战斗后果的重点是做出微小的改变,使战斗更具吸引力,挑战性和惩罚性,所有这些都不会引发战斗狂暴。
包括改变伤害如何随着游戏难度设置而变化,根据场景改变药剂强度和持续时间,以及根据健康和耐力百分比改变伤害的程度。
它还增加了一个失败系统ala Death Alternative,但完全没有损失。通过失败而丢失的任何物品都可以在以后回收,因此您可以毫无顾虑地使用Daedric文物。
我还会推荐像Mortal Enemies这样的mod,以及像TK Dodge这样的闪避mod来赞美这个mod。
这个mod可以随时安装,但最好是在战斗之外。
如果您没有受到击败或弱化效果,并且没有佩戴此mod添加的任何绷带,则可以将其卸载。
难度调整
难度游戏规则已被更改为使其更逼真,即玩家和敌人将造成大致相同的伤害。增加难度会使玩家和敌人造成更多伤害,反之亦然。难度滑块现在表示在丢失之前可以犯的错误数量。在新手难度下,你可能会需要使用战锤向你或敌人挥手几下,而在擅长和更高时,你可以在战斗斧头挥舞土匪长官时犯错误。
难度:玩家Dmg,敌人Dmg
新手:0.6,0.50
学徒:0.8,0.75
行家:1.0,1.00
专家:1.4,1.50
大师:1.8,2.00
传奇:2.2,3.00
战斗调整
他们是一些小型的游戏战斗调整,使战斗更具吸引力。这些是准备,生存和疲惫。
这些都可以在MCM中随意禁用和启用。
根据情景,准备会改变魔药和自我施法的强大程度。
在战斗中,有益效果的持续时间和幅度减半。蹲伏和停留仍然否定了这一点。
在战斗之外,这些影响的持续时间增加了:
-Staying Still:持续时间x2
- 静止和蹲伏:持续时间x5
- 静止和坐着:持续时间x10
所以,你必须在进入战斗之前决定使用哪些魔药,因为当你在战斗中时,它们将毫无价值。它还部分地防止了恢复法术使玩家几乎无懈可击。
生存会根据您的健康百分比改变您受到的伤害。你受到的伤害越多,你受到的伤害就越小,让你在长时间的战斗和紧张的战斗中生存下来,并减少一次性射击的机会。它还可以减轻Prep和Defeat系统的影响。
根据你的耐力百分比,疲劳只会改变物理武器的伤害程度。你的耐力越低,你的伤害就越小。
战斗失败
失败是这个模组中最复杂的部分,但仍然相当简单。启用Combat Defeat后,当你的生命值达到0时,你不会死,但会开始流血。当你开始流血时,你只有一次机会拉力并起身继续在虚弱状态下战斗,或者投降并希望你的盟友将你带到一个安全的地方。
拉力赛将完全恢复你的健康,但将会使用弱化的减益效果。 debuff将在被击倒一次后持续12小时,并且会使你的武器,法术和护甲的效果降低10%。被击倒多次会增加debuff的持续时间和强度,最终使其效果减半。成功反弹的机会完全取决于你的等级,50级以上的独奏球员保证会有所反弹,并且有超过25级的随从的球员可以保证反弹。狼人,吸血鬼领主和其他非人类变革将保证会反弹。
投降,或未能反弹和黑暗,将导致一些事情发生,取决于你的盟友的状态。如果你没有任何随从,或者他们正在流血或死亡,你有机会被抢劫。然后,您将被扔出地牢,无论是直接在外面还是在附近。您将有机会被发现并带到附近的营地,旅馆或朋友家。如果你选择投降,那么你将被带回到你睡觉的最后一张床。如果你有跟随者,你被带到其他三个地方之一的机会会增加。此外,您将应用Defeated debuff。这是一个令人难以置信的严重减益效果,减慢你的角色,使魔药,法术和武器基本无用。它也会在你醒来后持续36个小时。被淘汰多次会增加这段时间。
有一些任务特定的区域将自动集结你而不应用任何debuff; Sovngarde,Dustman's Cairn,Snow Veil Sanctum就是一些例子。所以你可以完成大部分任务,而不必担心当你有一个任务随从时被运送到全省各地。
可以随时在MCM中启用和禁用Combat Defeat。
复苏
在消隐或放弃游戏后,游戏可能会放慢一段时间。你将不得不等待Defeated减益效果,或购买或制作Laudanum,这将使debuff的持续时间缩短一天,最多12小时。 Laudanum很可能是从Innkeepers和Apothecaries购买的,或者可以在烹饪锅中加入一些啤酒和一些不常见的成分,或者特别有效的汁液。
如果你必须在debuff消失之前旅行,那么值得制作一些绷带。手臂和头部绷带可以在晒黑架上制作,配有亚麻布或血淋淋的抹布。如果您被带到营地,旅馆或朋友家,他们也会给您。这些绷带会增加你的健康,魔法和耐力再生,但前提是你特别虚弱,即在适当的属性中少于50。
如果您在旅馆或朋友家中醒来,您将获得绷带,一套新衣服和一张可以休息的床。如果你的所有人都是你的话,你也可以向你的朋友或旅店老板询问食物。被盗。请记住,一旦你离开旅馆或房子,他们会认为你很好照顾自己,你会放弃免费餐和床。
一旦你完成了所有这些,你应该寻找恢复任何被盗的装备。
抢劫
如果你不幸让你的装备被盗,在停电或投降之后,你会想要回到击败你的地下城。什么物品被盗是取决于什么样的敌人击败你,人道主义(强盗,术士等),Draugr,矮人自动机或法尔默。一段时间后,你的装备的一小部分会丢失,具体取决于小组:人形生物6小时,Falmer 12小时,自动机18小时,Draugr 24小时。如果你足够快地返回,你应该找到击败你的敌人,或者在地牢的最后胸部。
如果你没有足够快地返回,或者如果另一组相同类型的敌人击败你,那么你的部分或全部装备将会失去。一旦您的物品丢失,您将无法从原始地牢中恢复它们,因为它将被出售或带到其他地方。因此,为了恢复丢失的装备,你将不得不清除同类型的其他地下城,即强盗藏身处,北欧遗址等等。所以,你可能会在白河观察中被击败后失去你超级魔法剑,但你可能会在Redoran's Retreat或另一个强盗藏身处找到它。当然,你需要在同一时间找到另一把剑。
