use some equipment or to use toad skin. The second option, as you suggested, is to include poison immunity into the set. The third one is to change the composition of the set by replacing legerdemain with toad skin. I think the third option is the most elegant. However, it should be tested to see how it works in practice.
There are also ways to expand your ideas. For example, we can probably change the type of cloud depending on the type of poison used. If it is regular poison, then the cloud is poison. If it is acid poison, the cloud is acid. If it is neurotoxin, the cloud is regular smoke. If it is the fourth poison, no cloud. It should be much harder to code, but I think this is possible.
2. I don’t have an opinion on this issue. I played a lot the main game and dlc1. However, I spent very little time on dlc2. That is why I don’t feel Misty and the content of the dlc2 as well as other parts of the game. In general, itemization is the weakest part of the game. Good items and sets are exceptions. A lot could be improved by rethinking the items.
In theory, my mod is compatible with any mod (unless both mods change exactly the same lines of the Lua script). I did preliminary testing with dev tools, and it seems that you can make mods made with troubletool to work with dev tools. I don’t use it, because I want to make my mod to be compatible with others (mainly Mal mod).
My understanding of how the dev tool works is the following. If you didn’t use troubletool, the devtool will use the unmodded files as a base for your mod. On the other hand, if you did use troubletool and modded some files, the devtool will use the modded files from the Data folder (the one that troubletool creates) as a base for your mod. So, you can install my mod, and then make your own mod with devtool. However, you need to be sure that you placed all the files that my mod changes to the devtool mod folder.
Although this approach works, it is not perfect. If I release a new update (which I will definitely do), then you will have to repeat the whole procedure again, which is time-consuming. Alternatively, you can first create a mod with devtool, backup these files somewhere, and then apply my mod to your newly created mod.
Finally, if you know some Python, you can use my mod to implement your changes. When you launch main.py, the script launches every script located in the mods folder. You can create your own file, and make your own changes. Place it in the mods folder, and main.py will launch it with the others.
Edit: Installing 1.18 fixed that.
Also confirm that Sion's Furious Lightning Gale is not a free action, though this is now easily doable with the modding tool.
Something to note with Drones, if we use OS max level on craft we actually do not get all the modules that should be unlocked. So this is only relevant to turn on for a save that already has these modules, otherwise you just never get them...
As for Lightning Gale and Divide and Conquer, it seems that the mod was not installed properly. After every, micro update that the devs make, you need to reinstall the mod. Try to re-install the mod.
Irene's A Million Years of Training has the same problem.
ADDITION: Sion's Furious Lightning Gale still costs ap and ends the turn.
(excuse for my poor english)
1) open data\Mastery.xml with any text editor. Search for a string "nostro mod" (ctrl+f). If such a string doesn't exist in the file, then the mod was not installed at all.
2) when you write that you disabled the mod, how did you do that? Did you press "Uninstall Mod" in the trouble tool? If yes, then how did you install the mod in the first place?
3) when you say you can not research a mastery, what do you mean? You cannot equip it, or you cannot "craft" it?
the problem is these mastery with cost change cannot be researched and cannot be equiped correctly. it seems these masteries still hold their costs in vanilla.Although they show like modded ingame,A Million Years of Training shows 0 cost. dazzling blade shows 1.I will try to attach some screenshots for the report.
(I am using a transition software to write this post. hope its ok)
these masteries cannot be researched
cannot be equiped correctly (can be equiped with more than 3 training points left)
still costs all action points
Question: How did you install the mod? Did you change something within the files? Did you modify the settings or any other values? Did you run the script multiple times? Especially the last step is something that messes up your files, I'm speaking of experience here, lol.
As for failure to research masteries, it seems that you don't have enough components to craft them.
Here are a few things I was wondering about.
Yes, multiple drones break the game. I left the option to have multiple drones as a fun option. If a person uses it, I assume he knows what he is doing) The default option (2 for engineer and 1 for hacker) lies more or less within reasonable boundaries.
A similar option could be made for Giselle. Some time ago I fooled around with the code to see if it is possible, and, yes, it is possible. However, multiple drones required very little extra coding, so I included it straight away. On the other hand, multiple beasts require more extra coding, so I delayed it for the future. I will try to include the option to summon multiple beasts in the 1.17 release.
