About this mod
Sinful Vanilla is the beginning of a series of mods I'll be doing.
I felt the base game had a lack of balancing progression-wise and I wanted some aspects of the gameplay to be more balanced and sensible, so that's what I did.
The base gameplay of DS2 is unchanged. A, more refined, vanilla experience.
- Permissions and credits
- Changelogs
Sinful Vanilla (for DS2) is my attempt at a rebalancing act with what's provided. I personally believe DS2 has redeeming qualities, but I can understand why they'd be ignored when there are so many issues (that are QUITE easy to tweak) that are bothersome.
Here are some of the fixes: (Written from Version 1.0)
Merchant Updates:
Melentia is a lot more appealing to new players, Lifegems are raised in price to challenge Veterans.
Chloanne sells stones earlier on, when it may be more appealing.
Also I removed Melentia's gift at 10K souls and replaced it. MAY be bugged right now.
Magerold has a gift you'll want at 10K souls however.
and more that are less relevant.
(Also there are no lootable Fragrant Branches. They can only be purchased from Melentia.)
Stamina/Estus Updates:
Running is FAR less draining, rolling as well.
Most healing item usage was sped up, as well as other items.
Resins are currently unaltered, and some other items. Inform me if there are any particular items I missed that should be used faster.
Lifegems are capped at 35. (The other lifegem variations also limited.)
Doing a test playthrough, this never even was an issue for me given the other changes. May revisit this section regardless of feedback.
Complete revamp to ADP:
ADP is the biggest sin smudged on DS2's shelf life, so I decided to give it a decent overhaul.
Poise scales better than before.
L1: 2.3
L10: 5
L20: 9
L30: 12
L40: 14
L50: 16
L60: 17.5
L70: 19
L80: 20
L90: 21
L99: 21.5
This decision was made since, AGL gets completely rescaled and ADP may seem less appealing.
At level 10 - 80 → 88 (Fat roll)
0.55 a level (until level 25)
The biggest issue surrounding ADP was it's crucial initial starting iFrames. This starts you off with the same iFrames as Fat rolling in DS1. Which, if you know the numbers, is a LOT better. You could go the whole game without touching the stat if you needed to, if you're used to DS1 iFrames. (Or you could do what I did in my test run, stopped it at the next mark.)
At level 25 - 102 → 96 (Mid roll)
0.6 a level
The curve matches most soft caps built into DS2, level 40. Though my new Poise curve ignores this a bit, if you actually were to open up the files and look...the scaling is terribly written from 30 → 40. This is also where I stopped maximizing my levels in DS2 and had no issues. This should feel fair during encounters as a new player.
At level 40 - 142 → 105 (Fast roll)
L40+: 0.3 a level
BUT, I wasn't going to cut off the ability to get higher iFrame counts. If you want Fast roll iFrames, you will have to work for it, unlike DS2's original curve. You could just soul dump into ADP and have such an insane iFrame count that you'd never think twice. At least this way, that takes MORE souls, if you plan to play the same way.
I felt another issue that I surprisingly countered was fixed through these changes to ADP: Iron Keep and Shrine of Amana. If you moderately level up ADP (and to a degree, Stamina) then the issue with those enemies being as overwhelming was reduced for me. Neither issues gave me many troubles this time around. I would love to hear back to see if this is the same for you guys.
Changed gifts to be more useful:
Silvercat Ring [FIRST ITEM]
Covetous Gold Serpent Ring [SECOND ITEM]
Healing Wares
Agape Ring [FOURTH ITEM]
Symbol of Avarice [CURRENTLY NOT AN OPTION]
[CURRENTLY NOT AN OPTION]
Aged Feather [FINAL ITEM]
This is the first section where I will say immediately that it is incomplete. I am working on getting the Symbol of Avarice and some better alternative to the bonfire ascetics. I will be getting feedback where I can and if you have any ideas, I am in the core DS modding discord.
The gifts in DS1 were pretty meh with a cool master key option. The gifts in DS2 were more of the same or more boring. DS3? Essentially worthless.
I gave options to items I felt could offer different experiences. Anyone who has played through DS2 enough times will understand some of the item choices presented. Symbol of Avarice and an attempted infinite Bonfire Ascetic were going to be the other options, but I'm having issues with both. I hope these gifts can bring a more interesting start to your playthroughs.
Changed minimum health while Hollow. (50%→65%)
I felt the brutality to early players could be felt, slowly seeing their health drop to half before their very eyes. This way, the punishment is a lot less intensive. 65% is still a decent chunk, without becoming nearly impossible at times.
Buffing Covenants! (INCOMPLETE):
I feel if you're going to include something as initially intriguing as Covenants, you should offer a decent incentive. The start of these changes are in modifications to those rings offered by some and additional rings given by others. Won't spoil who gives what or what's buffed, but I hope you enjoy a better reason to look into these things.
As stated in the title, currently incomplete. I plan to do more, but for now, starting each of the Covenants is going to be something I recommend. Investing further? Not just yet. (Vanquisher's Seal is unchanged.)
Buffing Human Effigies! (EXPERIMENTAL)
I essentially pulled a lot from DS3's Embers, I won't lie. Additional HP (but also Stamina!). But there is a bit of a catch (that yes, was unintentional). The bonus of using the Effigy only works if you do not warp. For whatever reason, warping removes the effect. I was bothered by this initially but for now I'll advertise it as food for thought. I will likely not fix this, as I feel it's a nice way of not just BEING the Ember system, but if it's more problematic than it's worth, then I'll adjust it.
A surprise even to me...faster overall animations??
Okay, to this day, I have no idea what is maintaining these changes. But when I was first modifying the Estus speeds and started my playthrough...most EVERY animation speed was faster? I had no intention of this but wow was it a nice feeling. There are a lot of moments in DS2 that feel unnecessarily slower than needed to and this fixes that? Kinda?? I'd say this will probably get the most attention, though I have no clue what I did to make it happen. It was pre ADP changes, to be clear.
CREDITS LIST (VERSION 1):
STAYD: for helping me through a lot of issues REALLY quick. It was incredible how fast half of my problems list dropped down. Godbless you, serious thanks.
FROZE (Don't know what they go by on Nexus): For assisting with the Human Effigy edits and ring buffs. Was a HUGE thing I wanted for this mod and, like Stayd, helped me through it very quickly.
AoiYozora: For always offering a hand to assist, and for some great discussions about DS2. Please check out the latest version of Tales of Drangleic and whatever they put out next. Helped me through the early days of this project a lot. Truly grateful to you.
and the entirety of the DS modding discord: I would've gave up on this so fast without the resources offered here. It's a great community and essentially any modder you're interested in, is in. Maybe not the Cinders guy though.