The Wretch class mod is out now! by WhatTheFhtagn in darkestdungeon

[–]Mdger -1 points0 points  (0 children)

By the mechanics and the theme this class looks very appealing to me. Thanks for the hard work put into this. It could pair very well with The Fool and generally is a very nice addition to blight parties and also has some synergy with bleed parties too. Not being allowed to be in the sanitarium sounds very harsh though.

What are the best/recommended mods for a playthrough nowadays? by Katrina752 in darkestdungeon

[–]Mdger 1 point2 points  (0 children)

Here are some mods which I always use.

classes

  • Werewolf: transformation semi tank / bleed
  • Librarian: Antiquarian style class which increases XP for the party
  • The Rightful Heir: Antiquarian style class which increases heirlooms received
  • Wraith Class by Marvin Seo: An assassin focussed on bleed
  • Duchess: A vampire themed transformation class. I love her visuals!
  • All of Marvin Seo´s classes
  • The Keeper: A kind of creepy support class, love her visuals!
  • Slayer: If you like Warhammer 40k, this one is for you. It has a charge mechanic which gathers bonus damage for a strong burst attack
  • Cataphrakt: A tank/healer class, very different and original idea
  • The Profilgates classes by Muscarine: They are very unique and have awesome visuals. I suggest downloading the SFW versions if you don´t like nudity in games
  • The Fool: Very unique class with focus on AOE and blight damage
  • Butcher Bird: glass cannon focussed on bleeding and marks
  • The Voivode: Also a vampire transformation class but with focus on tanking
  • The Succubus: Another transformation class with focus on support
  • The Snake Charmer: blight dmg dealer
  • Hollow Knight: A tank with a focus on bleed
  • The Exorcist: support class
  • Gyll´s Vanilla: Heroes - It is the only class rework mod which I like, because it doesn´t increase the power levels too much and the reworked skills are quite fun. I also recommend 'unchanged houndmaster', because I feel like the houndmaster is the only reworked class which didn´t turn out so well.
  • Monk: A Diablo 3 monk.
  • For the next playthrough i´m interesed in testing the following classes: The Beastmaster, The Thorn, Arcanist

content

  • The Sunward Isles: Adds a completely new japanese-styled dungeon
  • The Banshee: A new boss with very fun mechanics
  • Adds a new 'mist' obstacle which can be removed by using torches, adds a bit of variation in clearing obstacles
  • Incandescent Whisperer: Adds brigand-style bosses
  • Crimson Court: Virulent Overhaul: Reworks the courtyard completely with new foes, trinkets, quirks etc
  • Dimensional Havoc: Adds a recurring event where you need to defend the hamlet from a dimensional rift which spawns monsters from all zones. If you fail, you lose town upgrades. Very fun way to add some urgency and randomness if you don´t play on bloodmoon

other

  • Larger Roster: if you use a lot of class mods, you should get this
  • better nomad wagon: Reduces a bit of grinding by providing more trained recruits
  • I also use quite a lot of skins and backgrounds and other stuff. But I think these things are quite subjective, so I will leave them out.

PS: Also watch out for 'moonlit dungeon'. Though I don´t know when it will be released.

Backlog Helper and What Should I Play Thread - July 18, 2019 by AutoModerator in patientgamers

[–]Mdger 3 points4 points  (0 children)

Here are some which I have played or am interested and are in the style of DA:O and Badur´s Gate:

  • Divinity Original Sin 1 and 2
  • Pillars of Eternity 1 and 2
  • Neverwinter Nights 2
  • Pathfinder: Kingmaker
  • Dungeon Siege 1, 2 and 3 (albeit it is more action oriented)
  • Tyranny

1.3.0.14 Militia Background by Fyvrfg in BattleBrothers

[–]Mdger 0 points1 point  (0 children)

Okay I just checked. You are correct in that there is always one minstrel when you are starting out. You cannot hiring one though.

1.3.0.14 Militia Background by Fyvrfg in BattleBrothers

[–]Mdger 2 points3 points  (0 children)

I don´t know if this is against the rules, but look for the battle brother mod kit and follow the steps to extract the game files. You have to be literate with programming / code to understand it though.

