Dexterity Hotfix

Author Georg Zoeller, BioWare
Valid For Dragon Age 1.01
Status Experimental, release 3
Files itemstatdefines.gda, itemstats.gda

If you're interested in a more complex overhaul of archery, I endorse this mod, it's well done.

Changelist

Experimental hot fix for the following issues:

  • Ranged Weapon hit rate increased.
    • Bow range has been increased by 10m on all ranged weapons (not staff), reducing the penalties for ranged shots in most most combat scenarios.
    • All bows and crossbows now grant a +5 inherit Attack bonus. Note that this bonus is shown on the weapon, it does not factor into the characters Attack displayed score on the character sheet.
  • Short bow being useless.
    • Short bows now get full attribute bonus from Dexterity instead of shared from Strength. This makes them a natural choice for Dexterity focused character builds.
    • Base Armor Penetration for Shortbows has been increased by 1.
  • Ranged weapon damage has been increased:
    • Damage range on all ranged weapons has been increase from 150% to 160%.
    • Critical chance bonus on all ranged weapons has been increased by 4%.
    • Damage bonus from attributes has been increased from 100% to 100/105% for bows and 110% for crossbows.

You can read more details about these issues in this Forum Post 1) on the BioWare forums.


Known Issues

  • This hotfix applies to all creatures in the game, not just the party members. Due to enemies outnumbering the party in most situations, the benefits of better ranged weapons act asymmetric in favor of enemy groups. \\Installing this hotfix will cause a steep increase in difficulty by almost a full level for any encounters that include multiple archers. If you are having trouble with easy or normal difficulty, stay away from this hotfix until we have updated it to offset these effects.

The plan for the final patch is to not address this issue for Hard and Nightmare difficulty, causing an increase in game difficulty on both settings.


Download

Hotfixes are unsupported, often experimental and require some technical background to use. If any of the instructions below seem arcane to you, please do not install this hotfix.

Hotfixes are not officially tested and may (and in fact often will) exhibit side effects.

Precautions
  • Before installing a hotfix, create at least one savegame that you can reload to later if things go terribly wrong.
  • If you experience any side effects.
  • Once done testing or once an official patch releases, delete the hotfix files before installing the patch.
  • Do not report bugs to bioware after installing a hotfix.
Installation

Files temporarily removed for update to patch 1.02.

  • Download dexterity_fixes4.zip and extract it into the \packages\core\override folder underneath your Dragon Age: Origins game installation. e.g
c:\program files\bioware\dragon age\packages\core\override.
  • On some systems, it seems the ame is ignoring that directory and instead is using My Documents\bioware\dragon age\packages\core\override. In any case, do not copy the file in both
  • Two new files will be created in that directory: itemstats.gda and itemstatdefines.gda
  • Write yourself a reminder to remove the files installed by this hotfix before applying an offical patch.
  • Restart the game.

You can tell if this hotfix installed correctly by inspecting a bow or crossbow in your inventory. If the hotfix is active, you will see

Attack: 5

as part of the item tooltip.


Uninstallation

When done testing or before applying the next offical patch, delete the following files and restart the game.

  • itemstats.gda
  • itemstatdefines.gda

This hotfix should uninstall cleanly and leave not permanent changes after removal.


Sending Feedback

Please share your experience with this hotfix, noting any issues you think may be related to it, to Georg Zoeller on the bioware forums or social site or use the form provided below. All comments are screened before posting, so don't waste your time trying to spam.

Please familiarize yourself with how weapons calculate their damage before posting technical feedback.

Discussion

Kelsier, 2009/12/04 11:09
I dont have an "override" folder in the under "core" what do I save it in then?
georg zoeller, 2009/12/07 16:51
Create it
Sanpat Suwannathat, 2009/12/04 07:28
The hotfix made shale crystal broken.