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Combat Consequences is focused on making small changes to make combat more engaging, challenging, and punishing, all without making combat rage-inducing. Including changing how damage scales with the game difficulty setting, changing potion strength and duration based on the scenario, and changing how much damage is taken and given based on health and stamina percentages.
It also adds a Defeat system ala Death Alternative, but is completely lossless. Any items lost through defeat can be reclaimed at a later point, so you can use your Daedric artifacts without worry.
I would also recommend a mod like Mortal Enemies, and a dodge mod like TK Dodge to compliment this mod.
This mod can be installed at any time, but preferably out of combat.
It can be uninstalled if you aren't under the Defeated or Weakened effects, and aren't wearing any bandages added by this mod.
Difficulty Tweaks
The Difficulty Game Rules have been changed to make them more realistic, ie the player and enemies will deal approximately the same amount of damage. Increasing the difficulty makes the player and enemies deal more damage, and vice versa. The difficulty slider now represents how many mistakes you can make before losing. At Novice difficulty, it likely will take a few swings with a warhammer to down either you or enemies, while at Adept and higher, you can't make a mistake when strafing battle-axe wielding bandit chiefs.
Difficulty: Player Dmg, Enemy Dmg
Novice: 0.6, 0.50
Apprentice: 0.8, 0.75
Adept: 1.0, 1.00
Expert: 1.4, 1.50
Master: 1.8, 2.00
Legendary: 2.2, 3.00
Combat Tweaks
Their are a few small game-play combat tweaks to make combat more engaging. These are Preparation, Survival, and Exhaustion.
These can all be disabled and enabled at whim in the MCM.
Preparation changes how powerful potions and self-cast spells are, depending on the scenario.
In combat, the duration and magnitude of beneficial effects are halved. Crouching and staying still negates this.
Outside of combat, the duration of these effects is increased:
-Staying Still: Duration x2
-Staying Still and Crouching: Duration x5
-Staying Still and Sitting: Duration x10
So, you have to decide what potions to use before you enter combat, because when you're in combat, they'll be worthless. It also partially prevents restoration spells from making the player near-invulnerable.
