fluent
i've modded pc ver. of E: Gothic
extensively . However, lemme first start by clarifying that i don't have the assembly / debugging skills that would be required to modify the game's save system. all of the following mods for e: gothic I've made by either editing the game's files with excel in cases of files that are simply "lists", such as ITEMS.csv which is the huge entire item file the game uses, and it is extension .csv.
and nope, absolutely nobody other than me has ever playtested them, heh. e: Gothic is, quite honestly, already
almost perfectly balanced . I simply cannot think of any real, legitimate changes that would "improve" the cornucopia of systems that dovetail into each other in Elminage: Gothic.
that said, i can PM you download links to modded files that you put into the game's root dir and so far i've done the following shit:
- Classic, predictably autistic DIFFICULTY mod. All enemies boosted by 2 extra points of armor class (i.e. 2 points lower for them); across-the-board, no exceptions!
- ALL enemies (EXCEPT FLOOR MASTERS/BOSSES/etc) also received: 1.25x increase to their Hit Point dice (i.e. when the game generates an enemy for an encounter the game rolls that enemy's hit point dice, which is why sometimes 1 enemy will die "surprisingly fast" and then later be much more HP bloated).
- Also, ALL enemies also receive 1.10x increase to their Turn Recovery, and that means enemies with zero Turn Recovery now have a tiny bit, r00fles!
- Direct-damage spells all recieved 1.25x damage-dice roll increase.
- Ability to char-gen characters as Devilish race, magic puppet race, GOBLIN (leftover from elminages 1-3, all the data was simply unused), and also Ogre. Yes, both goblin and Ogre are the "two new classes" on the 3ds port, fuck i mean RACES; however they are the same races as in E: Original, i.e. Ogre is strong and slow (max 15 str!), and goblin is basically same Attribute spread as an Elf but with even BETTER agility and vitality (!).
- Yes, that obviously means those two races are complete OP cheese. In my 3ds port playthrough I have an Ogre ninja with 25 str (LOL) and he literally 1-hits every enemy starting as soon as from the tree dungeon, haha. Completely cheese-cake race, put there cos ppl complained the game was "hard".
- Goblin race is also OP, but not as much. I mean, they're elves stat spread, but
better . I mean, come on.
---------- below are tweaks/mods/changes that don't fall under any specific category, per se but me merely spicing up the classes and races and weapons -----------
- Made ALL whips SUB-type weapons, and lowered whip's DMG spread by 1 point (taken from the maximum end of it, of course)..
- All whips (now sub-types), ALL STAVES/STAFFs, and non-magical / non-unique bows (i.e. any bow that doesn't bear a cool name, basically): i changed them to be able to be equipped by ALL classes. Removed the A.C. penalty from staves, as well, and instead gave them, depending on the specific staff, armor class BONUSES instead.
- Reduced chance % of item breaking. I simply cut each item's % break chance in half, as each item as different number. Some items were ridiculously high chance to break, especially the musical instruments.
- Reduced summon capture resistance % down from 100% and 95% (the enemies which have that), down to 90 % as maximum cap for any enemy. Why? Because otherwise the player is obligated to have a Brawler, and ther'y re great, sure, but if you don't want to have a Brawler then that also means you have no chance in hell of getting post-game summons. I think max of 90% is fair; still plenty of grinding needed.
------------- this change works perfectly in-game, but i couldn't figure out how to make the game display the correct text message when successful... i explain this now ------------
so, 3ds version's biggest and most worthwhile addition is they took a page from Elminage Original (and 2 and 3) and decided to do the work and replaced every single non-humanoid enemy (any enemy that does not utilize "loot" type gear) and gave them back the "natural weapons" enemies had in Original (and 2 and 3).
birds attack w/ their beaks, talons, claws, and so do dragons, obviously, turtles with their beaks (lewl), and they also bite, and enemies with arms for punching attack with things like paralyzing talons, so on and so forth.
Don't make the assumption this made the game harder though: every single change in 3ds version was made to make Gothic
much, much easier .
However, now a Slime doesn't "Strike" at you, instead a Slime attacks with "Mucus", heh. And that Mucus is a player-stealable, player-usable weapon with its own stats. (To prove my point about this not making the enemies harder/more versatile: perfect example are the Slime itself, their Mucus weapon is much weaker than the generic, non-unsable by the player, "Strike" ability from E: Gothic on PC; i.e. the Mucus has worse stats, and this is the general throughline for all of the new enemy weapons).
Of course, this means you need a Thief to stela them, and the one class that most benefits, if only due to having more variety of gear, are brawlers. Brawlers (as in E :Original) can equip dragon talons, for example, and punch away. Of course, once again hammering home the point that this isn't all good: I carefully analyzed the weapon balancing by studying the 3ds port's ITEM file exhaustively and
none of the enemy weapons are better, in any situation, than the weapons already available in the PC/PSP version of E: Gothic.
So anytway what I did is I changed all of the PC version's non-humanoid enemies' "weapons" into their counterparts from the 3ds port, i.e. i gave that Slime its beloved Mucus. Obviously I also changed everything necessary to make all of the enemy weapons "player-usable", and my better achievement: found a sneaky way to make them also be steal-able by Thieves!!!
However since that was never in PC ver (i.e. the Thief may be stealing that Slime's Mucus now, but that Mucus is simply a re-skinned "Slime Strike 1" enemy 'ability', and
not an actual item. I forced the enemy weapons into acting like items, and succeeded, but couldn't figure out any way to make the game display text message of whether or not your Thief stole something or not.
Here's a video of pc ver. E: Gothic with my enemy weapons changes, and the footage is of my thief attempting to steal the Shell Combiner's enemy weapons, which are called "Claws". Sadly, not...
crab klaws
(in the video you'll notice the shell combine's enemy weapon still says "Strike", because I had made all the changes but still had the re-naming left to do).
VIDEO Click to expand...