"I notice that shale's weapon adds nothing for his attack stats, in terms of the base damage, armor penetration and crit. Also, if I try to use hotfixes such as the dexterity one, it totally bugs up his armor and weapons, so that they don't even show anything besides adding the green numbers and +elemental damage."
georg zoeller, 2009/12/07 16:51
Yes, the hotfix for 1.01 is not compatible with Shale. The next version will be.
Selea, 2009/12/04 06:07
Georg, the hotfix has a bug. It breaks permanently the crystals behaviour on Shale. I suggest you to create a sheet with only the changed parameters for bows (as I did in my mod). Many mods (as mine previous to version 1.32) that uses your hotfix as base makes crystals on Shale behave wrongly. They don't give +AP, +CRIT% and +DMG that the crystals base give (not the effects, but the crystals properties).
georg zoeller, 2009/12/07 16:52
That is correct. I will fix this for the next version.
gandalf51, 2009/12/04 05:56
If you want to use Shale don't use this hotfix, as it will PERMANENTLY mess Shale
georg zoeller, 2009/12/07 16:52
Until you remove the hotfix.
Aesir Rising, 2009/12/03 16:43
Please continue working on dexterity and archery related fixes for (eventual) release as an official patch.

I appreciate endorsements of player mods as it demonstrates that your ears are to the ground. However, I take issue with some of the changes in that mod and would prefer to see the vanilla mechanics and weapon/player stats get sorted out so that I can have a better idea about where I want to go in terms of representing bows vs crossbows and increasing levels of trained skills for archery-centric characters.
Struan, 2009/12/03 02:05
As of the version 3 patch, shortbows are going to hopelessly outclass longbows.

The reason is, fundamentally, because you need 2 attribute points for every single increase in damage for longbows, but for shortbows the increase is 1:1.

Furthermore, a ranged hero has no real reason to invest heavily in strength. They're supposed to be far away from the action, wearing light armour (20 str for drakeskin) so as not to draw too much untoward attention and not killing their stamina with fatigue inducing heavy armour.

A simple illustration :
25 levels = 75 attribute points.

Longbow user invests 60 in strength and dexterity, and spends the other 15 in other skills. Assume that with his starting stats, he has 85 points in strength and dexterity. That results in 42 bonus damage.

A shortbow user could spend 35 in dexterity, 40 in other stats, and still receive about 60 bonus damage. So not only does he get about a 15 point advantage (let's assume he was a rogue and pumped strength enough for drakeskin armour) when it comes to spending points on willpower, constitution, etc., he's also already picked up about 18 more damage than the longbow user.
JasonB, 2009/12/02 16:45
I downloaded this and extracted the files into the override folder but I still see Strength MOdifier 0.85 on my daggers. I tried moving the files into the packages\core\override folder under my documents\bioware\ and still the same.
leela, 2009/11/29 15:27
Putting hotfix in My Documents\bioware\dragon age\packages\core\override breaks Shale crystals and armor. To correct that issue install it in My Documents\bioware\dragon age\modules\Single Player\override instead.

(taken from forum topic http://social.bioware.com/forum/1/topic/9/index/299744/2)
Robert, 2009/11/28 19:53
It seems this fix also has the side effect of breaking Shale's crystals. things such as damage and armor ratings are not shown only leaving the green text of the extra effects. Also, the armor/damage arnt factored into his stats so its as if they are completely deleted rather than hidden.
yo, 2009/11/28 07:14
This hotfix removes Shale's crystal damage and armor properties for me.
Fred Hakman, 2009/11/26 07:45
Original Quote: "I'm subscribed to comments being posted for this hotfix. Im getting emails that new comments are being posted, especially about the problems with Shale's crystals, yet none of these comments are appearing here on the comment page. Are they all being censored out?"

