Unleveled World: Current Status
Posted: Wed Feb 26, 2020 12:04 pm
A few of us have for quite some time been hacking away at the suggestions posted in this discussion thread:
Unleveled World
During the last months I feel there has finally been subtantial progress towards reaching this goal. So I decided to make this sepereate thread as a place to go to see what parts are partially or fully solved. Both to see what mods to install to get as close to Unleveled World as possible and to see what areas to concentrate mod effort on to get closer to the goal:
Shop merchandise based on shops quality
Shop shelves base stock on the quality level of the shop, not the level of the player character.
Status: Fixed -
Unleveled Loot (add Roleplay&Realism: Items for more orcish gear used by orcs.)
Enemy level depends on location
What kind of monsters spawn depends on where you are, not who you are.
Status: Fixed - Unleveled Mobs or MUDEX (if using DEX)
Possible improvements: Wider spawn list variety. Clearer warning about difficulty level of dungeons. More enemy types would also help.
Humanoid Class Level Unscaled
The human enemies have their level set randomly instead of matching player level.
Status: No Fix
Loot Quality depends on the level of the enemies
The type of loot an enemy drops depends on the enemy, not the player.
Status: Partial Fix - Roleplay&Realism: Items + Unleveled Loot
Possible Improvements: Need mod for humanoid class level.
Quest spawned enemies depends on the quest
When taking quests, the enemies involved is based on what the quest is, not the level of the player.
Status: Fixed - Unleveled Quests
Treasure found in dungeon depends on dungeon
Status: Fixed - Roleplay&Realism: Items + Unleveled Loot
Spell mechanics based on skill
When casting spells, your skill in the spells school matters much more than your level.
Status: Fixed - Unleveled Spells
ToHit Calculation based on skill
When attacking, who you are matters more than what you wield.
Status: Fixed - Physical Combat And Armor Overhaul
Feel free to suggest any other categories that should be included. Both fixed and not fixed.
Unleveled World
During the last months I feel there has finally been subtantial progress towards reaching this goal. So I decided to make this sepereate thread as a place to go to see what parts are partially or fully solved. Both to see what mods to install to get as close to Unleveled World as possible and to see what areas to concentrate mod effort on to get closer to the goal:
Shop merchandise based on shops quality
Shop shelves base stock on the quality level of the shop, not the level of the player character.
Status: Fixed -
Unleveled Loot (add Roleplay&Realism: Items for more orcish gear used by orcs.)
Enemy level depends on location
What kind of monsters spawn depends on where you are, not who you are.
Status: Fixed - Unleveled Mobs or MUDEX (if using DEX)
Possible improvements: Wider spawn list variety. Clearer warning about difficulty level of dungeons. More enemy types would also help.
Humanoid Class Level Unscaled
The human enemies have their level set randomly instead of matching player level.
Status: No Fix
Loot Quality depends on the level of the enemies
The type of loot an enemy drops depends on the enemy, not the player.
Status: Partial Fix - Roleplay&Realism: Items + Unleveled Loot
Possible Improvements: Need mod for humanoid class level.
Quest spawned enemies depends on the quest
When taking quests, the enemies involved is based on what the quest is, not the level of the player.
Status: Fixed - Unleveled Quests
Treasure found in dungeon depends on dungeon
Status: Fixed - Roleplay&Realism: Items + Unleveled Loot
Spell mechanics based on skill
When casting spells, your skill in the spells school matters much more than your level.
Status: Fixed - Unleveled Spells
ToHit Calculation based on skill
When attacking, who you are matters more than what you wield.
Status: Fixed - Physical Combat And Armor Overhaul
Feel free to suggest any other categories that should be included. Both fixed and not fixed.