Two mods for OoE: "Martial Artist" and "Spellsword"
Apr 2, 2022 22:36:28 GMT
Andrômeda and Guilherme Fonte Seca like this
Post by abbacchio on Apr 2, 2022 22:36:28 GMT
Don't wanna spam too much, so I'm putting both in one thread.
MARTIAL ARTIST MOD
EDIT: updated to version 1.1 fixed a bug where enemies that use glyphs you can absorb wouldn't use their attacks properly.
First, the Martial Artist mod (download link to version 1.1 here, use xdelta to patch an US version of the game with it) is all about not using spells, mostly just (new) punches and (improved) kicks along with faster movement. It makes the game a bit harder, but not THAT much (some things get a bit easier even).
Here's a video showing off some of the changes:
And here's the full changelog:
SHANOA:
-Jumpkick hitboxes slightly improved (you might not even be able to notice it).
-Double jump is available at the start, so you can use jumpkick in combat.
-Double jump (not the initial jump) goes higher for various balancing reasons.
-Movement speed +50% (same effect as using winged boots, though you can still use them for insane speed, if you really want).
-Slide has invulnerability frames, meaning you can use it for combat.
-Extra +50 STR (balanced out by the fact the only weapons you have are very weak, this is so your jumpkicks and slides are more powerful) and +50 LCK (just for convenience, in case you want to farm Barbarian gear).
-This isn't a change, but you should know that jumpkick/slide damage is only affected by natural STR and STR from *equipped gear*, NOT Vis Fio, for example. The Blow Ring doesn't do anything either and neither does levelling your strike attribute, despite the fact jumpkick/slide damage is considered Strike for the purpose of enemy weaknesses/resistances. So, basically, jumpkick/slide damage is only improved by levelling and equipping gear with better stats (AFAIK).
BOSSES:
-Arthroverta (first boss) is no longer resistant to strike.
-Rusalka is no longer resistant to strike.
ARM GLYPHS (they all have the exact same damage multiplier):
-Confodere -> became Punch (strike).
-Vol Confodere -> Gale Punch (strike+slash plus a tiny bit more range).
-Melio Confodere -> Saint's Punch (strike+slash+holy plus a lot more range and some unique graphics).
-Secare (but you find it in a statue in Kalidus channel) -> Tiring Punch (strike+dark+curse, but HIGH mp cost).
-Pneuma -> Weakening Punch (strike+poison, but HIGH mp cost).
-Vol Secare (but you find it in a statue in Mystery Forest Road) -> Paralyzing Punch (strike+torpor, but HIGH mp cost).
-No Glyph Unions possible, other than Arcus+Arcus, which is available at the start so you can finish the tutorial (you're not actually supposed to use this, but I can't stop you).
-Other arm glyphs are no longer available or can't be used (basically, if it has an icon that's an empty circle, it can't be used, everything else is cool).
BACK GLYPHS:
-Unchanged. If you wanna avoid using things like familiars, feel free, but I like leaving some options in so the game doesn't feel TOO restrictive.
ITEMS:
-Tower Ring no longer has stat penalties.
-Hermit Ring no longer has stat penalties.
MINOR ISSUES:
-You can still find a few non-punch glyphs here and there, like Vol Grando at the top of the ice waterfall or Lapiste. You're not supposed to use them (they have empty circles for icons, so you know what not to use). Only the new Punch glyphs and the old Back Glyphs are legit.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SPELLSWORD MOD
And, then, the Spellsword mod (download link here, use xdelta to patch an US version of the game with it) is an almost complete rework of the glyphs in the game that turns a ton of glyphs unions into either "elemental weapon" glyphs or Melio versions of elemental glyphs (which are surprisingly balanced until you get to the very endgame with the World Ring and the Star Ring) castable with MP alone and removes all the non-elemental weapon glyphs. It generally makes the game a bit easier, but, again, not THAT much (boss fights are harder IMO, cause you can't just spam unions anymore as they replacements use a lot of MP).
