Favormod offers over 60 new items (including 15 new summon-ables - Towers and Units), both achievement and standard shop items. All achievement( favor) items are each only 1 point to make it accessible to all. And all new units have been re-skinned. Several set items with unique effects have also been added. All items have their own unique icon and several new casting, buff and spell effects have been added.
Favormod also offers a wide range of abilities that are not available in vanilla Demigod. For more information pls watch the video at the bottom of this Post.
For instructions on how to install mods see here:
http://forums.demigodthegame.com/369780
[Mod] Favormod - Revision - V2.3.3 - Yet More Bugfixes
http://www.mediafire.com/?zab21obvwkdj2ct
NOTE: it it highly RECOMMENDED that you use FAVORMOD with both Uberfix AND Enhanced AI -- these are all packaged in the auto installer below.
Or you can install Pacovs Community Mod Pack (includes this version of favormod) here - Self Installer:
RECOMMENDED DOWNLOAD - UPDATED daily, pls make sure version numbers match though.
http://www.box.net/shared/qf7lhj1zjl
Note:
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EDIT: This video does not accurately reflect the current version of favormod, it is missing most of the skins, new effects and spells as well as about 15 items.
WATCH in 720p
FavorMod 2.0D Video:
removed incorrect link in above post
Hey Exxcentric - I'll see if I can get some testing going for you tonight. The downside with testing favormod, though, is that I generally have to get a full blown 3v3 game going to be able to really tell if the balance is good or not. I'll see what I can pull off for ya though. Thanks.
TY pacov. If that is possible than Fantastic!
However, atm I am not too concerned about getting a game against players, i have been testing out against ai and with the latest set of changes to skirmish AI, they seem to suffice as a basic player. (nightmare difficulty). Mostly, i just want to know if you still think that these items have had enough of a reduction in utility to make them more of an option and less of an I WIN button.
Currently have added another 6 units to the game: (not yet balanced)
Armadillo - Catapults that freeze enemy towers on hit (5% chance, 3 second freeze), 2 summonable - low health. May provide early tower pushing strategy if taken with demolishers.
Silence archers: cast a ring of silence (6m) on the a target that they hit (2% chance) however you can have 4 of them. Low range to limit their usabity for pushing towers (more a support for characters that have no interupts at all and could do with a meatshield (prbly useful for ub/reg)
Nightmare: Unit has been coded in but trying to come up with a unique effect for its "Rain of Fire" ability other than straight out damage.
Replicators - Cast AOE heal (12m) (uses chain of 2 from first target) of 4% health to ALL friendlies (including towers) every 6 seconds with a 9 second buff cooldown (ie you can only get healed every 12 seconds). This uses a chain effect so occasionally you will get more than a single heal. Heal has no priority for demigods. Heal also provides an armor bonus of 250 for 9 seconds.
Mega Ent - Currently does AOE ground spikes every 6 seconds (aura), debuffs armor. Will look into changing the utility of this skill.
Bloodlust Yet - Applies 5 second Stun immunity every 12 seconds to all allies in 12 radius. Due to testing constraints i am unsure if this effect will break an already active stun (although i doubt it). You cannot receive another buff if you already have one.
Other Balance changes to be made:
All Units (including towers) that use abilities will no longer be able to do so while frozen.
All minion units summoned through favor items have an integrated health/damage scale with level. This will allow me to balance these units more effectively.
Need advise here: what is an appropriate range for health damage scale for minions summoned in this manner? I was thinking at lvl 1 between 25/45 damage per unit and 500 --> 750 health
At lvl 20 50/ 75 damage per unit and 1400 --> 1800 health
DISCUSS
Brainstorm Area -
Rusty Ward - Reduces the armor of all units in the area of the ward by 900. Provides the user with base 650 armor bonus and 7% attack speed bonus. (low mana cost, 45 second cooldown.
Demistify- Unsummon up to 2 units (chain effect) of an enemy or unsummon up to 1 enemy created structures in range 12, cooldown 45, no mana cost, targeted. -----> regenerates 350 mana on use.
