Hey everyone! Thank you for your continued support and I hope you've been enjoying Beta 0.42.

I'd like 0.5 to be a big update - that's halfway to 1.0 after all! - so I thought I'd let you guys know what I'm going to at least try to put in the mod for the next version, and I'd love to hear the other possible fixes and additions you guys want to see in the comments below.

What I'm planning for Beta 0.5:

  • Better SpEffect generation support for Elden Ring Reforged - I've added two new SpEffect definition settings called "errmultiplier" and "errmultiplierparamnametrigger". ERR multiplier is an extra multiplier that is applied to a generated SpEffect's values if the chosen parameter to edit's name is found in the errmultiplierparamnametrigger array, which should let us address mana regenerating talismans being completely useless in ERRDSL but okay in vanilla. 
  • I'm hoping to work out a way to add elite enemies as I've seen a lot of requests for them and completely agree they'd be a great addition - problem is this is quite tough to implement in a good way without resorting to script and map editing, which isn't entirely desirable as I'd like to keep the mod as mergeable as possible. I'm thinking of having a new data set that lets us mark certain existing NPCParam entries as possibly being elites - I should be able to give these enemies a red phantom appearance and boost their stats, but I'd have to be very careful about who gets chosen to be elites, otherwise you might walk into Weeping Peninsula to discover every Misbegotten in Castle Morne suddenly regenerates health/one-shots you, but drops good items and I feel that's not the ideal experience!
  • I think I'm going to make it so Talismans only use custom SpEffects to help address disappointing high tier talismans. This should let every one be unique too!
  • I've heard the criticism that unlike other weapons staffs/seals are TOTALLY useless compared to the base game ones after a certain point - I notice that I don't use Somber Smithing Stones yet, so what if we have a couple extra upgrade tiers per rarity for Staffs/Seals each requiring 2 Somber Smithing Stones of increasing rarity?

Let me know your thoughts and suggestions!

- Cornflake

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CornflakeRush

12 comments

  1. garlicbreadtcg
    garlicbreadtcg
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    I have been absolutely loving this mod so far. One of the complaints I have though is with damage splitting between types. It seems like when I get a melee weapon that only does 1 type of damage, like physical, it does FAR less damage than a weapon that splits damage between 2 types. I got a legendary colossal weapon that only did physical damage and it literally had less AR than a rare weathered sword  that split physical and lightning damage. Not sure if this was just some unlucky thing but I noticed this with a lot of other weapons too.

    I'm using a legendary dagger right now with physical and magic damage and I've ran across many legendary and mythical weapons that don't even reach close to the AR my dagger has because of this. I understand that splitting damage should have higher damage output than 1 single type, but it seems to be way too much of a difference. I really want to use a high strength colossal weapon build but I feel like there is such a little difference in damage between a dagger and colossal weapon. Again, not sure if this is just unlucky or something but if not, I would love to see a change that gives a bigger damage difference between types of weapons so colossal weapons are doing considerably more damage than daggers/straight swords.

    Also wanted to add that I would love to see something like a very small chance to have a 3 way split damage on a weapon like the night and flame sword would be sick (as long as it splits damage properly and isn't way too OP like as I mentioned above). 

    Thank you for this mod though, I've been having a blast with it!
  2. Nostalgic
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    After playing with this mod for a few hours as a caster, I have a few recommendations:

    1) As has already been stated here, the Sorc Scaling really needs a buff. For example, I received a Rare Glintstone Staff of Azur and it had 99 Sorc Scaling and E INT Scaling. While my Astrologer's Staff has 116 Sorc Scaling and C INT Scaling. Also I picked the Azur staff up in the Storm Hills and it requires 65 INT to use....Is there any way to level some gear so that's it appropriate to the character at the time?

    2) Melee weapons are far too common. I never saw a bow even once and only had 1 rare staff drop. I assume it's probably just my bad luck, but is there any chance those drops could be increased?