**THE MOD IS MADE WITH A RULE IN MIND THAT CAN'T ACTUALLY BE IMPLEMENTED** that you can only use "weapon glyphs" (flame sword, ice sword, spark spear etc.) in your Y-button hand and other glyphs in your X-button hand. Don't complain about balance or that things don't look right if you choose to ignore this rule. I would make glyphs exclusive to one hand or the other if I could, but I can't.
Now, here's a video showing off some of the changes:
And here's the full changelog:
GENERAL CHANGES:
-Shanoa's palette changed just cause I felt like it.
-Some convenience stuff added (hidden walls revealed and so on).
GLYPH UNIONS:
-Mostly no longer exist. The elemental weapons ones were turned into regular arm glyphs and purely elemental ones were turned into back glyphs with high MP cost.
-You get Culter, which has a union glyph, at the start just so you can complete the tutorial.
ARM GLYPHS:
-Weapon glyphs: changed into elemental weapons (with more or less equal power, mostly only varying in terms of elemental/slash/strike damage, but light/dark have better hitboxes and ice does slightly more damage and has a bit more reach than fire cause there are too many enemies resistant to ice, things like that).
-Torpor: changed palette to make it look icy and upped the damage SLIGHTLY (it's not supposed to be a powerful spell, just one to inflict torpor with).
-Lapiste/Pneuma: unchanged, but naturally nerfed by the fact you can't use two of them, especially in the case of Pneuma (well, if you follow the rules, I can't stop you).
-Ignis: changed into Vol Ignis and made it so you can cast two at once.
-Vol Ignis: changed into Venenum Ignis, which is the same as ignis, but ever so slightly stronger and it inflicts poison (which is a very powerful debuff). Sprite also changed.
-Grando/Vol Grando: upped the damage a little bit, as there are tons of enemies resistant to ice in the game.
-Vol Fulgur: damage increased ever so slightly. Too easy to make this overpowered with damage buffs, but it was too underpowered in vanilla.
-Umbra: changed into Morbus Umbra, which is the same, except it also causes curse. Why just buff it? Cause it was naturally nerfed as you can only equip one (and it has one cast at once limit).
-Vol Umbra: changed into Lapis Umbra, which is the same as Umbra/Maledictio Umbra, except slightly stronger/more costly and it causes petrification.
-Morbus: changed so you can have two casts at once, but it also got a 'slash' tag (it didn't lose the curse one), meaning it does more damage to enemies weak to it and it gives the spell better scaling with stats.
-Nitesco: removed. Didn't find a way to make it more fun/less broken. Once you got Nitesco+Flight that's mostly all you used in vanilla (except when going for some union glyph like secare+nitesco).
-Acerbatus: changed into Evanescence. Same thing mechanically, but with a smaller hitbox, different sprite and it does fire+ice damage.
-Globus: changed into Sonus. Different sprite, bigger hitboxes, but it now does slash damage instead of strike (generally-speaking, that's worse). You also can only cast two at once (each cast conjures two projectiles, as usual, though, so you can have four flying around in total).
BACK GLYPHS:
-Stat-boost glyphs and Arma Felix/Bat-lady were turned into Melio versions of pure elemental glyphs that are, essentially, the elemental glyph unions, but they cost (a lot of) MP instead of hearts. Universitas (luminatio+umbra) has the maximum cost of 255 MP, others mostly have MP costs around the 150-200 range (glyphs that lock you place tend to cost less, glyphs you can cast instantly cost more). Whatever the case, you can never have more than one cast on screen at once (though you'd hardly have MP for that anyway, unless you wait around a lot). Essentially, MP is more of a consideration now and items that reduce MP cost or increase regen are more useful. Despite the absence of heart costs (making their cast unlimitedly available, in a sense), it's actually harder to use the union/melio elemental glyphs now (if you had a lot of hearts you could spam them in vanilla).
MINOR ISSUES:
-The mod is more or less balanced (sometimes you feel more powerful, sometimes you feel less), but once you get the Star Ring (faster MP regen) and the World Ring (half MP cost) at the end of the game, the balance is completely broken. It's at the very end of the game though and you can choose whether to use them or not, I don't see a point in removing them if you wanna go nuts at the end.