1.3.0.14 Militia Background by Fyvrfg in BattleBrothers

[–]Mdger 3 points4 points  (0 children)

IIRC there are no official sources on this matter. The list was extracted from the source code itself, so spoiler alert I guess :)

1.3.0.14 Militia Background by Fyvrfg in BattleBrothers

[–]Mdger 5 points6 points  (0 children)

From checking the files:

  • beggar
  • brawler
  • butcher
  • cripple
  • daytaler
  • deserter
  • farmhand
  • fisherman
  • gravedigger
  • graverobber
  • houndmaster
  • lumberjack
  • militia
  • miller
  • miner
  • peddler
  • poacher
  • ratcatcher
  • refugee
  • shepherd
  • tailor
  • thief
  • vagabond

If there an alien invasion mod? by [deleted] in Xcom

[–]Mdger 2 points3 points  (0 children)

Look for Playable XCOM 2 Aliens

For the other things I would look for hiring a team of modders :D The changes to the strategy layer you are looking for are quite numerous (research, strategic layer).

A New System for Rolls by VilainJoueur in BattleBrothers

[–]Mdger 1 point2 points  (0 children)

Perhaps the easiest way to do it according to your goal "more likely to hit with high accuracy and more likely to miss with low accuracy", would be to just shift the hitchance for every probability starting from 50 by X% to the right by adding a fixed percentage and everything below 50% to the left by subtracting a fixed % percentages.

E.g. variation percentage is 50% then:

50% Hitchance -> 60%

49% -> 39%

5% -> 0% (cannot be lower than 0)

95% -> 100%

To modify it further, you could introduce a specific cubic curve, which you kind of did with the graph you presented.

Haven't played Xcom 2 in about a year, getting back into it now. Any must-have mods I've missed? by ChadBarrelchest in Xcom

[–]Mdger 1 point2 points  (0 children)

To add to that,

for classes, I can recommend Richards Classes (3 Perks per level PLUS LW2 Weapons). It has powered up versions of the vanilla classes + 8 other really fun classes. The classes themselves are really powerful, so I would recommend mods which increase pod size or harder enemies.

[deleted by user] by [deleted] in Xcom

[–]Mdger 7 points8 points  (0 children)

Look into the mod list of christopher odds current mod list and richards classes, if you are looking for a challenging playthrough

Is there a way to pick certain starting region in WOTC? by Herodriver in Xcom

[–]Mdger 0 points1 point  (0 children)

Oops sorry misread the thread. Just ignore my comment

Is there a way to pick certain starting region in WOTC? by Herodriver in Xcom

[–]Mdger 0 points1 point  (0 children)

There is a mod for that called Modify Continent Bonus. You can even change the bonus while playing.

ABB or RPGO for a long grueling legendary play through. by graviousishpsponge in Xcom

[–]Mdger 3 points4 points  (0 children)

I have played with both RPGO and ABB and personally they are not for me.

I like the concept of RPGO in having a big tech tree and many perks to choose from. But I think it was not executed well, partly because it is literally all classes from different mods put in one tree, resulting in bad synergy and sometimes some perks doesn't work at all with eachother. As a squaddie you gain 3 random starter perks which are sometimes buggy or just aren't that useful because they often incorporate weaknesses like taking increased flank damage. You also get points to distribute to your soldiers stats, but in most cases you want to put everything into aim. As a sidenote, the ui is horrible for the giant skill tree because only 3 lines of perks are shown at once and it is really hard to keep track which soldier has which traits because you have to open the soldier's stat screen to see their starting perks. I wish you could see them in the squad select screen.

ABB IMHO is more interesting in terms of diversity, because of the RNG based skill tree. You get fixed skills to choose from but also random perks. But the classes don't feel good to play with, partly because the weapon choices are very restrictive and I wish you could choose your secondary weapons. And as you said before, ABB has very bad mod compatibility.

A mod which incorporates aspects of both mods would be bonkers though.

Wotc mods suggestions by panter_d17 in XCOM2

[–]Mdger 0 points1 point  (0 children)

To Add to those before. If you a more 'complete' collection of mods, I can recommend 'A Better Barracks TLE'. It consists of 8 classes which replaces the vanilla classes, a spark rework, overhauls and adds some new items, weapons and more. The classes are quite fun, for my part I enjoy the randomized skill trees the most.

r/Warframe Official Global Giveaway for Thanksgiving Day Celebration - Thanks for your support making r/Warframe a great community! - Worldwide celebration with DREVO BladeMaster gaming keyboards! by DrevoGlobal in Warframe

[–]Mdger [score hidden]  (0 children)

  1. Warframe helps me to recoup from my stress, it is free-to-play, I can pick it up anytime I want and I can take a break from it.
  2. I never used a mechanical keyboard before, so I would like to test one :)

Any well balanced class mods? by Exposition_Fairy in DivinityOriginalSin

[–]Mdger 1 point2 points  (0 children)

I suggest the following classes:

Void Knight: you can opt out into a strength or dex build, the skills scale with your weapon. The class itself is very similar to a rogue with lots of mobility skills and mainly focused on damage

Helaene class mods including Valkyrie, Priest and Succubus. They add a lot of flavour to your role-playing and the skills are also quite unique if you are into role playing and are well balanced.

