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Post by Lakifume on Aug 6, 2021 15:00:14 GMT
Customizable Sotn patcher and randomizer addon The main purpose of this mod is to completely revamp the difficulty balance in Sotn. If you've played this game before then you know that it is in dire need of such change. What I have done here is bring over Bloodstained Ritual of the Night's mechanic of enemy stats scaling with their level value, providing a much more consistent difficulty progression throughout the game. This means mostly buffs to enemies and bosses which can vary depending on how strong each already was relative to its placement. In short, expect to find a difficulty balance that is very close to Bloodstained's. Additional changes include knockback now being based on the nature of the enemy's attack rather than on its damage output, removal of contact damage on Richter and Doppleganger and more. For a more detailed look at the changes all edits are directly read from the JSON files under the Data folder. You can even use these to customize the mod to your liking. This is not in the form of a PPF patch, it is a small program that will patch your rom based on the options you pick. This will also make you start with Spirit Orb and Faerie Scroll since the Sotn randomizer doesn't have options for those. Ever since update 1.5.0 this program is also compatible with Castlevania: Harmony of Dissonance and allows you to shuffle things like enemy placement. Github release: KindAndFairThis idea was directly based on my previously released True Randomization mod for Bloodstained which you can find here: Bloodstained True RandomizationEnjoy
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Post by DarkAidan95 on Aug 6, 2021 23:14:05 GMT
Difficulty balance and new randomization options ! The main purpose of this mod is to completely revamp the enemy balance in Sotn. If you've played this game before then you know that it is in dire need of such change. What I have done here is bring over Bloodstained Ritual of the Night's mechanic of enemy stats scaling with their level value, providing a much more consistent difficulty scale throughout the game. This means mostly buffs to enemies and bosses which can vary depending on how strong each enemy already was relative to its placement. In short, expect to find a difficulty balance that is very close to Bloodstained's. Additional changes include knockback now being based on the nature of the enemy's attack rather than on its damage output, removal of contact damage on Richter and Doppleganger and more. On top of this there are 4 more options that you can choose from: -Randomize enemy levels: assign a random level value to every enemy in the game (odds of being high numbers scale with progression). Only use this in randomizer. -Randomize enemy resistances: give every enemy a random resistance to each attribute (the more extreme the resistance the rarer). -Limit level ups: make it so that your EXP gain can only come from non-respawnable bosses, limiting your stats. -Apply a variety of item tweaks: tone down god tier items, give proper elemental attributes to shield spells and adjust weapon techniques (nerfs and buffs for overall balance). For a more detailed look at the changes all edits are directly read from the JSON files under \Data\Values. You can even use these to customize the mod to your liking. This is not in the form of a PPF patch, it is a small program that will patch your rom based on the options you pick. To use it simply place your .bin file inside of the "Rom" folder and then open SotnKindAndFair.exe to proceed, from there everything should be straightforward. I also included a Bizhawk cheat file that you can use to permanently give yourself Spirit Orb, Cube of Zoe and Faerie Scroll since the Sotn randomizer doesn't have the option to start with those. Github release: SotnKindAndFairThis idea was directly based on my previously released True Randomization mod for Bloodstained which you can find here: Bloodstained True RandomizationDespite the huge modding limitations most of my hopes for this mod have been met, the biggest thing missing would be the removal of the countless stunlocks to death that Sotn has, one day hopefully... Enjoy This stuff is freaking awesome. Finally, a (closer to) fair yet difficult SotN without some of the more outlandish things that Hardtype does, like effectively deleting all of the Shield Rod spells from the game. Only the Alucard Shield spell needed axing, IMO. My only questions right off the bat: Would it be possible, to add in options for, say, editing starting stats for after the Prologue segment with Richter, as well as stat growth? Like, say for example I want Alucard to start off with 128/80 HP and MP respectively, ala Portrait of Ruin/Order of Ecclesia, but each level up he gets would only give him 8 HP and 5 MP, also ala Portrait of Ruin/Order of Ecclesia. And, since I'm on the topic of stat growth, my other question would be: how feasible would it be to rework Life/Heart Max Ups? Like, make them rarer for starters (geez lou-freaking-ise, Life Max Ups are like a dime a dozen here in vanilla) but also have them give like, maybe 20 HP/10 Hearts per respective max up obtained.
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Post by Lakifume on Aug 6, 2021 23:40:29 GMT
Yeah I can understand wanting to change those, and it's most likely possible but Sotn hacking relies on the game of "do you know where the offset is ?". So far the only offsets I've figured out are the ones written in the JSONs. You also mention that the game has too many HP ups and each gives too little extra HP but that's actually really handy if you use this mod's harder settings as the save room placement in this game can be pretty bad so having frequent full heals is definitely welcome.
