Experience Reducer
Description
Experience Reducer is an addon that lets you reduce the amount of experience you receive upon killing foes. Think of this as a sort of inverse of the Experience Controller addon.
The mod provides various options for reducing the amount of EXP you gain based on mob difficulty. Mostly intended for people using Custom Difficulty and are tired of leveling too fast in nightmare, or for people who just want an even more challenging playthrough on harder difficulties.You can enable/disable or alter the settings at any time and it will immediately take effect upon newly slain foes. Also applies to the infinite dungeon if you so choose.
Experience Reducer is off by default, and must be deliberately enabled within the settings menu.
Once the addon is enabled and your character is loaded, open game settings and navigate to the gameplay tab. Scroll down and look for "Experience Reducer".
Enemy Rank Experience Scaling
The Rank scaling mode allows you to reduce the amount of impact elites, rares, bosses, ect. have on your exp gain. In vanilla these can get very high. This is the primary reason you level so fast in insane or above--there's just way more high rank enemies, and they all have big exp multipliers. I have provided a few different modes to help reign this in.
-Vanilla:
Doesn't change anything compared to original game.
-Reduced (default):
Meant to make Insane/Madness difficulties less fast. It takes the rank multipliers for vanilla and scales them back by about 30% for higher ranked enemies in the normal campaigns, and about 20% for infinite dungeon. Critter and Normal enemies will give the same exp as in vanilla.
-Rank Matching:
The exp multiplier for high rank enemies will now match their game rank. For example, A boss enemy is considered 'rank 4', and within vanilla would provide 25 times the normal experience amount. With this mode applied, that boss will instead provide only 4 times the normal experience value.
Higher rank enemies will be significantly less rewarding. Critter and Normal enemies will give the same exp as in vanilla.
Note that while playing within Infinite Dungeon, this mode will feel much more subdued due to its similarity to the exp rates already found there in vanilla.
Global Experience Multiplier
Pretty self explanatory. All experience you receive will be multiplied by this amount. This value is applied after the alterations from the rank scaling mode setting. This configuration might be preferred if you don't really like the behavior of the ranked scaling modes and just want less exp overall.
Changing this value to 1 will be the equivalent of changing nothing--vanilla behavior. A value of 0 will prevent you from getting any experience at all.
Compatibility
It should go without saying, but you probably should not use this mod together with Experience Controller. I have not gone out of my way to test the actual conflicts, but they touch the same code with completely opposite behavior. I can make no promises on what will happen if you try and run both at the same time.
Credits
The entirety of the code for this addon was shamelessly ripped from Errant Nyles' addon, Experience Controller. I merely inverted the behavior and made my own formula. But suffice to say that if their addon did not exist, neither would this one. I am waaaay too lazy to actually learn the nuances of lua, let alone the tome engine. So thanks to them for making that.
custom difficulty
自定义难度。可以设置怪物等级,怪物技能等级,稀有怪出现概率等
汉化自:https://steamcommunity.com/sharedfiles/filedetails/?id=1638712174
Quantum Slider
Adds a new race: the Vorloth.
Vorloths are not from Eyal, they are from planet Luxam.
They are unique sound creatures, fragile but powerful.
Vorloths have their own starting zone, and they have a unique post-game boss fight.
Adds a new Chronomancer subclass, the Quantum Slider.
The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can.
Running with very high speed and teleporting gives you several benefits. Sliders are always on the Run.
Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees.
Their new, unique trees are:
- starting unlocked class trees -
Quantum Theory - for paradox management and unique mobility benefits (defense & utility)
Quantum Coherence - the knowledge about molecular bonds and structures (defense & utility)
Reality Sculpting - the knowledge about re-shaping reality (AoE damage & DoT with debuffs)
Field Extension - manipulating spacetime (defense & speed-realted self buffs)
Chronodynamics - slowing down and damage your enemies (AoE damage & speed-related debuffs)
- locked higher (from lvl 10) class trees -
Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast!
Pocket Universe - gives debuffs to enemies through running fast & buffs on teleporting (indirect defense & utility)
Googolplex Existence - Teleport based attacks & debuffing enemies
Core Dweller - adds a time golem summon, thats helps in spellcasting but also deals damage
- starting unlocked generic trees -
Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff)
Beads in a String - curve spacetime (mobility & utility)
Wanderlust - speed up yourself (movment buff, healing & utility)
Paths - contains 8 individual "MINI-PRODIGIES" (specializations)
- locked generic trees -
Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff)
Anomaly Alchemy - change enemies into weaklings and imbue your spells into your items!
Quantum Sliders also have a Class Evolution, the: Táltos.
Be aware, this can result is crazy powers!
The addon also contains new effects and new damage types for the class.
The possible power level is higher than with a paradox mage.
Slider is a very strong class if it's played in a simple way, but the more complex
way it's played the stronger & stronger it will be.
Thanks for playing and for the feedback!
Custom Difficulty
Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like.
If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements.
If you make the game easier than normal in any way, you're set to Easy mode and disqualified from achievements.
This mod will be incompatible with other mods that re-arrange the character creation screen.
Quick Drown NPCs v2
New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs.
Mex's Start Rebalance
Removes start scumming and drowning and replaces them with rebalance changes.
Full details in discussion thread.
planned v5 - remove all artifact generation from shops, figure out how to add phy/men wilds
v4 - added steamsaw/guns to old man
v3 - added dispersion (last hope), track (derth), burrow (shatur) and short staff (angolwen) to shops
v2 - rebalanced the old man randart power/egos, now equivalent to what would usually drop from a boss on the relevant difficulties, insane players get 2 tier 3s, madness get 2 tier 5s
Overpowered Levelup Bonuses
Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con.
Marson's All-Seeing Eye
v1.0.0
Places 'Marson's All-Seeing Eye' in your character's inventory which gives telepathy:all at +10 range when carried (20 range total under normal conditions).
I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit.
Quick Drown NPCs
New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs.