Meet the Joker and help him tackle some of the hardest nights of the caped crusader's life. Long story short: expect the battlefields of garm to now make the underworld look like a picnic in candyland vs being the easy romp they were before. Warriors should feel safe wading into enemies and up to even bosses and using melee attacks, instead of their weaker ranged attacks, while archers should be able to run around pelting enemies with arrows and not want to get in close to use melee. Aside from that everything else is complete. Speaking of which, the Warrior will probably be next.
Much more research needed on my part to balance this but it's not a big task honestly. This has now been fixed. Should be easy enough to get replacements. Anyway, check this thread again for updates. Since walking speed is now a flat value, it is used for this instead. I changed the damage calculation to now be 0. This really increases the pace of the game.
She has increased firing rate and movement speed. I'm sure I won't be disappointed. Late game, when things get nuts, she has Dryad's vengeance. Far too much to type so everyone will just have to wait and see the results. A blog can be found here with all progress: sotnhacked.
I can't tell you how many times I would be strafing with my bow, have an enemy get close range, and watch as due to Midway's shite programming she would start throwing punches and allow other enemies to close the gap and attack too. Her L2 will also be used much more now in crunch situations and is still very useful against bosses too. It now also takes her 30 seconds instead of 20 to reach a level 2 turbo. The missing card did not have the symbol for dunwich horror on the card so that's why I counted +1 for the base deck and -1 for Dunwich Horror. I actually ground every character out, through every realm, on this game on ps2. This has been a good day.
So the tradeoff is an easier boss fight with less payoff, or a harder one with more payoff. By separating the cards into piles by symbol, you can at least narrow down what goes where. It is now done by holding L2 and hitting magic. But until both of these stages and their bosses are cleared you can't move onto the castle realm. Unfortunately, the monsters are not marked with the expansion icons, so be aware.
More experimentation is needed to confirm this. It is amazing how many changes I've managed to make though. Finally, you can use the provided list to figure out which ones are missing where. The exception is the mountain kingdom and forsaken province. I litterally wasted 4 hours, until I gave up and went to put the lid back on the box, and poof out drops the card I was looking for. Just time consuming and repetitive.
Try a few solo games to get things down, and then introduce it your group. When I am done hacking it, I will release a version for modders with lots of my notes in it. If so it goes with the base game. Basic idea though is to make the stages much harder. This is also all you will need to play the hack.
Then you can compare card counts to the numbers in each expansion's book to see if you're short anything. I really don't know what in the hell the programmer's were thinking putting in such a huge different in movement originally. Hello everyone Well I finally broke down and bought Arkham Horror. Her roll is insanely useful at escaping mobs. So basically: do you want to give up a chunk of gold to continue, or give up a lot of time and effort to go back, load a save and try again? Sometimes the cards do stick together, or static electricity themselves to the underside of the lid, when you create a vaccumm as you remove it. Many other changes have also been made to the game, but I won't bore you guys with all the little details.
You still need to get enough crystals too, but I keep you locked out if you have enough until this is done. I now control it via my script. September 06, 2016, 11:32:29 pm - Auto Merged - Double Posts are not allowed before 7 days. Which means the battles can now be much faster paced and involve more dodging and finesse, and much less slooooooooooooow plodding back and forth like before. As Charles tries to get his life to move forward, he haunted by Curwen and now wants to investigate his ancestors past in hopes to have a better future. All characters now walk even faster than a starting elf did originally. Turbo gain is slower for her: it takes 30 seconds instead of 20 to get a level 2.