Combat-Only Quirks

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Author: IOException

Last revision: 9 May, 2019 at 23:40 UTC

File size: 447.49 KB

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Description:

This anti-grinding mod does three things to improve the quirk acquisition process after a successful quest:

First, it streamlines the quirk library so that you only get the positive/negative quirks that infiuence the immediate combat phase. As such, the in-town, in-camp, and in-corridor (e.g. the curio interacting phobia) quirks no longer generate.

Secondly, it also doubles the odds of getting those highly desired physical quirks that boost SPD, DODGE, general ACC, PROT, and CRITs; the 4 enemy-specific Slayer quirks; and the 4 dungeon-specific Tactician quirks.

Finally, it cleans up a few quirks to make them better/more sensible! For instance, "Quickdraw" now gives +5 ACC (for the whole battle) alongside the default +4 SPD (first round); "Natural Swing" now gives +10 Melee DMG to normal-sized enemies, alongside the default +5 ACC; and "Deadly" now gives +5 ACC (for the whole battle) alongside the default +2 CRIT;

Another example: "Quick Reflexes" and "Evasive" now have the same stat boost: +2 SPD and +5 DODGE. So a hero with both quirks would wind up having +4 SPD and +10 DODGE!

So with this mod, you’re no longer needing to redo dungeons just to get that positive quirk you want.

Do note that your hero can still start with non-combat quirks, get them from interacting with curios, from stress relief activities, and from abandoning a quest!

It works mid-campaign and with the BC and CoM DLCs… And I’m happy to report, also with "Quirky Dungeon", a fave anti-grinding mod I use! Just make sure to place COQ above it in the load order.