Longzhu Sphere nerf

Freeform discussion about anything related to modding Transcendence.
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Shivan Hunter
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Basically, this makes longzhu spheres work more like enchantment scrolls in NetHack. In NetHack, if you enchant an item to +4 (+6 for some items), it has a chance of being destroyed if you enhance it further. This chance increases with enchantment; it's nearly impossible to get something to +9, for instance.

This mod isn't nearly as harsh (and as compensation, it makes longzhus somewhat more common).

If an item's enhancement is 50% or below, the longzhu sphere acts normally; +20% for a normal item, +10% after that. But at 50%, there is an (enhancement-50)% chance of Bad Things happening. The Bad Thing has a 10% chance of damaging the item (and setting its enhancement to +0%), and a 90% chance of simply subtracting 10% from the enhancement rather than adding it.

The effects on gameplay are as follows:

Code: Select all

Enhancement         % chance of getting     % chance of getting this enhancement
                    next enhancement        without a single failure
					
+50%                100%                    100%
+60%                90%                     100%
+70%                80%                     90%
+80%                70%                     72%
+90%                60%                     50%
+100%               50%                     30%
+110%               40%                     15%
+120%               30%                     6%
+130%               20%                     1.8%
+140%               10%                     0.36%
+150%               0%                      0.036%
I said I made them a bit more common to compensate. They are now "uncommon" rather than "rare", and Earth Slavers have an 8% chance to be generated with 1d3 of them.

Also, I updated their description. It now reads "Longzhu spheres are antimatter containment vessels used by the Sung Slavers as power sources. They can repair and enhance weapons and shields, but too much enhancement can be dangerous for the device."

I think that "They can repair and enhance weapons and shields" should be in the vanilla description; it's ridiculous to think the player character can jury-rig these things to experimental and alien devices, but the knowledge that it's possible is not there for the player.

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I received a couple complaints about a longzhu nerf making a "gap" between the midgame and the lategame difficult to bridge- an argument to the effect of "lategame superweapons are much more powerful then midgame weapons, and you need excessive longzhu use to take on a supership to get one". I'm not at all experienced with the late game, but if this is true, it's a separate balance problem than longzhus being OP and deserves its own solution- possibly in the form of some midgame weapons designed to take on superships, but not good at much else. These would be in a separate mod. Any thoughts on the issue?

[EDIT] Forgot to mention, this was not tested on 1.08h but I don't see why it wouldn't work.
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Nice idea! Can you nerf the other boosts as well? I never really did feel comfortable about modding my Katana DIY style...
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Shivan Hunter
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I can copy my code over to the other types of upgrade if I have time- sometime this week, probably. I'll release that as a separate mod. I don't see the gameplay need for it, but to each their own :)
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Atarlost
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I don't think the other enhancers need nerfing. Longzhus are, by far, the most common because they appear apart from rarity mechanics in Sung Citadels.

The other enhancers are impractically rare without ordering from trading posts, and Ion is impractically rare even then.
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digdug
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this is a nice solution which I like, even if I understand that many people won't agree to use a dozen or more longhzus to enhance their IM90 from +140% to +150% :D

BTW, Shivan, why don't you use our mod repository for your mods ? Threads get pushed down and lost :P
http://xelerus.de/
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Shivan Hunter
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I'll put all my stuff on Xelerus sometime this week. Too busy today to do anything in-depth. :)
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Shivan Hunter
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I have fixed the bug where Lonzhus don't appear on Earth Slavers! I was overwriting the wrong Earth Slaver (the carrier one). This overwrites the normal one, which is the one referenced by stations etc. I also changed its probability of having 1d3 longzhu spheres from 8% to 7%, and added a 25% chance of 1d4 longzhu spheres onboard Sung Fortresses.

Redownload from the [Same link as before].

I'll probably pack all my stuff and put it on Xelerus tonight.

Midterms are terrible.

:)
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Vachtra
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In reality all enhancements are auto-nerfed since the adjustment is not compounded.
An extra 10% on an already 140% enhanced weapon is only like adding barely over 4%. Not really a game changer there.
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FourFire
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Vachtra would you care to write a Longzhu Buff mod which makes them compound?
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I don't believe it's possible to enhance past 150% which would be 9 spheres if compounding.
The levels would be about as follows but since we have to stick to 10% increments, due to coding, it has to stair step a little.
# of spheres - Upgrade
1 - 20% (initial enhancement)
2 - 30%
3 - 40%
4 - 50%
5 - 70%
6 - 90%
7 - 110%
8 - 130%
9 - 150%
If you do the math it ends up being 10% short in the end.
To break it down it's increments of 10 after the first one and then increments of 20 after 50%.

Not really much time at the moment to write a longzhu buff mod but if someone wants to run with the numbers they are more than welcome.
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