Most likely, yes. Or the author is...on holiday, forgetful, evil...your choice. :D
georg zoeller, 2009/12/07 16:53
3) Broken comment system and (2) author being too busy to notice.
Broughden, 2009/11/26 07:35
I'm subscribed to comments being posted for this hotfix. Im getting emails that new comments are being posted, especially about the problems with Shale's crystals, yet none of these comments are appearing here on the comment page. Are they all being censored out?
neadlak, 2009/11/26 05:29
Whenever I apply this mod, all of Shale's crystals seem to lose their white stats - damage, fatigue changes, armor.
tom, 2009/11/25 21:20
other issue with this is that shales crystals all lose inherent stats and only have green effects.
Ken power, 2009/11/25 12:17
Is there a new thread discussing this issue?
Ken Power, 2009/11/25 11:44
Any eta when this great fix will be officially released? ;)
georg zoeller, 2009/12/07 16:53
Daggers 1.02. Bows maybe 1.03
AntivanChicken, 2009/11/25 05:54
Fix doesn't seem to cooperate with Stone Prisoner DLC well... I'm only guessing, but I think that these override files somehow define the basic items stats to which game adds magical bonuses, if it wishes to "create" a magical weapon. The problem is, that fix appearently doesn't define Shale's crystals (neither small or large), and this results in crystals having only their magical abilities (but not basic damage, crit chance, armor and so on) displayed... Also, set item bonus doesn't seem to do anything except of displaying icon that a character is under its effect...

I'm not really sure, whether this is just problem of displayed stats (not only stats of items, but stats of Shale too - if I equip large crystal, Shale's displayed armor changes only if the crystal has magical bonus to armor) and game inner mechanisms work with correct numbers. But as Shale is praised all over the Internet as ultimate tank and mine seems to lose A LOT of health in even the simpliest fights and talent activation seems to have reduced cost even with large crystals, that should impose penalty over 15%, equiped, I believe that inner mechanisms work with no basic data as well.

P.S.: The influence of dexfix on *displayed* stats of crystals is verified. After I removed the files, crystal basic stats appeared.
Broughden, 2009/11/24 21:08
Known Issue:
This patch can have unalterable effects on Shale and Allister. It seems to ruin Shale's weapon and armor crystals and drops Allister's armor rating into the negative. See thread here: http://social.bioware.com/forum/1/topic/66/index/283037
Originally it was thought the problem was limited to Shale but others are reporting similar problems with Allister as well (and possibly Sten as well).

I would highly recommend against using patch as of right now with these potential issues. Oh, and negative effects dont seem to disappear even after patch is removed and older save game loaded. See thread here: http://social.bioware.com/forum/1/topic/66/index/282353/1#295913
Anthony, 2009/11/24 16:46
This hotfix causes issues with Shale's armor.

Prior to using the hotfix, armor crystals will show armor rating once they are examined. Once worn, they will add to Shale's armor rating. Once removed, they will subtract from Shale's armor rating. As they should.

Once the hotfix is installed, crystals will no longer show armor rating and screws up Shale's armor rating. The armor rating gets stuck. Lets say Shale has 10 armor with a crystal equipped. Taking it off, she will still have a 10 armor. Equipping crystals that I know has more armor, such as the ones that have 16, will do nothing. It will still stay at 10.

Removing the hotfix fixes the problem only for games that started without the hotfix.

A new game that starts with the hotfix installed will break Shale's armor rating for good. Even upon removing the hotfix, Shale's armor rating will continue to be broken.
sidereal, 2009/11/24 00:04
Has there been any though to allowing poison damage to apply to bows? Doing so and decreasing some of the bonuses in this patch to compensate might mitigate the difficulty increase, since (I am assuming) creatures aren't applying poison.
D, 2009/11/22 23:49
This hotfix creates a bug with shales armor value and the crystals.
Scott C., 2009/11/22 16:06
Don't know if this has already been widely reported or not, but there appear to be issues with the Hotfix interfering with the behavior of Shale's armor Crystals. My friend and I have verified the behavior on both of our systems.

1) The most immediately apparent issue, is that with the Hotfix installed, the large armor crystals for Shale lose their reference to any armor value in the mouse over description. Uninstalling the hotfix brings back the proper description.