As for legendary armor, there are three legendary magic armor. To unlock it, you need to either farm Pascal's mission or craft purple armor with magic armor. Basically, check every purple armor you can craft, and see if you have unlocked everything.
As for extended inventory, I don’t know for sure, but my gut feeling tells me this is possible. However, I’m not sure if it breaks your save files or not. For example, you extended inventory and then removed the mod. What will happen to the items if you have more than 1000 of them? The main difficulty is to investigate any potential problems with save files.
If you are open to some experimentation, you can try to mod it by yourself. Firstly, backup your saves. Then open Data\xml\Office.xml with sublime text (any text editor will do, but the sublime text is more convenient). Then find the part InventoryCapacity="900". This is the place of the code that is responsible for how much extra space you get for a fully upgraded office. Change it to something else and see what happens.
Furthermore, I didn't think about the save file, this surly can be risky, I'll be careful when I try to modify that. Thanks for the heads-up.
If you could have multiple beasts out, that would be so cool. Having out a team of mungos, and you can solo everything with just Giselle.
By the way, when I followed the instructions, you may want to mention that you have to switch from package to the data folder in the TroubleTool. That's why it didn't work on the first try.
Oh, and I was wondering about the fuel tank Pascal gives his Destrons, they were never meant to be having as a player, right?
Pascal fuel tanks were intended only for enemies. They have a much better fuel/weight ratio, so, from the balance perspective, it is probably not wise to give it to players. On the other hand, it is definitely possible to add. Since, in my opinion, it goes against the spirit of the original game, I decided not to add. Maybe, I will add it in the distant future as a fun option, but it will be a very low priority.
As for Irene's personal masteries that are not fixed. Yes, I'm aware of them. My rationale behind the change regarding other fixed masteries is the following. Depending on the character, they are either mandatory (and at the same time not super strong) or not worth using. At the same time, they do add some flavor, so I decided to give them to everybody for free.
As for Irene, some of her currently non-fixed masteries are relatively weak, so they can safely be added as fixed ones. On the other hand, 'My dream to be a hero' is relatively good mastery, which is worth a mastery slot. As you see, I currently don't know what is the best solution: which masteries to give for free, and which not. Until I'm hesitant, this issue is delayed for the distant future.
Since you mentioned you might want to add this in the future at some point, are you interested if I share this with you? I even integrated it in the settings.py so it could be completely optional as well.
I just remembered something that in my opinion is not balance relevant, but just QoL. It would be neat to remove tornado kick from the pool of abilities Bianca uses for cover, or pincer movement. This always turns out worse than if she would just have stayed put.
In its essence, my mod is actually a modding tool. When you launch main.py, it goes to the mods folder and executes function 'patch' in every *.py file (except for __init__.py). You can add or remove any file (except for __init__.py) from a mods folder and the script will work.
So, if you want to implement your own changes and make your own mod, you can use my mod as a foundation. The *.py mod files that you add should have a 'patch' function. settings.py is just a convenient way to store global variables. If you want to keep a file with your own settings, you can make a file my_settings.py and instead of 'import settings', write 'import my_settings'.
As for Irene's fixed masteries, If I will decide to implement these changes, I think I know how to do it) Additionally, this part of the code requires some refactoring. Since I repeat it several times (Irene, Leton, etc.), it is not a good coding practice. In the future, I plan to convert this part of the code to a separate function, which will make the code more simple and concise. For now, it is a low priority.
As for the Bianca kick, your arguments make sense. To add her kick to some kind of exception, you need to edit the game lua scripts. It usually requires about one or two hours to study the games lua scripts and test ideas. Although the change itself is usually about 1-2 lines of the code, overall changes to lua scripts are usually time-consuming. I will add bianca kick to 'someday/maybe' list, but in the near future I will probably not touch this issue.
One time she wanted to cover Alisa and launched herself in the middle of a shootout with ranger type enemies, she got silenced and then shot down the second she landed next to Alisa.
And I think I will start a few tweaks on my own, but they will be more on the fun and imbalanced side, so I get why you wouldn't want to add them. I will try to increase the drone ability so you have 20 instead of 10 to choose from, maybe try to mess around with the mastery slots etc.
