Having taken a little more time with it. Again, I'm impressed that you're able to crack any of this stuff in this game as it is.
Bugs:
- "1-hit" is mostly untrue. The preview uses a high level character in one of the easiest levels of the game whom can already "1-shot" most opponents. What is happening is the damage is being doled out at a high and fast rate and appears instant. With the mod the animation speed is moving faster thus the same illusion. Played on more difficult levels, where one would need a cheat, the damage increase is not expressed and moot by the high level of damage the player does take instead. One hit "may" occur on Bosses but will the odds are so unlikely it doesn't make a difference. Likewise this is all overruled by Buffs (see below).
- Rewards shown to be collected after level completion but not in fact acquired.
- Completion reward not attained for completion levels.
- World Bosses become invincible.
- End goal in many levels is removed thus level can not be completed.
Being unable to collect progress/collect rewards/complete lampshades the bonuses provided.
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Thoughts on this game and mod ideas.
Common things =
- Currency: It's known currency is difficult to mod/non issue.
- Damage/Health: The issue is the game requires characters be at a certain level in order to play certain modes thus already have increased damage/health.
- Buffs/Debuffs/Attributes: These things overrule Damage/Health. A character/enemy needs specific things in order to do Damage or be Damaged.
- Skill Cooldown: This also decreases with level rankup/is easily resolved with a few items. Add, a characters animations have to play out in order to inflict damage at which time if the Skill Cooldown is already decreased the skills will have reset anyways.
Needed =
- Stop and Start game mode clocks: Most of the challenging levels require a player inflict a cumulative amount of Damage with a short amount of time. The ability to Stop the clock would allow winning most modes outright (World Boss/District). This would need an ability to restart the clock of course. Ample if the clock can be moved ahead to only a few seconds left upon restart though not essential.
- No Buy In: Currency is null if things can directly be increased without it. Skills for example. If Skills can be raised without spending currency, you get the point. With that that again Damage/Health/Cooldown and Debuffs all raise to the point of being able to defeat tougher characters. Likewise Agent Levels.
- Toggle Increase X: The game rotates "increase X factors" Currency/Item/EXP during event updates. This is actually preset in the game system and toggled on and off by the developers.
- Manipulate Drop Ratios: Specific item drops are controlled by a fixed %/dice roll system. Add ability to change drop ratio to drop wanted items either at a higher % or all the time when desired.
Bugs:
- "1-hit" is mostly untrue. The preview uses a high level character in one of the easiest levels of the game whom can already "1-shot" most opponents. What is happening is the damage is being doled out at a high and fast rate and appears instant. With the mod the animation speed is moving faster thus the same illusion. Played on more difficult levels, where one would need a cheat, the damage increase is not expressed and moot by the high level of damage the player does take instead. One hit "may" occur on Bosses but will the odds are so unlikely it doesn't make a difference. Likewise this is all overruled by Buffs (see below).
- Rewards shown to be collected after level completion but not in fact acquired.
- Completion reward not attained for completion levels.
- World Bosses become invincible.
- End goal in many levels is removed thus level can not be completed.
Being unable to collect progress/collect rewards/complete lampshades the bonuses provided.
--- Below
Thoughts on this game and mod ideas.
Common things =
- Currency: It's known currency is difficult to mod/non issue.
- Damage/Health: The issue is the game requires characters be at a certain level in order to play certain modes thus already have increased damage/health.
- Buffs/Debuffs/Attributes: These things overrule Damage/Health. A character/enemy needs specific things in order to do Damage or be Damaged.
- Skill Cooldown: This also decreases with level rankup/is easily resolved with a few items. Add, a characters animations have to play out in order to inflict damage at which time if the Skill Cooldown is already decreased the skills will have reset anyways.
Needed =
- Stop and Start game mode clocks: Most of the challenging levels require a player inflict a cumulative amount of Damage with a short amount of time. The ability to Stop the clock would allow winning most modes outright (World Boss/District). This would need an ability to restart the clock of course. Ample if the clock can be moved ahead to only a few seconds left upon restart though not essential.
- No Buy In: Currency is null if things can directly be increased without it. Skills for example. If Skills can be raised without spending currency, you get the point. With that that again Damage/Health/Cooldown and Debuffs all raise to the point of being able to defeat tougher characters. Likewise Agent Levels.
- Toggle Increase X: The game rotates "increase X factors" Currency/Item/EXP during event updates. This is actually preset in the game system and toggled on and off by the developers.
- Manipulate Drop Ratios: Specific item drops are controlled by a fixed %/dice roll system. Add ability to change drop ratio to drop wanted items either at a higher % or all the time when desired.