Survival changes how much damage you take depending on your health percentage. The more damaged you are, the less damage you take, allowing you to survive in long drawn out and tense battles, and reducing the chance of being one-shot. It also softens the impact of the Preparation and Defeat systems.
Exhaustion simply changes how much damage physical weapons do, based on your stamina percentage. The lower your stamina, the less damage you'll do.
Combat Defeat
Defeat is the most complex part of this mod, but is still fairly simple. With Combat Defeat enabled, when your health reaches 0, you won't die, but will start bleeding out. When you start bleeding-out, you have a single chance to Rally and get up to continue fighting in a weakened state, or to Surrender and hope your allies will take you to a safe location.
Rallying will completely restore your health, but will apply a Weakened debuff. The debuff will last 12 hours after being knocked down once, and will decrease the effectiveness of your weapons, spells, and armor by 10%. Being knocked down multiple times will increase the duration and the strength of the debuff, eventually halving their effectiveness. The chance to successfully rally is dependent purely on your Level, with solo players above level 50 being guaranteed to rally, and players with followers above level 25 being guaranteed to rally. Werewolves, Vampire Lords, and other non-human transformations will be guaranteed to rally.
Surrendering, or failing to rally and blacking out, will cause a few things to happen, depending on the state of your allies. If you don't have any followers, or if they're bleeding out or dead, you have a chance to be Robbed. You will then be thrown out of the dungeon, either directly outside or at a nearby location. There is a chance you will be found and brought to a nearby Camp, Inn, or the House of a friend. If you chose to surrender, then you will be brought back to the last bed you slept at. The chances of being brought to one of the other three locations are increased if you have followers with you. Additionally, you will have the Defeated debuff applied. This is an incredibly severe debuff, slowing your character, and making potions, spells, and weapons essentially useless. It is also set to last 36 hours after you wake up. Being knocked out multiple times will increase this duration.
There are a few quest-specific areas that will automatically rally you without applying any debuffs; Sovngarde, Dustman's Cairn, Snow Veil Sanctum are a few examples. So you can go through most quests without worrying about being transported half-way across the province when you have a quest follower with you.
Combat Defeat can be enabled and disabled in the MCM at any time.
Recovery
After blacking out or surrendering your game play will likely slow for some time. You will have to wait out the Defeated debuff, or buy or make Laudanum, which will shorten the duration of the debuff by a day, down to 12 hours. Laudanum can likely be bought from Innkeepers and Apothecaries, or can be made at cooking pot with some Ale and some uncommon ingredients, or with a particular potent sap.
If you have to travel before the debuff wears off, it will be worth making some Bandages. Arm and head bandages can be crafted at a tanning rack with linen wraps or bloody rags. They are also given to you if you are brought to a Camp, Inn, or a Friend's House. These bandages increase your Health, Magicka, and Stamina regeneration, but only if you are particularly weakened, ie less than 50 in the appropriate attribute.
If you wake up at an Inn or a Friend's House, you will be given bandages, a fresh set of clothes, and a bed to rest in. You will also be able to ask your friend or the innkeeper for food if all of yours was stolen. Keep in mind, once you leave the Inn or House, they will assume you're well enough to look after yourself, and you'll forfeit the free meals and bed.
Once you've gone through all this, you should look to recovering any stolen gear.
Robbery
If you are unlucky enough to have your gear stolen, after blacking out or surrendering, you will want to return to the dungeon that defeated you. What items are stolen are dependent on what group of enemies defeated you, either Humanoids (Bandits, Warlocks, etc), Draugr, Dwarven Automatons, or Falmer. A small part of your gear is Lost after some time, depending on the group: 6 hours for Humanoids, 12 hours for Falmer, 18 hours for Automatons, and 24 hours for Draugr. If you return quickly enough, you should find your items on either the enemy that defeated you, or in the end chest of the dungeon.
If you fail to return quickly enough, or if another group of the same type of enemies defeat you, then some or all of your gear will be Lost. Once your items are lost, you won't be able to recover them from the original dungeon, as it will have been sold off, or taken to other locations. So, to recover lost gear, you will have to go clear other dungeons of the same type, ie Bandit Hideouts, Nordic Ruins, etc. So, you might lose your uber-enchanted sword after being defeated in White River Watch, but you might find it in Redoran's Retreat or another bandit hideout. Of course, you will need to find another sword in the mean time.
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