Siveon Celerity Dorarnae Dorateen Courtier
- TO USE THESE MODS PLACE THE FILES IN SAME FOLDER AS GAME .EXE THATS IT NOTHING MORE
ok so since i gearing up for attempting to translate elminage 2's .csv's files by utilizing the ones from Gothic as reference (it's already proving fruitful but...)-- anyway, so i unpacked the BRA files from Gothic and the game has everything except dialog in easily editable .csv files; the complete list of game items, spells, spell-learning progression, the goddamn races and their attributes, EVERYTHING mechanical from the game can be easily changed. For example say you want the item shoppe to start selling the Neck Chopper katana by default then it is as easy as editing the ITEMS.csv.
on topic: so i got the idea to make some very small modifications for Gothic that i've long wanted to make. These small mods are basically for quality-of-life improvement and are geared towards the players who have "been there and done that 100 times already".
- Changed 'Enterook Mista' to utilize actual Lightning attack attribute. The spell will scale accordingly now with the caster's Lightning attack %. Beware as this affects enemies' usage of the spell as well! tee hee.
- Changed Elnam's damage: I made it equal to the damage done by the tier 7 single-target Lightning spell. I've always found Elnam to be absolutely PITIFUL as an offensive option for casters without access to mage spells for damage. Now you can throw out an Elnam as a proper offensive strike! Fry fuckers! I left it's attribute correlation to Holy though, as it would ruin the spell completely if i changed it. The entire point is that priest casters pump their Holy attack % so they can heal better, and also accordingly raise Elnam's damage. the only problem was that it's damage was 18-34 originally...
- Changed Zeo Nadar's attribute to FIRE! FIRE! FIRE! the way Zeo Nadar works is that its damage multiplier increases with each spell cast during the fight (i still don't know if it's EVERY spell cast, or only the party's spells or if it's only the actual caster's spells, but WHATEVS); it has no attribute associated to it so there's no way to increase it's damage, which as we all know... is fucking crap 80% of the time. Since it is now a Fire spell it can be pumped accordingly by rasing Fire attack %. As always it applies to the enemies as well! Finally now Alchemists have another offensive option besides POMEDOON !! yay.
- Changed Rizefus' probability of resurrecting a dead character by an extra 25%. hard to explain the dumb way the game categorizes it but basically Rizefus now has the same probability of success as its big brother: Rezefeid.
- Changed that big brother's resurrection chance to MOTHERFUCKING DEFINITE. This is why i mentioned some of the changes are mostly geared towards post-game quality-of-life. I mean when literally EVERY SINGLE RANDOM ENCOUNTER ENDS WITH HALF YOUR PARTY BEHEADED you're gonna really appreciate having a 100% chance of resurrection with Rezefeid. remember please that Rezefeid only works outside of battle so it's not that big of a fucking deal.
- Changed all Staffs to M-range just like in the three previous Elminage games and just like in wiz Empire. This is one change I've always wanted to do because it is no way unbalacing AT ALL. Staffs fuck up your AC by increasing it by +1 and in any case we're talking about alchemists and bishops and mages here swinging away with them... yeah, we don't need to worry about unbalancing anything. And as i mentioned Gothic is the first one in the series to change Staffs to S-range, just to arbitrarily make the game more difficult.
Link to the spell changes:
https://www.dropbox.com/s/kijyg22bw55isv2/SPELL.csv?dl=0
Link to staff change:
https://www.dropbox.com/s/zi3p03bf3bwymtd/ITEM.csv?dl=0
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now for the faggotry. I raised the experience values of ALL monsters by 20%. If you so desire to play this glorious game with 20% extra XP gain, which frankly is actually barely noticeable anyway, then please good sir download this shit:
https://www.dropbox.com/s/nw38q00pyrl10cd/MONSTER1.csv?dl=0
https://www.dropbox.com/s/mwv28ye4pur6n2s/MONSTER2.csv?dl=0
https://www.dropbox.com/s/db9s2nk1qkj10z4/MONSTER3.csv?dl=0
download ALL THREE and place them in same folder as the game .exe absolutely no need to do anything more than that. the changes take effect automatically by the files just being there.
EDIT: Please bear in mind that if you notice Enterook Mista doing less dmg than before it is simply because it is now Lightning-attribute and thus if you don't have high Lightning well duh low dmg. The default spell does good dmg regardless of the caster's proficiency precisely because it is basically a FIXED AMOUNT. it is now NOT a fixed amount and thus can be both lower and also much higher.