2)Having the hotfix installed when you first pick up Shale as an NPC seems to cause unexplained behavior with Shale's armor Value. Equipping a Crystal does not give the reported value. For instance, equipping a crystal that says 10.8 armour value will only give her an armor of 4 up from zero, with no other abilities activated. Uninstalling the hotfix after the fact does not remedy this behavior.

3)Installing the hotfix at a later point after having picked up Shale, causes odd behavior as well. In my case, going back to a game save from an older playthrough prior to installing the hotfix removes the reference to any armor value to the crystal, and then removing the equipped armor crystal seems to have no effect on armor score. For instance loading an old game, hotfix installed, Shale has an non-buffed armor rating of 18, with a 14.4 (known from memory, since there is no armor value listed in description). Un-equipping the crystal does nothing to change Shales 18 armor. With the Hotfix uninstalled, the armor description for the crystal is back, and removing the 14.4 crystal removes 14 points from her armor, for an AC score of 4 (have not accounted for where the remaining 4 points come from...perhaps further evidence of corruption).

Thanks for your continued efforts on this!
Sean, 2009/11/22 03:27
Just a heads up, this hotfix seems to mess up shale's equipment and stats if you have it installed when you first get her. I'm not sure about the stats part, but crystals no longer have an armor rating in the description. Here's a link:

http://social.bioware.com/forum/1/topic/66/index/256651/2#269968

Hope that helps :)

Also, thanks a ton for the site and hotfixes :D
stephan, 2009/11/21 12:14
Will this work with the "lethality" talent enabled?
So when cunning should add to the damage, it will?
georg zoeller, 2009/12/07 16:53
Yes, it works with lethality.
corrandk, 2009/11/21 09:52
If we put it into the documents directory version of the override folder do we still have to remove the hot fix files before an official patch? Not a big deal obviously, but it would seem to me that if an official patch was going to mess with the override directory it would be in the game installation folder. Just curious, thanks for the files, my Assassin/Duelist/Rogues and Champion/Reaver/Warriors all collectively say thank you. :)
Robert, 2009/11/20 21:11
I did not have a "override" folder naturally, so I created one from scratch. Will that suffice?
Darpaek, 2009/11/19 11:42
I always thought that Bio was really cool for allowing devs to mod their published games in the way the dev would have liked to have seen it. I'm glad to see that Bio's faustian arrangement with EA hasn't spoiled this ethic. Thank you Georg.
Matt, 2009/11/19 07:52
This seems to break Shale's crystals, though it might just be visual, haven't checked. The armor/fatigue/crit chance etc section on both weapons and armor disappear.
Jeff, 2009/11/18 16:23
I think this has an issue with Shale's crystals, in that we can't see the stats anymore.
Alex van Dongen, 2009/11/18 09:10
I dont have an override folder in my core folder
Alex van Dongen, 2009/11/18 09:10
I dont have an override folder in my core folder
Mnemnosyne, 2009/11/18 01:34
The stats for Shale's weapons disappear on the tooltips after installing this hotfix. I don't know if it affects their actual functionality or not.
ST, 2009/11/17 18:38
The link to the forums is no longer valid now that Bioware's closed down their old Dragon Age forums.
John, 2009/11/17 16:30
I know this says it is compatible with 1.01, but I still wanted to check that it is compatible with 1.01b which was just released.
GODzilla, 2009/11/17 10:11
There are things I like and things I don't like about this hotfix: Of course generally having a hotfix for this problem is much appreciated, thank you.

On the other hand I don't think that changing the short bow to have a better armor penetration and changing all ranged weapons having a higher critical chance belong in a hotfix. A hotfix should be neutral, just fixing the problem. Also I don't think short bows are meant or capable of penetrating armor. They should be leathal to mages and lightly armored NPCs, but heavy armored NPCs shouldn't suffer from short bows, that's unfair imho.

These special changes should be part of an optional mod and should be declared as such, but not be in a hotfix in my opinion.

