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About This File

The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below:

 

classes.2da:

Skill points readjusted:

 

Soldiers get 1 base Skill Point

Scouts get 2

Scoundrels get 2

 

Guardians get 1

Consulars get 1

Sentinels get 2

 

Combat droids get 1

Expert droids get 3

 

Minions get 1

Tech Specialists get 4

 

Weapon Masters get 1

Jedi Masters get 1

Jedi Watchmen get 2

 

Sith Marauders get 1

Sith Lords get 1

Sith Assassins get 2

 

Class hit die readjusted:

 

Soldier: 9

Scout: 6

Scoundrel: 4

 

Guardian: 10

Consular: 5

Sentinel: 7

 

Combat Droid: 10

Expert Droid: 6

 

Minion: 6

Tech Specialist: 4

 

Weapon-master: 12

Master: 6

Watchman: 8

 

Marauder: 12

Sith Lord: 6

Sith Assassin: 8

 

Force Die readjusted:

 

Guardian: 4

Consular: 8

Sentinel: 5

 

Weapon-Master: 5

Master: 10

Watchman: 7

 

Sith Marauder: 5

Sith Lord: 10

Sith Assassin: 7

 

Primary Abilities altered:

 

Soldier: Strength

Scout: Dexterity

Scoundrel: Intelligence

 

Guardian: STR

Consular: WIS

Sentinel: INT

 

Combat Droid: CON

Expert Droid: INT

 

Minion: STR

Tech Specialist: INT

 

Weapon-master: STR

Master: WIS

Watchman: INT

 

Marauder: STR

Lord: WIS

Assassin: DEX

 

Class attack bonus tables adjusted:

Soldier: Attack bonus table 1

Scout: Attack bonus table 2

Scoundrel: Attack bonus table 3

 

Guardian: Attack bonus table 1

Consular: Attack bonus table 3

Sentinel: Attack bonus table 2

 

Combat Droid: Attack bonus table 1

Expert Droid: Attack bonus table 2

 

Minion: Attack bonus table 2

Tech Specialist: Attack bonus table 3

 

Weapon-master: Attack bonus table 1

Master: Attack bonus table 3

Watchman: Attack bonus table 2

 

Sith Marauder: Attack bonus table 1

Sith Lord: Attack bonus table 3

Sith Assassin: Attack bonus table 2

 

classpowergain.2da

Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers;

Guardians get no new force powers every third level;

 

exptable.2da

Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end.

 

baseitems.2da

Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers.


What's New in Version 0.6   See changelog

Released

-Poisons now do double the HP damage done in the standard game. Ability damage poisons now do a small amount of HP damage, too: 1 HP for mild and average, 2 HP for virulent.
- Autobalance adjusted to make higher levels slightly more challenging, but hopefully not unmanageable;
- Fixed a bug that borked skills;
- Fixed a bug with regeneration;
- Restored Alter/Sense/Control powers as prerequisites for starting powers in different combinations.
    Guardians receive Control at level 1, Sense at level 5, and Alter at level 10.
    Consulars receive Sense at level 1, Alter at level 5, and Control at level 10.
    Sentinels receive Alter at level 1, Control at level 5, and Sense at level 10.

To accommodate the new prerequisite, class power gains have been adjusted so that the three base Jedi classes receive an extra Force Power at levels 1, 5, and 10.

Prerequisites for starting level powers are as follows:
Affect Mind: Alter, Control, Sense
Speed Burst: Control
Cure: Control, Sense
Drain Life: Control, Sense
Fear: Sense
Aura: Control
Jump: Control
Valor: Control, Sense
Push: Alter
Resist Force: Control
Resist Energy: Alter, Sense
Shock: Alter, Sense
Slow: Alter, Control, Sense
Stun: Alter, Sense
Stun Droid: Alter, Sense
Suppress Force: Alter, Control
Saber Throw: Alter
Wound: Alter
Barrier: Alter, Control
Battle Meditation: Control, Sense
Force Body: Control
Drain Force: Control, Sense
Force Scream: Alter
Repulsion: Alter
Redirection: Alter
Revitalize: Alter, Control, Sense
Mind Trick: Alter, Sense




User Feedback

Recommended Comments

Shouldn't be too unbalanced - keep in mind that the game scales enemies to your level. But it will require a more considered approach to gaining force powers, particularly if employed with other mods, and makes multiclassing more important.

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I just played through the game for the first time in years with this mod (along with TSLRCM) and it was a blast.

I did encounter one bug, though, which was that  at some point my Exile's current HP became  higher than their maximum HP amount. I noticed this because my character would take damage without the health bar ever decreasing. When I finally checked the character record screen, I noticed that my HP was somewhere around 400/150. Not sure what could have caused this, but it defeated the purpose of increasing the difficulty. Once the excess HP was taken down by enemies, however, the issue resolved itself.

Also, at times it seemed like enemy NPCs were not doing much harm to my party members such as during the party only missions on Narshadaa. It was not clear if this was due to the enemies being designed to be easy to handle, or if it was something similar to the previous issue.

Besides that, the only issue I had were the level requirements for some of the game's quests, such as sparring with the Handmaiden and Kreia's training being too high to ever be unlocked. I could easily go without those things, though, because the gameplay was so much more enjoyable.

Having said that, this is exactly the type of mod I was looking for, and it definitely made the game satisfying and challenging. Thank you so much for taking the time to work on this, and being gracious enough to share it. If you ever decide whether to update it in any way please do not be discouraged in doing so by the low number of downloads or comments, as I can assure you that I enjoyed using it very much.

Thanks again!

P.S. I forgot to mention that I finished the game at level 12, rather than 20. This was one of the few mods I had installed so I'm fairly sure it was due to this. Not that I'm complaining, though, because that was easily one of my favorite parts. 

Edited by Starwarsnerd
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On 1/9/2022 at 6:11 PM, Starwarsnerd said:

I just played through the game for the first time in years with this mod (along with TSLRCM) and it was a blast.

I did encounter one bug, though, which was that  at some point my Exile's current HP became  higher than their maximum HP amount. I noticed this because my character would take damage without the health bar ever decreasing. When I finally checked the character record screen, I noticed that my HP was somewhere around 400/150. Not sure what could have caused this, but it defeated the purpose of increasing the difficulty. Once the excess HP was taken down by enemies, however, the issue resolved itself.

Also, at times it seemed like enemy NPCs were not doing much harm to my party members such as during the party only missions on Narshadaa. It was not clear if this was due to the enemies being designed to be easy to handle, or if it was something similar to the previous issue.

Besides that, the only issue I had were the level requirements for some of the game's quests, such as sparring with the Handmaiden and Kreia's training being too high to ever be unlocked. I could easily go without those things, though, because the gameplay was so much more enjoyable.

Having said that, this is exactly the type of mod I was looking for, and it definitely made the game satisfying and challenging. Thank you so much for taking the time to work on this, and being gracious enough to share it. If you ever decide whether to update it in any way please do not be discouraged in doing so by the low number of downloads or comments, as I can assure you that I enjoyed using it very much.

Thanks again!

P.S. I forgot to mention that I finished the game at level 12, rather than 20. This was one of the few mods I had installed so I'm fairly sure it was due to this. Not that I'm complaining, though, because that was easily one of my favorite parts. 

Hey, thanks for the really great review and the feedback!

 

I'm not sure what's going on with the HP situation, or with the NPCs. I'll look into it before the next update. Re: the quests, that's good to know, and I can look into adjusting the scripting for later versions.

 

I'm really glad you enjoyed the mod!

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