------
Ayo, JupiterClimb, the dude who made me realize DSVania modding is a thing that exists played the Martial Artist mod! Check it out if you wanna see how it plays (though he didn't really read the rules of the mod lol, but that's ok, I write too much, I understand):
MARTIAL ARTIST MOD
EDIT: updated to version 1.1 fixed a bug where enemies that use glyphs you can absorb wouldn't use their attacks properly.
First, the Martial Artist mod (download link to version 1.1 here, use xdelta to patch an US version of the game with it) is all about not using spells, mostly just (new) punches and (improved) kicks along with faster movement. It makes the game a bit harder, but not THAT much (some things get a bit easier even).
Here's a video showing off some of the changes:
And here's the full changelog:
SHANOA:
-Jumpkick hitboxes slightly improved (you might not even be able to notice it).
-Double jump is available at the start, so you can use jumpkick in combat.
-Double jump (not the initial jump) goes higher for various balancing reasons.
-Movement speed +50% (same effect as using winged boots, though you can still use them for insane speed, if you really want).
-Slide has invulnerability frames, meaning you can use it for combat.
-Extra +50 STR (balanced out by the fact the only weapons you have are very weak, this is so your jumpkicks and slides are more powerful) and +50 LCK (just for convenience, in case you want to farm Barbarian gear).
-This isn't a change, but you should know that jumpkick/slide damage is only affected by natural STR and STR from *equipped gear*, NOT Vis Fio, for example. The Blow Ring doesn't do anything either and neither does levelling your strike attribute, despite the fact jumpkick/slide damage is considered Strike for the purpose of enemy weaknesses/resistances. So, basically, jumpkick/slide damage is only improved by levelling and equipping gear with better stats (AFAIK).
BOSSES:
-Arthroverta (first boss) is no longer resistant to strike.
-Rusalka is no longer resistant to strike.
ARM GLYPHS (they all have the exact same damage multiplier):
-Confodere -> became Punch (strike).
-Vol Confodere -> Gale Punch (strike+slash plus a tiny bit more range).
-Melio Confodere -> Saint's Punch (strike+slash+holy plus a lot more range and some unique graphics).
-Secare (but you find it in a statue in Kalidus channel) -> Tiring Punch (strike+dark+curse, but HIGH mp cost).
-Pneuma -> Weakening Punch (strike+poison, but HIGH mp cost).
-Vol Secare (but you find it in a statue in Mystery Forest Road) -> Paralyzing Punch (strike+torpor, but HIGH mp cost).
-No Glyph Unions possible, other than Arcus+Arcus, which is available at the start so you can finish the tutorial (you're not actually supposed to use this, but I can't stop you).
-Other arm glyphs are no longer available or can't be used (basically, if it has an icon that's an empty circle, it can't be used, everything else is cool).
BACK GLYPHS:
-Unchanged. If you wanna avoid using things like familiars, feel free, but I like leaving some options in so the game doesn't feel TOO restrictive.
ITEMS:
-Tower Ring no longer has stat penalties.
-Hermit Ring no longer has stat penalties.
MINOR ISSUES:
-You can still find a few non-punch glyphs here and there, like Vol Grando at the top of the ice waterfall or Lapiste. You're not supposed to use them (they have empty circles for icons, so you know what not to use). Only the new Punch glyphs and the old Back Glyphs are legit.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SPELLSWORD MOD
And, then, the Spellsword mod (download link here, use xdelta to patch an US version of the game with it) is an almost complete rework of the glyphs in the game that turns a ton of glyphs unions into either "elemental weapon" glyphs or Melio versions of elemental glyphs (which are surprisingly balanced until you get to the very endgame with the World Ring and the Star Ring) castable with MP alone and removes all the non-elemental weapon glyphs. It generally makes the game a bit easier, but, again, not THAT much (boss fights are harder IMO, cause you can't just spam unions anymore as they replacements use a lot of MP).
**THE MOD IS MADE WITH A RULE IN MIND THAT CAN'T ACTUALLY BE IMPLEMENTED** that you can only use "weapon glyphs" (flame sword, ice sword, spark spear etc.) in your Y-button hand and other glyphs in your X-button hand. Don't complain about balance or that things don't look right if you choose to ignore this rule. I would make glyphs exclusive to one hand or the other if I could, but I can't.
