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One More Dungeon 2 - Hardcore Mode

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
Yet more incline I bless upon you. Most of the Codex remains unawares of this gem indie, and you should fix that. Strictly for gameplayfags though, there is no story outside of monocled snails and crazed demolition racoons.

Moddb page & Download: https://www.moddb.com/mods/omd2-hardcore-mode/downloads/omd2-hardcore-mode

Introduction:

Update: is now more than just a hardcore mod with new level generation variety, new post-game content as per roguelite standard, a couple bugfixes, better perks/classes/items balance and so forth.

OMD2 is a fantastic little indie arcade Ultima Underworld-lite Roguelite from 2022 that comes abruptly to an end. No extra difficulty modes, no post-game content. Additionally, after you've played the game once, returning later doesn't prove particularly challenging at all after learning the nuances and bypassing the trial & error phase that any game presents. This mod is a simple yet transformative hardcore alteration of the game to keep it engaging for replays and well into the future. It will test both your knowledge of the game as well as your general action-RPG skill and decision-making. You will see that all the base game's design can be elevated to an old school cerebral standard when it doesn't have to account for a newcomer.

one_more_dungeon_2.jpg


Hardcore Mode Features:

-Boss Insurance is more expensive.
-Breakable resource boxes will sometimes contain nothing.
-Player is more vulnerable to Burning, Madness, Poison and Freezing. Those resistances matter more.
-Enemies are somewhat more aggressive.
-Enemies sometimes track their melee swings, depending on monster and attack type. Ranged enemies will sometimes continue rotating toward you while winding up,
keeping you in their sights.
-All restoration potions are a bit weaker, except energy potions.
-All bosses are made slightly harder/less predictable via intelligence updates or other.
-The final dungeon boss in particular has recieved extra attention and should no longer be a joke. Only the Final FINAL boss is untouched.
-Dark Idols (negative level modifiers) are more likely to spawn (40% -> 50%).
-Food restores slightly less health (8 -> 6).
-Slightly more enemies (which also = more XP). The final dungeon world is an exception and will be swarming with enemies.
-All enemies get a flat +12 hp increase.
-Clearing dark goo in the hub costs more runes.
-The leprechaun no longer drops runes. Gold and artifacts only.
-Golems (world 3 - level 2) enter blocking state for less overall duration.
-Pendulum axes swing slightly faster.
-More variety to level generation rules - chances for more interconnectivity, slightly larger map size, more water etc.
-Dark Area's madness-inducing eyes now have +40% activation range.
-The vampire amulet relic is nerfed by 25%.
-The water in world 3 now applies frozen status over time when wading through. This is because Frozen (and frozen resistance) has little relevance otherwise.
-The ice flower enemy in World 3 has greater attack rate for this same reason.
-Reduced chances of player's weapon elemental effects triggering (frozen/burning/poison).
-Slightly better odds for XP to drop when breaking props.
-Perk Buff: Max Energy Increase perk restores your energy to full in addition to a larger increase (10). This better balances it VS max health perk.
-Perk Buff: "Get 50 gold" perk is now a gamble that grants a random range of 50-250 gold, instead of being largely useless.
-Perk Buff: "Receive 50 of each crystal type" perk now gives you 100 of each.
-Perk Buff: "Fully restore health" perk now fully restores health & energy + reduces doom level by 10.
-Perk Buff: "Teleport to next level of the dungeon" perk appears much less often in the perks selection rotation since it is essentially useless.
-Perk Buff: "Rage required reduced by 15%" is now 20%.
-Curse Nerf: Dashing cooldown curse increases the cooldown by 50%, not 100%
-Demon and King Beetle enemy drop more XP.
-Class Balance: Ranger class redesign - now has halved bow energy use over other classes, no movement penalty when drawing the bow, breaks objects/damages
enemies by dashing into them & has +5 base energy. Originally the class was boring and overpowered, simply gave you infinite ammo with bows.
-Class Balance: The Paladin class' Rage skill is now 30% more powerful.
-Class Balance: The Paladin class no longer suffers Doom level accrual when using artifacts.
-Class Balance: The Warlock has +5 extra starting max health.
-Cursed weapon Doom level accrual per swing is halved.
-Continuing to use cursed weapons when maxed out on curses no longer robs you of perks and then kills you. A cursed weapon build is now viable.
-Heavy Armor now reduces speed by 10%, not 25%.
-Bugfix: the dash meter is now accurate/matching the dash cooldown.
-Bugfix: you can no longer spam left hand and right hand attacks simultaneously if you start with the left hand first.
-All classes can dash while drawing an arrow.
-Slightly improved the poison eyes artifact.