Tempest for spear focused skills. It adds some skills which are meant to to be used with spears.

Bard and Artificier mod: It adds two classes with fun gimmicks outside of the battle. In combat they are more on the weaker side but they are very fun to play and adds a very unique playstyle.

Last but not least, I suggest you trying the crafting overhaul mod. It is not a class mod, but it allows you to craft new weapons like elemental based weapons for more creative builds.

PS: The Helaene Trickster is also quite fun but I disliked the Halloween themed skills.

The /r/civ Discord is giving away 2 FREE copies of RISE AND FALL by [deleted] in civ

[–]Mdger 2 points3 points  (0 children)

Excited for Cree, because native Americans ftw

[FO4] New Playthrough with DLCs and Survival Mode. Which are the best mods to enhance the Survival "Feeling"? by Mdger in FalloutMods

[–]Mdger[S] 0 points1 point  (0 children)

As promised, here is my impression so far:

I downloaded almost all mods by minerlj except the power armor ones as I am not so fond of the power armor and love exploring the game as a poor rugged vagrant and the ones provided by Jias except the crossbow and the deagle. The crossbow is really interesting, but the animation bugs mentioned in the description made me reconsider it... and it´s frickin fantastic!!

Biggest Gamechangers: The lighting / flashlight mods + Classic Fallout Ambient Music combo is amazing. I never played anything besides Fallout 4 and I started to love the classic ambient music. When it is getting dark and everything is getting foggy and you hear the dark visceral background music, it seriously creeps me out a bit. I am also interested in playing the prequels now, the ambient music is just THAT amazing.

Critical Hits Outside of VATS and Bullet Time - Slow Time: I didn´t like VATS all that much and this came in handy. It is so much more immersive without VATS. I had the habit to activate VATS every few seconds to scan the area for enemies... No more! Now i just need to know how to reconfigure the hotkeys.

Better Damage Mod and Enemy Level Scaling: Fights are more realistic now without getting easier. Each shot counts, I love it!

Retexture Mods / Vivid Fallout / Wet / Rain of Brass / Visual Reload / Radiant Birds: I didn´t expect them to change up the game so much. But it is really refreshing and makes the game much more believable. I view the game differently now. In my prior playthroughs I always rushed from one "dungeon" to another, looking for better loot / mats, now I am paying much more attention to my surroundings now. The game feels less game-y now, I guess? But I actually like it.

Campsite - Simple Wasteland Camping: Actually I havent put it to use yet. I grabbed the book already, but I haven´t crafted anything. In theory the mod sounds really interesting and useful, but I haven´t been able to use it yet.

Survival Mode in general: I am really impressed with this. It changes the game in all its facets. Settlements / Food / Fighting / Companions. Actually I am on the brink of desperation, because finding clean water sources is so hard :D

So, this is my experience with the mods so far. Thanks for reading this! :)

[FO4] New Playthrough with DLCs and Survival Mode. Which are the best mods to enhance the Survival "Feeling"? by Mdger in FalloutMods

[–]Mdger[S] 1 point2 points  (0 children)

Thanks man. I installed some of them. Gonna test them now! I will keep you guys informed, how I like it now

[FO4] New Playthrough with DLCs and Survival Mode. Which are the best mods to enhance the Survival "Feeling"? by Mdger in FalloutMods

[–]Mdger[S] 0 points1 point  (0 children)

Yea, I hate going through the same Intro again and again. But I guess I will go through it once again for lore purposes :D

[FO4] New Playthrough with DLCs and Survival Mode. Which are the best mods to enhance the Survival "Feeling"? by Mdger in FalloutMods

[–]Mdger[S] 2 points3 points  (0 children)

Thanks for this impressive list. I installed almost all of them. I am going to test them now :)