    As for the ideas stated for your 0.5 build, all of that sounds great! Other than the somber smithing stones being the solution to the magic drops. I think early game there appears to be a large drought of useable staves/seals, so maybe the rarity can change the scaling if possible.
  3. Arcinsanity
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    an item discovery affix for armor and amulets would be cool. Not Arcane but similar to silver scarab. Some thing like +10 to +75. Silver Scarab gives +75, 1 arcane gives +1 discovery, and silver fowl foot gives +50.
  4. suder1111
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    I love the ideas you have here for version 0.5. Elite enemies sounds super cool! I would love more variety and a larger gap between the effectiveness of the rarities. A lot of the armor is nearly the exact same between common and even Godslaying. Higher differences in armor values / and special effects would be very welcome, even if you mainly lower the effectiveness of lower tier armors. I also agree that the magic  equipment feels pretty useless. But overall amazing work!!!
    1. CollinFOOL
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      I agree with this entire post.
  5. CollinFOOL
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    Elite enemies and even a higher tier than that would be a very great addition. If it is possible, make it so those tiers spawn more frequently according to your journey status (new game +, +2, etc...) I also left a comment detailing some more additions that would further add to the replayability. 
    1. CollinFOOL
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      • "Very entertaining mod, what I would suggest would be to add talisman drops to enemies later in the game and add additional effects like damage reduction 1.05% of Physical/1.05% Taken or something along the lines. So far, Talismans only drop from bosses, and from very specific bodies or golden seed locations. Don't make the drop rate super high like 1 or 2%, but atleast give end game enemies a chance to drop them so they are easier to farm. Kind of like how bloodborne did their chalice dungeons and blood gem drops. I'm not saying anything is hard, but adding this would further add to the hilarity and replayability. Also, increasing the weapon upgrade from +2 to like +5 would also be even more fun because this would allow the player to carry these weapons into even higher New Game pluses. I would also suggest to add a tier even higher than Godslaying, which would be named Celestial or something similar to this, you can't upgrade it, but it has the highest stats out of any of the items, even after a Godslaying item is maxed. The kicker for this, would be that it only drops from the final bosses of the game, like Godfrey, Radagon, and Elden Beast."
  6. apfelsaft97
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    First off, I want to thank you for your work and say that I absolutely love this mod. Your mod has been THE reason for me to return to Elden Ring after taking almost a yearlong break, after first finishing it.

    My Experience
    I got good weapons fairly early into the game. Many weapons that I could quickly upgrade and that were all around 600 dmg so I could choose the move set I liked best. This 600 dmg weapon stayed with me until Maliketh, who gave me an legendary weapon with around 900dmg and immediately afterwards I killed Malenia who gave me a godslaying weapon with 1.2k dmg fully upgraded. Having done everything else in the game I went to kill Hoarah loux, Radagon and Elden beast. I mostly used vanilla talisman and for a shield I had a 100% physical block shield that dropped very early with 20% rune increase.  I shortly dipped into NG+ afterwards but stopped after killing Renalla since I hadn’t gotten any notable drop in NG+ so far.

    What I love/imagine
    I don´t like the magic system in Elden Ring, so I do not have the same motivation in Elden Ring as in Dark Souls, to play repeated times through it with different builds (+ the option to respect gives me a chance to try it out before committing to it) That is what I like about this mod. You do not know what weapons and amor you are going to get. You can’t just skip stuff because you already know what it is and cant be bothered to pick it up. I love how powerful one can get and the randomness of how you get there. I like the idea of farming complete godslayer equipment and becoming this beast that’s unkillable. Only I currently do not see a reasonable way to get there.