NEW post-game content as per Roguelite standard: you are now encouraged/challenged to beat the game with all 7 classes. For each class you beat the game with, you
unlock a reward for all classes.

Warrior: +20% Attack speed (both hands).
Stranger: +150% chance to get XP from breakables.
Wizard: Start with an extra relic slot.
Paladin: +20% Rage activation duration.
Rogue: +10% movement speed.
Warlock: +10 Max Energy.
Ranger: +50% Jump Height.

perks.jpg




Installation:​


Extract and place Assembly-CSharp.dll in C:\Program Files(x86)\Steam\steamapps\common\OneMoreDungeon2\OMD2_Data\Managed


Installation complete. To navigate to this location faster you can "browse local files" from the game's steam library page, if desired.




Tips:​


1. Playing to your chosen classes' strengths is a must.
2. Stepping on 10 beetles (was 13 vanilla) will spawn in a curse ladybug. Gives xp & an item but can be a tough opponent.
3. Shields may seem bad but some, such as the knight shield, are really good considering their special abilities. Best paired with Paladin class.
4. Consider skills, bombs and/or artifacts for tough encounters.
5. Don't bother unlocking and using the four hub portal shortcuts. Those are only viable with vanilla difficulty.
6. Circling enemies while melee attacking and getting around the back is highly effective, though not always sensible.
7. Overall game time & run time is increased as a result of the mod's changes. You can save & quit any time, though current level progress
will be reset so it is best done at level start.
8. Max HP's importance is lessened somewhat as a result of healing potion and food nerfs. While still important, the stat no longer dominates class
choices quite so much. All classes are better balanced as a result.
9. Beware input buffering if spamming attack. Mostly only relevant when wanting to stop attacking and block with a shield.
10. While firing with a magic staff/throwing knife, you can prep a charge-up attack with melee in the other hand.


You can figure out the rest. Have fun!

One More Dungeon 2 Hardcore Mode by Totalitarian.

Paging people that may have interest Spike RoSoDude Major_Blackhart Latelistener Zombra <3sRichardSimmons
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
I didn't used to be such a person either. Quite a few of the most popular RL's are shite or just OK. But then I discovered specific ones such as Synthetik, Everspace, Devil Spire, OMD2, Immortal Redneck, Spelunky 2 which are GOAT-tier indie games.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
What originally hooked you

FP/RPG Dungeon Crawler Roguelite hybrid with a nice degree of polish and relatively solid gameplay. It is largely focused on skill-based action, resource management & character-building strategy.
It's still only a very solid 8/10. +0.25 perhaps with the mod as it extends the game's lifespan considerably with some simple tweaks. The game wont blow you away but is some good modern indie gaming. Definitely a strong recommend if it is cheap on sale.

shame it’s got that… look

I hear you, yet it actually looks fairly nice relative to a lot of the Unity Engine shit out there and is quite the upgrade from what the first game looked like:

ss_65787654cf682e6ee0b12532da7022c4138a1ebc.1920x1080.jpg


maxresdefault.jpg
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
Continuing work on this I've made some excellent progress, see below for one example. Should be calling it complete by tomorrow, it doesn't need a great deal of work.

OMD2.1.jpg


Redesigned the overpowered Ranger class. Originally the class gave you infinite ammo with bows, and it wasn't fun, impeding on the resource management of energy use, crystals, bombs, the need to utilize a complete arsenal etc. Now:

-Halved energy consumption per bow shot over other classes.
-Doesn't have a movement penalty when drawing the arrow like other classes.
-Dash into enemies or objects to damage them.
-An additional +5 starting max energy needed in the absence of infinite energy bows.

No longer an infinite ammo boring OP class. The dashing damage feature is integral to fixing the problem of not being able to break open boxes and props etc without having to change to a melee weapon constantly in the absence of infinite ammo.
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
I'm looking for a tester. The changelog has expanded quite a lot. Anyone have this game?