Therefore I request a light version of this hotfix: Just the dex fixes for bows and dagger and nothing more. That would be great. Thanks in advance.
player1, 2009/11/17 01:36
There are reports that this fix (similar to one I made) breaks stats of Shale crystals:
http://social.bioware.com/project/669/#comments

Is its possible, that this fix somehow overrides values used by Stone Prisoner DLC?
Phil T, 2009/11/16 21:03
Is this for 1.01a ? 1.01b ? both ?
georg zoeller, 2009/12/07 17:01
1.01a and b
Nick, 2009/11/16 15:56
thanks for this - still valid with 1.01b?
Alex W. Jackson, 2009/11/16 15:10
Is feedback sent through this form supposed to show up on this page? I sent a feedback two days ago and it still isn't displaying. And I don't think my feedback was "spam".
Igor Sales, 2009/11/16 13:25
Working flawlessly here!! Thanks a lot!
Teal Fawn, 2009/11/16 13:06
To correct my previous comment. I was thinking about the rogue talent lethality that when your cunning stat is higher than strength the game allows you to use cunning for the weapon modifier. Combine that with the assassin talent to receive bonus backstab damage base on your cunning attribute. A rogue should have little dexterity maybe 34 max for all the talent but a cunning score maxed out for traps and chests. Does this unofficial fix still allow the cunning attribute to be the modifier if it is higher than strength. I'm going to try it out now and see if it ultimately weaken my rogue character with 50 Cunning 34 dexterity 22 strength.
Teal Fawn, 2009/11/16 12:46
I'm wondering if this has any effect to the cunning bonuses to damage that rogues get through specialization with the backstab damage? Also does cunning have any effect on penetration as it implies?
Bobby Crowe, 2009/11/16 09:03
These files seem to strip the damage and armor values from Shale's enhancement crystals. When I remove the files the crystals are as they were when I installed the DLC.
The Forbidden Prince of the Palace of Hidden Cannons, 2009/11/16 06:19
This fix kicks ass. I am playing on hard with a rogue focusing just on dexterity putting nothing in constitution and just 20 in str and have not been too troubled by enemy archers. Before using the fix i barely took notice of enemy archers now i actually have to decide how to deal with them but they don't feel overpowered or anything. Shortbows are very powerful now so switching to ranged in different situations is very useful and Leilana actually hurts stuff now. My feed back is a bit weak but no one else has posted so i just thought it worth saying the game is playable on hard and now dexterity is very usefull, i dont see any need to gimp enemy archers even on hard as they dont do any more damage than other enemies. Thanks for the hotfix im really enjoying the game with it.
Alex W. Jackson, 2009/11/14 18:46
I'm a console (X360) player and so I can't use this patch, but I'm gonna comment on it anyway, since I'm assuming that it's eventually going to make it into a Title Update that will be forced on all (Internet-connected) console users.

IMO changing shortbows from 50%/50% Str/Dex to 100% Dex is a TERRIBLE idea for multiple reasons:

1) It's completely illogical that out of the three missile weapons, shortbows and crossbows are similar to each other and longbows are the outlier. A shortbow and longbow are just different-sized versions of the same thing, whereas a crossbow is a different device altogether. Crossbows should be the outlier, not longbows. The game-as-shipped had this right (apart from the bug that causes crossbows not to get any attribute bonus to damage at all, of course)

2) You've merely swapped one imbalance for another. Before, shortbows were poor second cousins to longbows; with the hotfix, shortbows are almost completely superior. You get twice the bang for your attribute buck, and unlike a crossbow you don't need to pump Strength just to be able to equip the thing. This problem has been mentioned by several people in the forum thread that you have linked to.

3) Nothing is really wrong with shortbows eventually becoming "obsoleted" by longbows, as happens in the game-as-shipped. Shortbows have a substantially lower attribute requirement than longbows of the same material tier. In the early to middle game, Rogues who have pumped their Cunning for lockpicking (and/or persuasion), and melee Warriors who carry a bow for backup, might not have enough Dex to equip longbows of the best material available, so they settle for a shortbow instead. It's the same situation as with daggers. Daggers are SUPPOSED to eventually become obsolete, that's why there's a talent (Dual-Weapon Mastery) that lets you not have to use one as your offhand. If daggers were as good as swords, Dual-Weapon Mastery would be pointless!