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Post by DarkAidan95 on Aug 7, 2021 0:10:06 GMT
The frequent full healing bonus for the harder settings of this mod is mitigated by Alucard's spellkit being technically available from the start. Though I can see that deal meaning more for Richter Mode, given how that plays out.
But this is still fantastic as is dude.
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Post by makoto on Sept 10, 2021 1:34:53 GMT
Difficulty balance and new randomization options ! The main purpose of this mod is to completely revamp the enemy balance in Sotn. If you've played this game before then you know that it is in dire need of such change. What I have done here is bring over Bloodstained Ritual of the Night's mechanic of enemy stats scaling with their level value, providing a much more consistent difficulty scale throughout the game. This means mostly buffs to enemies and bosses which can vary depending on how strong each enemy already was relative to its placement. In short, expect to find a difficulty balance that is very close to Bloodstained's. Additional changes include knockback now being based on the nature of the enemy's attack rather than on its damage output, removal of contact damage on Richter and Doppleganger and more. On top of this there are 4 more options that you can choose from: -Randomize enemy levels: assign a random level value to every enemy in the game (odds of being high numbers scale with progression). Only use this in randomizer. -Randomize enemy resistances: give every enemy a random resistance to each attribute (the more extreme the resistance the rarer). -Level 1 run: makes Alucard locked at level 1 for the entire game (note that your starting stats in this mod are higher than in vanilla). -Apply a variety of item tweaks: tone down god tier items, give proper elemental attributes to shield spells and adjust weapon techniques (nerfs and buffs for overall balance). For a more detailed look at the changes all edits are directly read from the JSON files under \Data\Values. You can even use these to customize the mod to your liking. This is not in the form of a PPF patch, it is a small program that will patch your rom based on the options you pick. I also included a Bizhawk cheat file that you can use to permanently give yourself Spirit Orb, Cube of Zoe and Faerie Scroll since the Sotn randomizer doesn't have the option to start with those. Version 1.0.1: -Nuked equipment removal from Death's cutscene when random enemy levels is used -Ensured that early bosses cannot be fully immune to basic attributes Version 1.1.0: -Added auto updater -More customization Version 1.1.2: -Added starting stat edits thanks to mauk Github release: SotnKindAndFairThis idea was directly based on my previously released True Randomization mod for Bloodstained which you can find here: Bloodstained True RandomizationDespite the huge modding limitations most of my hopes for this mod have been met, the biggest thing missing would be the removal of the countless stunlocks to death that Sotn has, one day hopefully... Enjoy Does this work on a japanese english patched rom? Also, does this work on my save?
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siyeh
New Member
Posts: 1
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Post by siyeh on Sept 10, 2021 3:45:05 GMT
Loving the gameplay so far... or I was, until updating your mod to the latest version cleared almost everything from the directory it was located in.
Major fucking oversight, bud. Took out the SOTN ROM, and a bunch of other files and tools. Luckily was nested pretty far down, so the damage was contained, but still a major pain in the ass.
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Post by Lakifume on Sept 10, 2021 14:36:15 GMT
If all offsets locations are the same between USA rom and JPN rom then it should work on both, as well as for any save. For the updater thing I just really assumed people would put this program in its own folder with nothing else in it, so I'll fix that.