-Boss Insurance is more expensive.
-Breakable resource boxes will sometimes contain nothing.
-Player is more vulnerable to Burning, Madness, Poison and Freezing. Those resistances matter more.
-Enemies are somewhat more aggressive.
-Enemies sometimes track their melee swings, depending on monster and attack type. Ranged enemies will sometimes continue rotating toward you while winding up,
keeping you in their sights.
-All restoration potions are a bit weaker, except energy potions.
-All bosses are made slightly harder/less predictable via intelligence updates or other.
-The final dungeon boss in particular has recieved extra attention and should no longer be a joke. Only the Final FINAL boss is untouched.
-Dark Idols (negative level modifiers) are more likely to spawn (40% -> 50%).
-Food restores slightly less health (8 -> 6).
-Slightly more enemies (which also = more XP). The final dungeon world is an exception and has a moderate increase in enemies.
-All enemies get a flat +12 hp increase.
-Clearing dark goo in the hub costs more runes.
-The leprechaun no longer drops runes. Gold and artifacts only.
-Golems (world 3 - level 2) enter blocking state for less overall duration.
-Pendulum axes swing slightly faster.
-More variety to level generation rules - chances for more interconnectivity, slightly larger map size, more water etc.
-Dark Area's madness-inducing eyes now have +40% activation range.
-The vampire amulet relic is nerfed by 25%.
-The water in world 3 now applies frozen status over time when wading through.
-Reduced chances of player's weapon elemental effects triggering (frozen/burning/poison). Was far too overpowered.
-Slightly better odds for XP to drop when breaking props.
-Perk Buff: Max Energy Increase perk restores your energy to full in addition to a larger increase (10). This better balances it VS max health perk.
-Perk Buff: "Get 50 gold" perk is now a gamble that grants a random range of 50-250 gold, instead of being largely useless.
-Perk Buff: "Receive 50 of each crystal type" perk now gives you 100 of each.
-Perk Buff: "Fully restore health" perk now fully restores health & energy + reduces doom level by 10.
-Perk Buff: "Teleport to next level of the dungeon" perk appears much less often in the perks selection rotation since it is essentially useless.
-Perk Buff: "Rage required reduced by 15%" is now 20%.
-Curse Nerf: Dashing cooldown curse increases the cooldown by 50%, not 100%
-Demon and King Beetle enemy drop more XP.
-Class Balance: Ranger class redesign - now has halved bow energy use over other classes, no movement penalty when drawing the bow, breaks objects/damages
enemies by dashing into them & has +5 base energy. Originally the class was boring and overpowered, simply gave you infinite ammo with bows.
-Class Balance: The Paladin class' Rage skill is now 30% more powerful.
-Class Balance: The Paladin class no longer suffers Doom level accrual when using artifacts.
-Class Balance: The Warlock has +5 extra starting max health.
-Cursed weapon Doom level accrual per swing is halved.
-Continuing to use cursed weapons when maxed out on curses no longer robs you of perks and then kills you. A cursed weapon build is now viable.
-Heavy Armor now reduces speed by 10%, not 25%.
-Bugfix: the dash meter is now accurate/matching the dash cooldown.
-Bugfix: you can no longer spam left hand and right hand attacks simultaneously if you start with the left hand first.
-All classes can dash while drawing an arrow.
-Slightly improved the poison eyes artifact.

NEW post-game content as per Roguelite standard: you are now encouraged/challenged to beat the game with all 7 classes. For each class you beat the game with, you
unlock a reward for all classes.

Warrior: +20% Attack speed (both hands).
Stranger: +150% chance to get XP from breakables.
Wizard: Start with an extra relic slot.
Paladin: +20% Rage activation duration.
Rogue: +10% movement speed.
Warlock: +10 Max Energy.
Ranger: +50% Jump Height.

Of note is more smarter AI, new post-game content as per roguelite standard, notably diversified level generation, and a lot of the worthless choices improved for more interesting playstyle variety and strategy.
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
Some new features with screenshots:

Wading through the water in world 3 now applies freezing status. This adds relevance to Freeze status and resistances, which were a bit left out compared to other status ailments.

ice.png



This shows an example of the new level generation modifiers. This is a tall dungeon with lots of water and interconnectivity.

New_Level.png



As per Roguelite standard, there is now post-game content in the form of rewards for all classes. See the text at the bottom pictured.

post.jpg
 
Last edited:

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,673
Last edited:

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