I'm no programmer, but thanks to your work, I could figure this out in no time.
Since it is the only thing I can give back right now, maybe you want to make optional files here or something, I post the changes I did.
settings.py
# -------------- IRENE -----------------------------------------------------
# Makes A Million Years of Training to be a fixed mastery
IRENE_1M_YEARS_TRAINING_IS_FIXED = True
# Makes My Dream is To Be a Hero to be a fixed mastery
IRENE_MY_DREAM_IS_HERO_IS_FIXED = True
# Makes A Hero Never Gives Up to be a fixed mastery
IRENE_HERO_DONT_GIVE_UP_IS_FIXED = True
# Makes The Responsibility of a Hero to be a fixed mastery
IRENE_HERO_RESPONSIBILITY_IS_FIXED = True
irene.py
# -*- coding: utf-8 -*-
import settings
def modify_1M_years_training(game_files):
irene = game_files.xml['Pc']['Irene']
# Training100 is an in-game name for A Million Years of Training
mastery_name = 'Training100'
irene.add_fixed_mastery(mastery_name)
mastery = game_files.xml['Mastery'][mastery_name]
mastery['FixedMastery'] = 'true'
mastery['Cost'] = '0'
print('Irene: A Million Years of Training is now a fixed mastery.')
def modify_my_dream_is_hero(game_files):
irene = game_files.xml['Pc']['Irene']
# MyDreamIsHero is an in-game name for My Dream is To Be a Hero
mastery_name = 'MyDreamIsHero'
irene.add_fixed_mastery(mastery_name)
mastery = game_files.xml['Mastery'][mastery_name]
mastery['FixedMastery'] = 'true'
mastery['Cost'] = '0'
print('Irene: My Dream is To Be a Hero is now a fixed mastery.')
def modify_hero_dont_give_up(game_files):
irene = game_files.xml['Pc']['Irene']
# HeroDontGiveUp is an in-game name for A Hero Never Gives Up
mastery_name = 'HeroDontGiveUp'
irene.add_fixed_mastery(mastery_name)
mastery = game_files.xml['Mastery'][mastery_name]
mastery['FixedMastery'] = 'true'
mastery['Cost'] = '0'
print('Irene: A Hero Never Gives Up is now a fixed mastery.')
def modify_hero_responsibility(game_files):
irene = game_files.xml['Pc']['Irene']
# HeroResponsibility is an in-game name for The Responsibility of a Hero
mastery_name = 'HeroResponsibility'
irene.add_fixed_mastery(mastery_name)
mastery = game_files.xml['Mastery'][mastery_name]
mastery['FixedMastery'] = 'true'
mastery['Cost'] = '0'
print('Irene: The Responsibility of a Hero is now a fixed mastery.')
def patch(game_files):
print('Starting patching Irene...')
if settings.IRENE_1M_YEARS_TRAINING_IS_FIXED:
modify_1M_years_training(game_files)
if settings.IRENE_MY_DREAM_IS_HERO_IS_FIXED:
modify_my_dream_is_hero(game_files)
if settings.IRENE_HERO_DONT_GIVE_UP_IS_FIXED:
modify_hero_dont_give_up(game_files)
if settings.IRENE_HERO_RESPONSIBILITY_IS_FIXED:
modify_hero_responsibility(game_files)
print('Done patching Irene\n')
If you are interested in fun mods, you maybe interested in the Rex's mod. It is not uploaded to nexus. You need to go to the troubleshooter discord, and look for threads in the 'game-mods' channel
Try to do the following:
1. Launch troubletool. If the troubletool failed to find the game folder, enter the game path to the 'Troubleshooter path'.
2. Press 'Extract Pack to Data'. This process make take several minutes. The trouble tool will decipher the game files and put them into the 'Data' folder.
3. Just in case, back up folders 'xml' and 'script' from the 'Data' folder.
4. Set 'Game Data Source' to 'Data'.
5. Click 'Apply Settings'.
6. If you don't have python installed on your PC, install it (https://www.python.org/downloads/)
7. Unzip my mod to any folder.
8. Open settings.py in any text editor (notepad, sublime text, etc.). Make sure that GAME_FOLDER is specified correctly.
9. Launch main.py