Escapism - Casts invunerability (but you cannot move) for 2 seconds (Think Orb of Defiance). Following this the unit becomes invisible for 7 seconds provided you dont attack/cast an ability/use an item. Invisibility slows the recipient by 15%.
Single targeted use, range 30. Cooldown 50, mana cost 300. (nerfed from previous post). Might provide some team utility to the invisiblity function, with the invulnerability period working as a limitation. --> i will also try to code it so that the invunerability period does NOT remove debuffs. Taking damage (ie through use of googles to see the player) should also remove invisibility.
New consumable - (@ PACOV and Hedgie)
Hedgies Arsenal: Cost 500 - Changed as per advise below (now named after the resident hedgehog!)
Scaling HP/MP restore (1---> 20) 700 / 250 --> 2500/ 750
Scaling HP damage and MP damage (1---> 20) 500/ 350 --> 1200/ 1100
Scaling Tower repair 1000 -----> 3000
This provides some control as to when the item become powerful. At early levels, it would be more efficient to take UG over this item. However at higher levels this item scales to become the more powerful. This removes the problem of it being OP at the start of the game where even small mana/health changes can have a large impact.
This has been done now. It was FRUSTRATINGLY difficult lol (i must be out of practice hehe). Anyway, this item is currently set with these stats:
if not IsEnemy( target:GetArmy(), unit:GetArmy() ) then
if EntityCategoryContains( categories.HERO, target ) then
mxhlth = 700 + 65 * herolvl mxenergy = 250 + 60 * herolvl
elseif
EntityCategoryContains( categories.STRUCTURE, target ) then
mxhlth = 1000 + 100 * herolvl
end
else if EntityCategoryContains( categories.HERO, target ) then
mxhlth = 500 + 35 * herolvl mxenergy = 350 + 82 * herolvl
elseif EntityCategoryContains( categories.STRUCTURE, target ) then
mxhlth = 500 + 50 * herolvl end end
It now does damage to enemy towers as well as heal friendly ones.
Comments/Cost changes/balance issues?
Forearm Crossbow - An item that turns a melee character to a ranged character.
Thief - Be able to pickpocket gold or items.
Consumables: (HAVE NOW BEEN ADDED)
http://forums.demigodthegame.com/399748/page/1/#2815962
1. Potion of Speed: 350, increase speed by 17% for 7 seconds.
2. Potion of Slow: 200g, decrease opponents speed by 20% for 10 seconds.
3. Potion of Interrupt: 300g, Interrupt ability. Stun for 1 sec.
4. Potion of Blink: 250 g, same as Cloak of Night.
Flag Mines:
These have been rebalanced they now do 2 sets of damage (4 seconds apart) according to the following formula:
Flagmine damage = 300 + 80 * herolvl
They now cost 450, dont actively show that they are present (no flag lock Mesh) and stay active for 90 seconds. They have also been increased to a 3 second cast with range 10 to prevent them from actively being overused in the midst of battle
Had an old version of skirmish AI. It has been removed, i wont replace it due to the rapid evolving nature of skirmish AI.
I'd keep it at 500 gold. Comparing to UG, it's inferior at level 1 and only barely superior at level 20. 500 HP and 750 mana isn't much at that stage of the game.
done -- > currently using my post above as a changelog. Pls refer to it atm until i make another changelog post
Changelog V2.0B added to main post - (not yet released, information is provided for feedback/balancing purposes)
Added my first gear SET:
# Boots of vengence --- cost : 750
Armor = {Add = 500},
DamageReturn = {Add = 15},
# Armor of vengence --- cost : 3250 (pre-existing but underused)
Armor = {Add = 1050 armor},
DamageReturn = {Add = 35},
# Helm of vengence --- cost : 550
Armor = {Add = 250 armor},
DamageReturn = {Add = 25},
However, once you have all three of these items you also unlock this ability:
Revenge:
Armor = {Add = 1250},
DamageReturn = {Add = 90},
Should provide alternate builds favouring armor and damage return vs non ability characters.