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Post by xavierbelmont on Sept 10, 2021 15:57:31 GMT
Difficulty balance and new randomization options ! The main purpose of this mod is to completely revamp the enemy balance in Sotn. If you've played this game before then you know that it is in dire need of such change. What I have done here is bring over Bloodstained Ritual of the Night's mechanic of enemy stats scaling with their level value, providing a much more consistent difficulty scale throughout the game. This means mostly buffs to enemies and bosses which can vary depending on how strong each enemy already was relative to its placement. In short, expect to find a difficulty balance that is very close to Bloodstained's. Additional changes include knockback now being based on the nature of the enemy's attack rather than on its damage output, removal of contact damage on Richter and Doppleganger and more. On top of this there are 4 more options that you can choose from: -Randomize enemy levels: assign a random level value to every enemy in the game (odds of being high numbers scale with progression). Only use this in randomizer. -Randomize enemy resistances: give every enemy a random resistance to each attribute (the more extreme the resistance the rarer). -Level 1 run: makes Alucard locked at level 1 for the entire game (note that your starting stats in this mod are higher than in vanilla). -Apply a variety of item tweaks: tone down god tier items, give proper elemental attributes to shield spells and adjust weapon techniques (nerfs and buffs for overall balance). For a more detailed look at the changes all edits are directly read from the JSON files under \Data\Values. You can even use these to customize the mod to your liking. This is not in the form of a PPF patch, it is a small program that will patch your rom based on the options you pick. I also included a Bizhawk cheat file that you can use to permanently give yourself Spirit Orb, Cube of Zoe and Faerie Scroll since the Sotn randomizer doesn't have the option to start with those. Version 1.0.1: -Nuked equipment removal from Death's cutscene when random enemy levels is used -Ensured that early bosses cannot be fully immune to basic attributes Version 1.1.0: -Added auto updater -More customization Version 1.1.2: -Added starting stat edits thanks to mauk Github release: SotnKindAndFairThis idea was directly based on my previously released True Randomization mod for Bloodstained which you can find here: Bloodstained True RandomizationDespite the huge modding limitations most of my hopes for this mod have been met, the biggest thing missing would be the removal of the countless stunlocks to death that Sotn has, one day hopefully... Enjoy hi I just had a little question and some people might think this is a ridiculous question but I always used the area and always liked to get into this area that's at the beginning of the game and it was supposed to be a different area originally but the Sega Saturn areas were never put into the PS1 Castlevania symphony of the night. So my question is is the secret hatch there in front of the gate is that still open in the newest version of your hack?
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Post by Lakifume on Sept 10, 2021 17:24:43 GMT
You mean like what that one quality hack does ? Nah mine doesn't take care of changing anything map-related, but it is compatible with the quality hack.
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Post by xavierbelmont on Sept 11, 2021 22:03:10 GMT
You mean like what that one quality hack does ? Nah mine doesn't take care of changing anything map-related, but it is compatible with the quality hack. no I obviously didn't explain well enough when I explained this what I want to know is is if the secret door right in front of the castle gate is that opened? That is what I wanted to know because I know in your other version it was opened. I was wondering if in this version was it open because I liked to use the save room down there. But it was always a pain in the ass to get into for me.
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Post by Lakifume on Sept 12, 2021 20:45:29 GMT
From what I understand you're talking about that one tiny underground shaft leading to a save room right at the beginning of the game that ended up being unused in the vanilla game and opened back up by hacks such as www.romhacking.net/hacks/3606/My hack never changed anything related to that unused area, so I don't know how you can remember it being opened up in the previous versions of my mod.
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Post by Mindslash on Sept 27, 2021 22:21:21 GMT
Difficulty balance and new randomization options ! The main purpose of this mod is to completely revamp the enemy balance in Sotn. If you've played this game before then you know that it is in dire need of such change. What I have done here is bring over Bloodstained Ritual of the Night's mechanic of enemy stats scaling with their level value, providing a much more consistent difficulty scale throughout the game. This means mostly buffs to enemies and bosses which can vary depending on how strong each enemy already was relative to its placement. In short, expect to find a difficulty balance that is very close to Bloodstained's. Additional changes include knockback now being based on the nature of the enemy's attack rather than on its damage output, removal of contact damage on Richter and Doppleganger and more. On top of this there are 4 more options that you can choose from: -Randomize enemy levels: assign a random level value to every enemy in the game (odds of being high numbers scale with progression). Only use this in randomizer. -Randomize enemy resistances: give every enemy a random resistance to each attribute (the more extreme the resistance the rarer). -Level 1 run: makes Alucard locked at level 1 for the entire game (note that your starting stats in this mod are higher than in vanilla). -Apply a variety of item tweaks: tone down god tier items, give proper elemental attributes to shield spells and adjust weapon techniques (nerfs and buffs for overall balance). For a more detailed look at the changes all edits are directly read from the JSON files under \Data\Values. You can even use these to customize the mod to your liking. This is not in the form of a PPF patch, it is a small program that will patch your rom based on the options you pick. I also included a Bizhawk cheat file that you can use to permanently give yourself Spirit Orb, Cube of Zoe and Faerie Scroll since the Sotn randomizer doesn't have the option to start with those. Version 1.0.1: -Nuked equipment removal from Death's cutscene when random enemy levels is used -Ensured that early bosses cannot be fully immune to basic attributes Version 1.1.0: -Added auto updater -More customization Version 1.1.2: -Added starting stat edits thanks to mauk Github release: SotnKindAndFairThis idea was directly based on my previously released True Randomization mod for Bloodstained which you can find here: Bloodstained True RandomizationDespite the huge modding limitations most of my hopes for this mod have been met, the biggest thing missing would be the removal of the countless stunlocks to death that Sotn has, one day hopefully... Enjoy That's nice to see a mod for randomizing attributes and elements! I've did something in past with the help of Z3rox Tool, I did an Autoit script with GUI to make a custom random rom for myself, but this is way more elegant solution. On my case, I did put some preset values, like 2x/3x/4x/ 5x stronger enemies attributes and 1.25/1.33/1.5/2 levels / exp.