4) The only situation where 3) falls through is if shortbows are SO much worse than longbows that it's better to equip a lower tier longbow than a higher tier shortbow when both have the same Dex requirement. I haven't done extensive comparisons to see if this is really true, but if it is then obviously shortbows do need to be buffed. Making them 100% Dex is just not the right way to do it. +1 to armor penetration, and the global +10m to missile ranges before attack penalties kick in (which reduces the relative discrepancy between shortbows and the other two types of missile weapons) may well be enough.

Actually, you might consider removing the range boost from longbows and crossbows and ONLY giving it to shortbows (making the effective ranges 30m, 35m and 40m respectively) as some players have noted that the ultra-long longbow/crossbow range in the hotfix makes it too easy to "pull" enemies one at a time in certain areas.
Cor_Blimy, 2009/11/14 11:22
Very nice. I like the balance of this hotfix. The wide variety of abilities designed to counter archers make the application of this hotfix across all creatures a welcome externality. I like the shortbow/longbow distinction (there is still an attack speed difference?)
alex, 2009/11/14 09:27
doesn't work for me... there isn't any override folder in the core folder... created one but still no go.
Jake Zahn, 2009/11/13 18:08
While the Dagger change could be considered a hotfix, the other changes are most certainly Mod material.

There is nothing to indicate that Ranged Weapons should be more powerful than they already are, and so making them so should not be labeled as a 'fix'.
georg zoeller, 2009/12/07 16:54
Yes and no. Bows ended up being less powerful than we intended them to be, hence 'fix' is probably applicable.
DaScott, 2009/11/11 16:49
This breaks shale's equipment, they no longer have stats
paddy, 2009/11/11 15:43
Can you make this so it just affects your party and not evryone please :).
fernando, 2009/11/11 06:14
any restriction on steam version?
georg zoeller, 2009/12/07 16:50
No, I'm using the steam version to develop.
fernando, 2009/11/11 06:14
the download file is already fixed?
mookie, 2009/11/11 01:12
Thanks for this!
dmitry chichkov, 2009/11/10 21:26
with "lethality" talent using Cunning damage bonus even if value of dexterity stat greater. Fix it and all will be exellent. )

p.s. my english isn't very good. sorry.)
Scott, 2009/11/10 12:39
Thank you for taking the time to work on this hotfix. It seems to work quite well. I don't understand everything "under the hood", so my perspective is simply from playing my archer, but the experience is much more enjoyable. The archer seems much more viable as a player character now. Though I'm recieving similar damage from the system as I'm dishing out, I still, obviously, have quite an edge over the computer, so the balance seems to be well maintained. I'll keep an eye out here for further changes, and for release of this in an official patch.
peter, 2009/11/10 11:21
I really think this goes overboard on the range weapons.

In a game like DA where attributes are given out like candy, they quickly overpower base weapon damage, so you have be very careful with big swings in the way attribute bonuses are changed. It looks like you just turned the shortbow into the next min maxer super weapon.

Now you can have characters with top defense, top attack and top damage, just buy increasing one stat (dexterity). Not unreasonable to expect, 50 or even 60 dexterity on a purpose built character. So +50 to hit, +50 to damage and +50 to defense???

Not only that, they can do it from range.
Not only that but a blanket +5 to attack on top of this and extra attribute multiplier to damage, and range boost as well.

So really that is +55 to hit, +60 to damage, and +50 to defense. From maxing one stat.







At this point shouldn't you only be applying the gentlest of tweaks. Simply up the fire rate on short bows if you want to balance long bows.