Total cost: 4450.
Total Armor: 3270 (eribus lvl 1)
Total Damage Return: 165
As this requires 3 slots of your inventory, i thought it was only fair to provide a very substainal buff for possessing all three items.
Second Set: ANCIENTS
Ring of the Ancients cost 2500 (Existing)
30 weapon damage
400 armor
Girdle of the Ancients cost 3200
500 mana
40% MPS
20 HPS
10 Weapon Damage
Wraps of the Ancients cost 3200
30 Weapon damage
300 Mana
5 HPS
10% chance on weapon proc to heal for 150
Set Buff :
15 HPS
30 Weapon Damage
Total Cost: 8900
Total Buffs:
Total Weapon Damage = 100
Total armor = 400
Total Mana / MPS = 500/40%
Total Regen = 40
Thumper test:
Favormod Version 2.0A
Settings: Cataract/High Towers - all other settings on defaultAI settings: normal
rook (human)/ub/da/ v rook/ub/da
Observed results:
um... I'm seeing some batshite crazy things here... I go to cast thumper and nothing appears at level 1. And then about 20 seconds later I saw some floating orbs like looked like occulus's lightning balls.
I double checked mods - I only have favor mod 2.0 installed.
tested again using same setup. Noticed that the "floating ball" effect happens immediately after I try to cast thumper.
Other quick thoughts - if its non-destructive, it might be best to drop ai skirmish from your mod and just have favor items included. This will be especially useful if I can get get Stardock/GPG to included these mods in a official release.
already done
hmm interesting. will double check and get back 2 you
Also removed a conflict with uberfix 1.03. Mod should be just about completely non destructive (with the exception of UI shop tab/achievement shop)
Ok i found it. Must have had something highlighted, gone to save and forgot to press ctrl lol cause i had a stray 's' in the middle of nowhere.
Here is version 2.0B
http://www.mediafire.com/?z2xhp3xyok5s85s
** Removed link to bugged version - replaced with 2.0B test
just made sure that all towers will summon so you should have no problems.
Ok - tried out your new version.
Favormod Version 2.0B
I can have 4 thumpers in play. This seems like alot in comparison to the previous version (I think it was 2 max)... then again, the old thumpers were OP... not sure if 4 is too high a number or not.
As you can see, I just did a play test with AI. The AOE damage output appears to be is very low (good). I noticed that interrupts were very infrequent (also good). Seemed like as it scaled, the AOE damage increased a bit... with 4 towers, that will be a little too OP. I still think this will require a really play test to determine if its good or not (goal is to nerf it enough so its not OP and keep it as an item that folks would like to use, of course).
Can you post exactly what thumper does?
Thumper Information:
4 can be summoned, at 450 mana each, 45 second cooldown
AoE Damage
AffectRadius = 17,
AuraPulseTime = 3,
thumpdamageA = hero:GetLevel() * 5 + 17
(note that base Rook TOL damage is about 80)
AOE Stun
ArmorProcChance = 5,
AffectRadius = 15,
Stun timer increased at lvls 1/7/12 (0.75, 1.25, 1.75)
After being stunned, unit is then immune for 10 seconds (note that the downside to this is that they cant be stunned by any other means for 10 seconds)
Stun also applies a 5% speed reduction for 5 seconds
Health :
local mxhlth = 800 + 100 * herolvl
BTW pacov come up with an item that you would like to have your name on, (or select and rename an already created one
I would be happy to implement it!
Also note: if anyone has any suggestions for underused items/Abilities (this includes demigod abilities as well, it is not hard to create an item which relies on a particular buff to become activated) which could use a buff (ie they are mediocre at best) post them up with how you would like them to be improved. They can either be directly improved with a single item added to a set.