    My problem
    I find the drops to be off at times and there is no good way to farm

    What changes I would like
    I haven’t farmed a lot but I took my time going through Haligtree and killing all enemies and getting all items, and I farmed the albinos in Moghs palace, both without getting any good loot. (Also in NG+ I haven’t gotten anything notable at all) I have gotten 2 decent legendary head pieces in Haligtree and 1 godslaying braces somewhere pre Margit (which rolled with +9 int and pot throwing so that’s no fun). The only noteworthy equipment I got was from Malekith,Malenia and Elden beast, and since I did them all last and in a timespan of maybe 30min there wasn´t much fun to be had with the great new stuff. The guaranteed high level drops on bosses are good, but the start way to late. Godslaying duo and Fire Giant gave me nothing, Loretta gave me nothing, Radhan gave me nothing, … I think every demigod / Boss after Godrick should at least drop 1 Ancestral Item or higher. That would make farming/doing all Bosses somewhat rewarding.

    This Mod gives motivation to go through multiple NG+ cycles but so far, the only thing NG+ does is making you rush through the whole game and hope on good drops on the last 4 bosses. I think there should not be any common item drop in NG+ at all. Maybe even raise the bar with every new cycle so that the baseline is rare in NG++ and maybe capping it at treasured in NG+++. Also every Boss should drop at least 1 legendary item in NG+ and maybe scale up the quantity instead of quality from that point on.
    A way to scale the difficulty/quantity of common enemies would be a great way to increase drop chances too and as such be a way to farm efficiently, although I imagine it is difficult to implement such a change. The randomizer mod is a way to kind of achieve that, but at least for me it makes the game buggy.
    Another idea, to create a more farmable game, would be to have bosses respawn or something like that. Maybe the Soldier of Godrick in the tutorial area could be a possibility to implement this. It could be a sort of Boss Rush place that after killing SoG, spawns Margit, after Margit, Godrick etc. Or just have SoG respawn, each time with 5%hp/dmg more and increasingly better drops.
     
    I hope this critic doesn´t sound to harsh and I want to repeat how grateful I am for your work and this mod. I love it and imagine I will sink many more hours into it. I will follow the further development with high hopes and great interest.
  7. Cannonfodderp
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    In the future (probably not 0.5) would it be possible to scrap items into components to reroll effects of other items or scrap them into smithing stones to upgrade items you actually want to use? I've found so many Mythical and Ancestral items that just aren't up to snuff even when compared to some rare items and selling them for around 2,000 runes doesn't really make them feel that important in any way.

    edit: oh but I've gotta add that I'm a huge fan of everything so far, this mod idea is the first thing that I thought of when I started Elden Ring so I am really excited with how much you've made so far. Thanks for the hard work.
  8. maybeitsdempsey
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    Very excited to see what comes next for this!

    Regarding seals/staffs: Not sure if you addressed this in a previous version so forgive me if this has already been answered, but is it not possible to have the rarity scaling affect the spell adjustment value rather than the damage values? If not, the somber stone method you suggested seems like it has potential.

    Shields have the same issue as well, I feel like the rarity scaling on those would make more sense to prioritize damage negation values over damage so that if you happen to get a high tier shield, it's not basically unusable. 
    1. Drifterlord
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      I agree with this idea. The damage value on staffs/seals is very rarely relevant. I think it would be a higher quality solution if the standard rarities just applied to their sorcery/incantation scaling instead of the weapon damage.

      Regarding shields, I just wanted to note that it wouldn't only be damage negation, but also Guard Boost (higher values require less stamina per block, maxing at 100). In the base game, upgrading shields primarily raises the guard boost stat. Which has an unfortunate result in DSL in that even greatshields tend to not be particularly effective (even if they do have good negation stats) since you can only upgrade to +2.
  9. sirkevin233
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    This is very quickly becoming my favorite mod 

    for the elite enemies idea, is it possible to take the  glowing golden eyes mechanic and modify values off that ? "Occasionally enemies have golden glowing eyes, indicating that they will drop five times their usual amount of runes." -from the wiki.  i dont know much about this or if its even feasible lol just throwing out ideas.

    lastly , is theres any way to make the effects on elemental weapons run the full length of the weapon and not just the hilt and tip? very minor nitpick.

    but yeah i love this mod and i wont be plaything elden ring without this mod ever again