Courtier Dorarnae Siveon
i've always found one of the very few weak spots in elminage gothic is the way Starfish decided to arbitrarily double-down on eliminating almost all M-range weaponry for the non-martial classes in their efforts to make the game harder/purer (i assume...). Wiz 5 introduced M-range clubs and flails for priests and bishops and it introduced polearms and bows, and yes, there are THREE different unique bows in wiz 5 for mages only! so the "magician's bow" is as old as sin. anyway, for a while i've been wanting to re-classify some of the weaponry and inject some flavor into Gothic, especially since i'm currently abuzz with wiz empire 2's M-range butterfly knives that can be used by any race/class and do decent damage. Aside from making Staves M-ranged (with perhaps a few exceptions), what weapons do you guys think should be allowed to classes that can't use them in Gothic?
- one example is the extremely, and i mean EXTREMELY limited selection alchemists get. casting Pomadoon every single fight for 200 hours of game time... erm. i was thinking making most whips, staves, bows, knives/daggers, motherfucking SLINGS (can't believe they can't use them jesus) able to be used by alchemists, bishops and shamans, with bishops having a few more restrictions due to their priestly nature favoring blunt over edged weapons.
- making the throwable-weapons usable by all non-martial classes with obvious exceptions like shurikens and such which should be class specific.
- making all brawler weapons usable by all classes. and speaking of brawlers i had an idea to allow them use of the long ass list of clubs, maces, flails, etc, everything blunt. and obviously making them Low AC compatible. that won't change anything for clerics and lords because they don't have low ac so they don't care.
- letting hunters and bards have access to almost the same pool of weapons. most normal swords, most normal axes, one or two crappy spears, most if not all clubs and maces, ALL daggers and knives and also access to some choice L-range stop-gap weapons like the kunai and the poison sword.
also thinking of tweaking damage/attack #/accuracy values but that's more complicated. not in the editing, that's just editing an excel table, but in the actual tweaking.
there is a lot more that can be changed, btw. for example it would be simple enough to change the swallow-killer ex-skill to a passive skill like in the 3ds version. starfish changed that one to NOT consume SP in the 3ds version. also they added a low Spell Mastery Bonus % to samurais and clerics as well. that would also be incredibly simple to add.
ideas?
edit: also i REALLY REALLY want to go through the massive fuckton of Cursed shit gear, like tattered capes, worn shoes, etc, and make them useful at the very least for devilish. Or at least pick and choose a few choice pieces of cursed stop-gap armor and give them an extra point of AC so they can be viable for enchanting away the curse and equipping on the sequishies.
also might as well unlock devilish and giant races already. both are in the game and both work perfectly.
i've always found one of the very few weak spots in elminage gothic is the way Starfish decided to arbitrarily double-down on eliminating almost all M-range weaponry for the non-martial classes in their efforts to make the game harder/purer (i assume...). Wiz 5 introduced M-range clubs and flails for priests and bishops and it introduced polearms and bows, and yes, there are THREE different unique bows in wiz 5 for mages only! so the "magician's bow" is as old as sin. anyway, for a while i've been wanting to re-classify some of the weaponry and inject some flavor into Gothic, especially since i'm currently abuzz with wiz empire 2's M-range butterfly knives that can be used by any race/class and do decent damage. Aside from making Staves M-ranged (with perhaps a few exceptions), what weapons do you guys think should be allowed to classes that can't use them in Gothic?
- one example is the extremely, and i mean EXTREMELY limited selection alchemists get. casting Pomadoon every single fight for 200 hours of game time... erm. i was thinking making most whips, staves, bows, knives/daggers, motherfucking SLINGS (can't believe they can't use them jesus) able to be used by alchemists, bishops and shamans, with bishops having a few more restrictions due to their priestly nature favoring blunt over edged weapons.
- making the throwable-weapons usable by all non-martial classes with obvious exceptions like shurikens and such which should be class specific.
- making all brawler weapons usable by all classes. and speaking of brawlers i had an idea to allow them use of the long ass list of clubs, maces, flails, etc, everything blunt. and obviously making them Low AC compatible. that won't change anything for clerics and lords because they don't have low ac so they don't care.
- letting hunters and bards have access to almost the same pool of weapons. most normal swords, most normal axes, one or two crappy spears, most if not all clubs and maces, ALL daggers and knives and also access to some choice L-range stop-gap weapons like the kunai and the poison sword.
also thinking of tweaking damage/attack #/accuracy values but that's more complicated. not in the editing, that's just editing an excel table, but in the actual tweaking.
there is a lot more that can be changed, btw. for example it would be simple enough to change the swallow-killer ex-skill to a passive skill like in the 3ds version. starfish changed that one to NOT consume SP in the 3ds version. also they added a low Spell Mastery Bonus % to samurais and clerics as well. that would also be incredibly simple to add.
ideas?
edit: also i REALLY REALLY want to go through the massive fuckton of Cursed shit gear, like tattered capes, worn shoes, etc, and make them useful at the very least for devilish. Or at least pick and choose a few choice pieces of cursed stop-gap armor and give them an extra point of AC so they can be viable for enchanting away the curse and equipping on the sequishies.
also might as well unlock devilish and giant races already. both are in the game and both work perfectly.