Longbows didn't need balancing IMO.
syn, 2009/11/10 09:06
Doesn't work for me. There was no 'override' directory in my D:\Steam\steamapps\common\dragon age origins\packages\core\ directory, but there was one on my c:\users\documents\bioware\dragon age\packages\core\override\

I tried putting the files in the already existing directory on the C drive. Didn't work. The bows in game did not show the Attack: 5

I then tried manually creating an 'override' dir on the D: drive dragon age dir and putting the files in there (removing them from the C: drive). Also didn't work.
georg zoeller, 2009/12/07 16:49
You'll have to create the directory if it is missing. it needs to be packages\core\override, not just override.
Gareth Evans, 2009/11/10 07:22
It states,

"All bows and crossbows now grant a +5 inherit Attack bonus"


It should read "All bows and crossbows now grant a +5 **inherent** Attack bonus"
Mike C, 2009/11/10 06:10
Which override folder am I supposed to use for the Steam version? I tried the standard place in My Documents but going by the "You should see +5 on bows" part, I don't see +5 on any ranged weapon so I am assuming it didn't work.
gumbyy, 2009/11/10 04:34
i have windows 7 and i can't seem to get it to work, i've tried installing into the my doc's ...\override folder and the one in my program files as well. None of my bows get +5 attk
Mikael, 2009/11/10 04:32
Wee, thanks! :)
Velk, 2009/11/10 02:51
This appears to break the Stone Prisoner DLC, all the stats vanish from Shale's crystals when this hotfix is applied.
jan, 2009/11/10 01:44
weird. i am getting mails whcih say there are newe comments. i can see the comments in the mail but here.. nothing.
Chris E, 2009/11/10 01:21
Could a version that does not have the bow fixes be put up? I'm getting rendered unto a pincushion by bow mobs, especially the one in a random encounter right out of completing the Elf treaty quest. Every single one of them is a bowman.
David, 2009/11/09 17:57
Hi. I've noticed that applying this hotfix my rogue dual wielding daggers loses approximately 3 points of damage on that shown in the character sheet. Does this hotfix take into account the skill that allows a rogue to use their cunning instead of strength as a modifier to damage? I can't remember the skill sorry.
Jan Bankowski, 2009/11/09 13:40
If dex adds +1 dmg to shortbows doesnt that make all other bows nearly useless? Then Shortbows have the best damage potential and the best attack speed which gets even better due dex benefit from rapid shot. Only drawback is the lower attack in some situations due low range.
Anders, 2009/11/09 13:29
Hey thx for your effort dude!!

I really think the daggers did very little dmg and the bows missed to much, and also nice change to short bows, makes them useful!

Gonna try it now!
paddy, 2009/11/09 11:31
Great mod is there anyway you can make this only affect the players team and not everyone for easy and normal ??,cheers :)
Nighteye2, 2009/11/09 04:16
Why not apply the fix on Hard and Nightmare? If it makes encounters with ranged enemies harder, I'd think it'd be suitable... and there is also something to be said for keeping combat mechanics about equal for the different settings, so that people who first played normal don't suddenly find their tactics completely ineffective when they try Hard or Nightmare...
slikster, 2009/11/08 19:29
Should Crossbows really be getting a Strength modifier? I never noticed before I installed this, but I don't use crossbows either. Looking at a Crossbow (Yew) in a store right now, and it lists Strength Modifier: 1.25
georg zoeller, 2009/12/07 16:57
It's a mistypo: It should be called 'Attribute Modifier'
georg zoeller, 2009/11/08 17:13
You are correct. Fixed.
Kaezin, 2009/11/08 16:16
I believe row 2, column 19 in itemstats.gda needs to be a 2 in order to reference dexterity instead of strength. Currently both columns 18 and 19 are 1, so the split is str/str instead of str/dex.
fernando, 2009/11/11 06:13
the download file is already fixed?
georg zoeller, 2009/11/08 13:30
The feedback form is now open, please go ahead.
Enter your comment
 
hotfix/dexterity_hotfix_101.txt · Last modified: 2009/12/07 16:48 by root