Hey
After a final evening of testing, I think my first mod is ready to be shared with the public.
I made it because always liked trappers, but viable builds were scarce. And while I was intrigued by the idea of giving pet gear boni to traps, simply allowing that would break the game's balance in other places, unless accompanied by other changes.
Efforts to find a simple remedy for this problem -and the persisting issue of "hiding" behind tanking traps- brought some improvement, but eventually led me to the conclusion that a little tweaking would not suffice. Making a fun, yet challenging trapper with a style of playing really true to the name required more drastic changes than a fanpatch could include.
So here it is... The Entrapment Mod.
Changing only traps, but in many ways and throughout all difficulties.
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Trapper Warlock, Sorcerer, Magician and Illusionist enjoying their new-found powers!
MOTIVATION
This mod is based on the idea that a trapper should be most effective when he constructs his traps and then lures his victims to them, rather than throwing them into their faces from a distance. This should involve some risk to the "bait", and encourage the use of other Rogue skills.
Dedication to this kind of trapping is being rewarded with great strength, while not totally overpowering other playstyles (read: petmasters). Different trapper classes were designed to be of roughly similar power, while varying in style, and all viable to play.
FEATURES
- Traps are now instant-summons.
That's right - no more throwing. You set your traps. While this may sound like quite a restriction, it does in fact make things faster once you get used to it.
Most of all, of course, it prevents players from hanging back and being a chicken. (In your heart, you know that is good.)- They take a while to set up.
You will have to plan ahead a little. Or, if you place them in the midst of battle, use your Rogue skills to distract the enemy long enough.- Short range, high power.
The trap range and senses are now just a little shorter than the monsters'. In turn, the fire mechanism was changed to better direct its power.
So the traps will not draw attention for you... but if you lead enemies into a properly prepared ambush, they WILL die.- They use pet gear boni.
The main feature of all trapmods, now comes with the respective balance in form of -% penalties to the added per-hit damage. Traps make up for that with their rapid fire, rendering them still more powerful (though stationary) than pets with respective gear. What is more, starting in negative % enables frail casters (especially Storm) with high +% auras to have stronger traps than sturdy melee classes.- Trap concussion.
Think simply stacking traps is a good idea? Think a lonely fire-and-forget trap will fight your battles without any support? You'll be surprised.- Difficulty modifier rebalance.
Difficulty boni, especially health, received a lot of attention. Health now starts lower and ends higher, but scales similar to monster damage in epic and legendary.- Other skill changes.
First of all, more motivation to skill the traps themselves. The well-proven summon limit was retained, more health as mentioned, and a little special at level 20. Rapid construction now caps at zero recharge, making it essential. And IFM doesn't change health, but instead grants higher pierce chances.
INSTALLATION:
Simply back up and replace your 1.17 fanpatch database.arz with this one.
It is found in [IT Folder]\Database
-> Dropbox
-> Filesmelt
-> SendSpace
(Please let me know if links are down.)
NOTE: This patches the main game, so it will change your version while it is installed, but in turn can be combined with other, loaded mods. - Feel free to load xMax or whatever on top.
To uninstall, simply put the old database back.
Enjoy!
Modifications


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