Thank you for the ideas! Some are very interesting.
kotgaf wrote: ↑22 May 2023, 18:09
1) Increase projectile speed (not 100% auto-hit, I think).
Yes, I'll probably do just that in the next version. Also worth a try to have monsters predict where you'll be in a moment based on your current speed, and aim there.
kotgaf wrote: ↑22 May 2023, 18:09
2) (this is great solution I encountered in another great mod, ReImagine) adding some more powerful monsters in company with old one. For example, adding few (1-4) Swamp troll in Harmondale castle will certainly add some spice to the battle for your new home. Having just one or two monsters which are much stronger than normal for area works just fine.
It would be great if this additional monsters spawn only on certain difficulty, but I guess it will be hard to implement.
Well, this is the problem: I want difficulty to be switchable anytime (except in combat), so I can't have monsters (dis)appear when it's changed -- especially in an ostensibly cleared area.
kotgaf wrote: ↑22 May 2023, 18:09
3) adding some spells/abilities to mobs(you've mentioned). for example, goblin lords can use bless on them self.
Yep, gonna add a lot of those -- not that hard to disable them on Easy.
kotgaf wrote: ↑22 May 2023, 18:09
4) creating slightly buffed "elite" version of monsters from time to time. They can be larger and have different color (if it is possible in MM engine)
Not impossible, but see point 2. Also I'm not sure it's what I want my mod to be? I try to stay true to the "spirit" of the game, as I understand it, and lack of bosses looks intentional.
kotgaf wrote: ↑22 May 2023, 18:09
5) making traps on most non-quest chests deadlier OR having additional effects - insane, poison, SP drain, zombification, sleep, items break.
Good idea! Poison from poison clouds, broken items from fire, paralysis from lightning, something like that. Added this to my notes, thanks.
kotgaf wrote: ↑22 May 2023, 18:09
6) this just a thought, In vanilla and other mods time is not matter. But what if monsters will be getting stronger (until certain limit) with time passes by? then next point will make sense:
7)make healing at temple VERY expensive, but instead make most of conditions expirable after rest. Also,make some major spells like enchant, portal and some others limited per day.
Hard to balance, but could possibly work. I'll think about it, at least. FWIW, temple healing price is already increased compared to vanilla, although not that much.
kotgaf wrote: ↑22 May 2023, 18:09
8)rework some NPC? free identify and 5% experience seem to be in counterpart with your idea of item identification
Yes, Scholars will grant only +5 to ID Item skill in the next version. Some other hirelings also need adjustment.
kotgaf wrote: ↑22 May 2023, 18:09
9)make death penality. Now you can use death just as some kind of town portal (providing gold is stashed). Some permanent attributes penalty? 80% of character items break?
Makes sense, but on the other hand, wouldn't everyone just reload the last save then?
kotgaf wrote: ↑22 May 2023, 18:09
10) ! made difficulty tweakable through ini file. So you can turn off or turn on some heavy impact changes.
I'm not a big fan of ini files, and besides everything we're discussing now will be disabled on Easy difficulty. Maybe if I add some controversial difficulty feature it could be worthwhile, though?
kotgaf wrote: ↑22 May 2023, 18:09
11) another idea like point 6. With time passes, new, stronger monsters will appear in some areas. Vampires in haunted mansion, weak Titan near red dwarf mines.
Someone already proposed increasing monster count on respawn to keep it from being boring, but actually upgrading the monsters is even better! The only real problem with both ideas is how to determine when the usual monster population becomes too easy for the player. Still, good idea.
kotgaf wrote: ↑22 May 2023, 18:09
12) good ore is too available and has heavy impact on your party gear. And save-scum can give you REALLY good items early game.
Some ideas of solution:
a) You give ore and will get items in Harmondale chests after some time passes (hard to implement, probably)
b) You must pay in order to produce item.
c) Most of easily accessible ore is removed. You can get it from ore veins in mines and from certain mobs as loot (luck and perception increase this chance).
Amusingly enough, I just spend over a month implementing something like this: you can now order specific items in shops, but this costs both ore (up to six chunks) and a lot of money, takes several days as well, and enchanted items require extra "ingredients" (e.g. Day of Gods scroll for an item "of The Gods"). Vanilla ore smiths will be removed.
kotgaf wrote: ↑22 May 2023, 18:09
13) arena reward is too generous. I had 20k gold and it was A LOT for me, and having beaten Arena on "knight" gave me enormous 14k gold!
In my defense, vanilla reward was clearly too stingy, and even now it's still half that of MM8. But yeah, maybe I should tone it down a bit.
kotgaf wrote: ↑22 May 2023, 18:09
14) make invisible and fly more costly and fleeting
Already reduced the duration of both! That said, I'll probably disable Invisibility on Hard altogether, since it's #1 sequence breaker in the game, and isn't really mandatory anywhere.
kotgaf wrote: ↑22 May 2023, 18:09
15) make all chests locked if there are monsters nearby
Ha! That'd be nasty. But since monsters can get stuck in the walls, probably not a foolproof idea. Opening chests already dispels Invisibility, so that's something.
kotgaf wrote: ↑22 May 2023, 18:09
16) give shield (as a spell) to the most part of melee only monsters
For some monsters it makes more sense than ranged attacks, yeah. But maybe it's even better to let them "sprint" quickly into melee -- I intended to increase monster movement speed on Normal/Hard for 3.0, but it's tricky (for one, I don't want them running away with the same super-speed like in MAW). Still intend to do it somehow.