Author Topic: LoC Reloaded ~ Download Thread  (Read 985 times)

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Offline sauruz

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Re: LoC Reloaded ~ Download Thread
« Reply #15 on: 08 November 2026, 12:22:01 »
Completed act 1 during last night , it was fun  ;)

general toughts so far

-Some bosses and quest bosses have bit to much hp recovery (for exemple) trio ratman in acropolis and arachnos in crete cave during the last stage of the act

-theres to many jakalman attacking the front gate of Rhakotis plus with lagging from city the game crash and i cant progress much futher
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline nargil66

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Re: LoC Reloaded ~ Download Thread
« Reply #16 on: 08 November 2026, 20:38:08 »
Completed act 1 during last night , it was fun  ;)

general toughts so far

-Some bosses and quest bosses have bit to much hp recovery (for exemple) trio ratman in acropolis and arachnos in crete cave during the last stage of the act

-theres to many jakalman attacking the front gate of Rhakotis plus with lagging from city the game crash and i cant progress much futher
The city lagging is fixed for the next version.
About the HP/EP Regen i guess it was a bad idea, i'll return it to normal then.
I'll see what i can do about the Jackalmen.

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Offline Amaryllis

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Re: LoC Reloaded ~ Download Thread
« Reply #17 on: 08 November 2026, 22:39:14 »
Haya! For the HP/EN regeneration - old versions of my mod used to do that because it incentivized being aggressive. But if I gave enemies *too* much regen they became essentially impossible to kill.

I ended up making a solution where all enemies had high regeneration (enough to regen themselves fully in 10 seconds) - BUT their regeneration would cut to 0 if they got hit - and this debuff lasted for 10 seconds. Maybe something like that could be useful to you?

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Offline nargil66

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Re: LoC Reloaded ~ Download Thread
« Reply #18 on: Today at 04:07:02 »
Haya! For the HP/EN regeneration - old versions of my mod used to do that because it incentivized being aggressive. But if I gave enemies *too* much regen they became essentially impossible to kill.

I ended up making a solution where all enemies had high regeneration (enough to regen themselves fully in 10 seconds) - BUT their regeneration would cut to 0 if they got hit - and this debuff lasted for 10 seconds. Maybe something like that could be useful to you?
Hey Amaryllis! That's an idea worth considering. The current problem with regen is due to the fact that every creature in the game regenerates 1 Health per Second for every 250 Health it has, which for bosses is huge. The difference is even bigger on Epic and Legendary making them almost unkillable. The solution is either to restore the old formula, to use your method on all monsters or to set a negative % regen in monstergamebalanceattributes.dbr (and the respective global dbr's for bosses and pets). I'll think some more about it before deciding.

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Offline Amaryllis

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Re: LoC Reloaded ~ Download Thread
« Reply #19 on: Today at 04:51:18 »
Oh yeah 1 per 250 is gonna scale really hard.

With regen settings that high you either need a cap to the regen - a way to stop the regen - or just a different formula.

Sometimes it *can* help to have different formulas for different monsters.

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