Note: (Trying to move away from anything that improves MaxHealth)
The two sets that i have created are aimed at:
1. Vengence Set ; Armor and damage reflection : Currently there is very limited use for armor or vengence as this item provides no health (ie does not fit into the current healthstack meta) and 35 damage reflection does not amount to much at the higher levels where this item would be of greater use (ie armor vs AA UB). This set aims at providing a lower entry point for High Armor/Damage Reflection meta into demigod. This build will be most successful against characters using auto attack for the majority of their damage (this includes minion masters).
2. Ancients Set ; AA Damage/ Max Energy/Regen : This set aims to buff Ring of the Ancients. Current Meta favors health over damage, due to the limited options we have with damage items in the early levels. I have tried to add Max Energy and regen to these type of items to allow for a more focused Glass Cannon approach, allowing for spamability of skills and AA at the cost of max health. Seems to work well on TB, Reg and QOT.
i have like 50 slots left at least so throw anything out there.
Exx - anyway off to bed been playing with code for like 20 hours straight lol
Can you clarify this? How often can stuns potentially occur? Is that the armor proc change? Help me understand, please.
heh - will do
Ok,
It works like this
The Tower takes damage ----> 5% of the time it will do a stun ---> Stun code then determines the level of the demigod who summoned the tower -----> it applies the appropriate buff, one for each of those intervals, with the only difference being how long the stun lasts for-----> then applies speed debuff and stun immunity for 10 seconds
BTW all changes posted up in the main post (it is now the correct changelog) are found in the mod that was uploaded. The icons will be off as well as the ingame tooltips, but the item should be named correctly and function as described.
so, stuns can't even occur if the towers don't take any damage? If that's the case and its 5% of the time going to stun, then I certainly don't think its op now. Am I right?
agreed lol
k will now work on icons and tooltips for all new weapons/favoritems so i can release a proper revsion for everyone to test out
All icons and tooltips completed.
UPDATEY!
Heh - just thinking about doing qa on this makes my head hurt... SO MANY THINGS TO TESTTTTTTT!!!!!!!
Anyway, I don't think I'll have time tonight other than to install this, but I'll do some testing over the next few days. Thanks!
NP
lol i reckon, glad that someone else is around to share the task lol
NT bad post
Ok, i have had a few balance runs with most of the items. Still have to do armadillo's, Rangefinders, Mega Ent, Nightmare, vortex and bloodlusty yeti.
Also i forgot 1 major patch note to the last update. I have significantly shortened the leash on all favormod summons and reduced the attack scan range for most of the favormod units. They will now begin to follow you much earlier and are less likely to run off to a distant location to attack something.
Will use this post as changelog for now:
New Set: Despair
Gauntlets of Despair (Existing) (cost 1750)
350 mana
15% chance to drain 300 mana
Warlords Punisher (Existing) (cost 2250)
300 damage (range 15)
400 Mana Drain
Passive: 30 weapon damage
Ring of Despair (cost 2800)
-15% to cooldowns
Set Bonus
+15% Speed
-10% to cooldowns
Implemented. Now with this and staff of renewal/Dejavu cloak/Wraithgloves we have entry into lower lvl cooldown builds and will allow for mana drain builds to enter the fray
Fix - Mega Ent is now mulchable by QOT.
Fix - Wraith Gloves Tooltip
Fix - Retroactively applied stun constraint to all units that use aura (ie towers and summonable units will no longer be able to attack/buff/debuff while stunned if they use an aura activated ability.
Fix - Cooldowns for several of the summonable units was adjusted.
New Set: Assassin
Assassins Foot-guards (Existing) (cost 1750)
5% Attack Speed
10 % Dodge
Assassins Grips (cost 2400)
7% Attack Speed
7% Damage Reduction
Assassins Embodiment (cost 2050)
5% Dodge
10% Attack Speed
Friendly Flags in Range 15 of demigod produce 3x normal warscore
Fixed - Re-organised consumables shop to make it more user friendly
Fixed - Icon for Ancient Glove
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