For randomization of elements, I've put some options like safe randomization ( bosses are out) , enhanced randomization ( bosses with additional resistances + immunities) and total chaos (but assuring that boss do not resist at least 1 damage type)
I did not tried yet your mod, but it seems promising!
Do you have plans to expand this and add new features? such as weapon attributes/ damage values as well? ( Making a H2O sword for example, a second elemental sword of ice/thunder/ other elements) Also it would be nice if enemies drops more exp , so we could reach level 99 easier It would be nice have other randomizer stuff (such as relics, enemy placement , items ) but I believe it would be out of scope for your project
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Post by Lakifume on Sept 27, 2021 23:30:34 GMT
Some weapon attributes have already been adjusted, such as making Zwei Hander and Gurthang water based. Though if you're talking about randomizing the attributes of weapons then yeah it's possible but it wouldn't bring anything to the gameplay as what you find is already random and it would just add more menuing time trying to figure out what is what. I mean the same could be said for the official rando's latest random icons/names/descriptions feature which I personally think is very dumb.
Quick level 99 would just take make the game even easier than vanilla regardless of enemy strength due to the ability to spam MP which I why I opted for capping enemy damage at x2 and having a level 1 option instead (starting stats are higher in this mod, minimum of 100 HP and 50 MP).
Other randomization options that go beyond that are of course not realistic due to Sotn's very narrow modding community and modding knowledge. As for the people who take care of the official rando they will probably never add stuff like random enemy placement even if they could as anything that has the potential to make the game 0.034% more difficult for the player is essentially a sin.
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Post by Mindslash on Sept 28, 2021 13:02:02 GMT
Some weapon attributes have already been adjusted, such as making Zwei Hander and Gurthang water based. Though if you're talking about randomizing the attributes of weapons then yeah it's possible but it wouldn't bring anything to the gameplay as what you find is already random and it would just add more menuing time trying to figure out what is what. I mean the same could be said for the official rando's latest random icons/names/descriptions feature which I personally think is very dumb. Quick level 99 would just take make the game even easier than vanilla regardless of enemy strength due to the ability to spam MP which I why I opted for capping enemy damage at x2 and having a level 1 option instead (starting stats are higher in this mod, minimum of 100 HP and 50 MP). Other randomization options that go beyond that are of course not realistic due to Sotn's very narrow modding community and modding knowledge. As for the people who take care of the official rando they will probably never add stuff like random enemy placement even if they could as anything that has the potential to make the game 0.034% more difficult for the player is essentially a sin. I see... its nice to you revamped attributes and stats for weapons . I do remember something similar on HardType Sotn , that put Crissaegrim for -100 STR ( if I'm not wrong). Still OP on higher levels.
Regarding higher exp, it was a thing that I thought as incentive to have stronger monsters. For example, if we fight 4x stronger monsters , we have a good reward of having 50% exp and moster levels (maybe even enhanced droprate). Also, most people don't reach lvl 70+ in this game at vanilla without spending a lot of grinding time. Other games on the franchise were easier to achieve it ( Aria of Sorrow for example). However, I see that you fiddled with the starting stats and stat growth and tied monster attributes to levels. I think this might be a good compromise.
Regarding other randomization... I agree . Switching item description / image does not help at all and leads to multiple interruptions , which is not nice for gameplay. RandoStats of weapons attributes / elements could still be a thing, but I agree changing monsters is already enough to make the player to circle between available attack options
One thing that I wanted to try as well is the DragonBlitz chaos mod ( with those random event stuffs happening) . Seems fun for a challenge run, but I only see working for Twitch commands , and I'm a solo player uninterested at streaming ... Still is nice tho
I will definitively try your mod and give feedback once I find some time
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Post by Lakifume on Sept 28, 2021 14:07:53 GMT
Oh yeah you're talking about Khaos made by TalicZealot, that viewer-interaction mod actually turns out to have a few commands that are incompatible with hacks that modify enemy stats because Talic made it so that his program searches enemies by their name and their STR value. So any hack that changes the enemy's attack to something else than vanilla will result in Khaos not being able to find it.
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