Now, here's a video showing off some of the changes:
And here's the full changelog:
GENERAL CHANGES:
-Shanoa's palette changed just cause I felt like it.
-Some convenience stuff added (hidden walls revealed and so on).
GLYPH UNIONS:
-Mostly no longer exist. The elemental weapons ones were turned into regular arm glyphs and purely elemental ones were turned into back glyphs with high MP cost.
-You get Culter, which has a union glyph, at the start just so you can complete the tutorial.
ARM GLYPHS:
-Weapon glyphs: changed into elemental weapons (with more or less equal power, mostly only varying in terms of elemental/slash/strike damage, but light/dark have better hitboxes and ice does slightly more damage and has a bit more reach than fire cause there are too many enemies resistant to ice, things like that).
-Torpor: changed palette to make it look icy and upped the damage SLIGHTLY (it's not supposed to be a powerful spell, just one to inflict torpor with).
-Lapiste/Pneuma: unchanged, but naturally nerfed by the fact you can't use two of them, especially in the case of Pneuma (well, if you follow the rules, I can't stop you).
-Ignis: changed into Vol Ignis and made it so you can cast two at once.
-Vol Ignis: changed into Venenum Ignis, which is the same as ignis, but ever so slightly stronger and it inflicts poison (which is a very powerful debuff). Sprite also changed.
-Grando/Vol Grando: upped the damage a little bit, as there are tons of enemies resistant to ice in the game.
-Vol Fulgur: damage increased ever so slightly. Too easy to make this overpowered with damage buffs, but it was too underpowered in vanilla.
-Umbra: changed into Morbus Umbra, which is the same, except it also causes curse. Why just buff it? Cause it was naturally nerfed as you can only equip one (and it has one cast at once limit).
-Vol Umbra: changed into Lapis Umbra, which is the same as Umbra/Maledictio Umbra, except slightly stronger/more costly and it causes petrification.
-Morbus: changed so you can have two casts at once, but it also got a 'slash' tag (it didn't lose the curse one), meaning it does more damage to enemies weak to it and it gives the spell better scaling with stats.
-Nitesco: removed. Didn't find a way to make it more fun/less broken. Once you got Nitesco+Flight that's mostly all you used in vanilla (except when going for some union glyph like secare+nitesco).
-Acerbatus: changed into Evanescence. Same thing mechanically, but with a smaller hitbox, different sprite and it does fire+ice damage.
-Globus: changed into Sonus. Different sprite, bigger hitboxes, but it now does slash damage instead of strike (generally-speaking, that's worse). You also can only cast two at once (each cast conjures two projectiles, as usual, though, so you can have four flying around in total).
BACK GLYPHS:
-Stat-boost glyphs and Arma Felix/Bat-lady were turned into Melio versions of pure elemental glyphs that are, essentially, the elemental glyph unions, but they cost (a lot of) MP instead of hearts. Universitas (luminatio+umbra) has the maximum cost of 255 MP, others mostly have MP costs around the 150-200 range (glyphs that lock you place tend to cost less, glyphs you can cast instantly cost more). Whatever the case, you can never have more than one cast on screen at once (though you'd hardly have MP for that anyway, unless you wait around a lot). Essentially, MP is more of a consideration now and items that reduce MP cost or increase regen are more useful. Despite the absence of heart costs (making their cast unlimitedly available, in a sense), it's actually harder to use the union/melio elemental glyphs now (if you had a lot of hearts you could spam them in vanilla).
MINOR ISSUES:
-The mod is more or less balanced (sometimes you feel more powerful, sometimes you feel less), but once you get the Star Ring (faster MP regen) and the World Ring (half MP cost) at the end of the game, the balance is completely broken. It's at the very end of the game though and you can choose whether to use them or not, I don't see a point in removing them if you wanna go nuts at the end.
------
Ayo, JupiterClimb, the dude who made me realize DSVania modding is a thing that exists played the Martial Artist mod! Check it out if you wanna see how it plays (though he didn't really read the rules of the mod lol, but that's ok, I write too much, I understand):