About this mod
Overall game overhaul, focused on combat gameplay, leveling progression balance, and difficulty.
- Permissions and credits
Warnings:
This overhaul increases base game difficulty greatly for those areas that have been already edited. The edits are tailored for playing it either in coop session, or using summons, and for taking advantage of elemental damage types and status build ups. Playing it solo with no summons and no elemental/status use can make you go thru an excruciating and painful torture.
I suggest you to start a fresh run to get the ERTE experience as intended. More areas will be added weekly.
Run provided Gideon shortcut to add new weapons icons
Right before running the mod, use the shortcut provided inside \mod folder to run Gideon software. It will add new description icons to the game automatically. Otherwise description icons will be blank.
If playing Seamless Coop:
I strongly suggest to reduce enemies HP in the provided Seamless Coop .ini configuration file. It will depend on number of players, but overall, due to increased enemies count, it is not necessary to increase enemies HP besides the ERTE values. That is, set Seamless Coop HP multiplier to not increase HP. It is also recommended to deactivate the rot essence debuff (because its an useless feature).
Overall Mod Site (WIP)
ERTE Website
Discord Server (Changelog channel there)
ERTE Discord
Introduction:
This ambitious overhaul started as a personal project trying to improve Elden Ring combat mechanics, that finally evolved into a full game overhaul project.
These are the three main ideas behind it:
> To push Elden Ring combat gameplay closer to a hack n slash experience, increasing player mobility and adding new gameplay tech. This is achieved mainly thanks to IMCO mod (Improved Melee Combat Overhaul), that can be downloaded separatedly.
> To get rid of the “intended route” that is created by the original area tiers design, flattening the overall leveling so players no longer get over leveled or under leveled when following a non-canon progression thru the adventure.
> To adapt the game to coop multiplayer, redesigning combat areas and dungeons with smart enemy combinations and increased difficulty that sets an interesting challenge for all players.
Main changes:
Combat
- IMCO combat, this means most melee attack animations, and non-magic ranged weapons, have been edited, allowing new cancel tech, and faster wind ups.
- IMCO also adds Weight Rate feature, hence now each weapon has an unique performance depending on it weight. The heavier the weapon, the slower it chains attacks, and vice versa. Weight is also related to how weapons perform regarding to guard boost, guard repel, flick power, damage absorption when blocking, poise damage, stamina consumption, and stamina damage.
- IMCO improves light weight dodges by a lot, replacing them with Sekiro dashes and allowing earlier cancel into other actions, so now being Light Weight opens new tech and make light weight build way different than being mid or heavy weighted. Mid Weight rolls have been replaced with Nioh dashes but with less lenient cancel window than light ones, and Heavy Weight rolls have been replaced with short side steps (only when locked on) so now heavy weight is a build choice instead of a punishment for carrying too much gear.
- Deflect (Timed Blocks) effect is ready from the get go.
- Added Perfect Release mechanic for R2 charged attacks and bows/crossbows. Release the button at the very precise moment to apply a damage boost to the attack or shot.
- Added Custom Combo Chains mechanic. Now you can combine and chain attacks from R1, R2 and L1. Experiment with the different possibilities!
- Physical affinities (Heavy, Quality, Keen, and Occult) now affect those previously mentioned weapon params (weight, guard boost, guard repel, etc), so you can change how weapons perform depending on the affinity you infuse them.
- Ranged weapons revamped: Now bows and crossbows fire way faster, and arrows and bolts speed is increased greatly, to make them match real life projectiles. Vanilla speed is just ridiculously slow. Be warned, enemies also benefit from this change!
- Status & Elementals Combos: Combat tactics are now more relevant than ever before. Enemies have way more HP so you better not try to bonk things mindlessly (alghouth you can if you have patience) Each Elemental has a role, and can be combined with Statuses in order to achieve higher damage output singergy:
Elementals:
> Magic: Allows to regen FP on hit.
> Sacred: Allows to regen HP on hit (enemies that deal sacred damage also regen!).
> Fire: Leaves a burning Damage Over Time lingering effect.
> Magma: (Replaces Flame Art) Leaves an small puddle of magma that inflicts aoe fire damage during a brief interval.
> Lightning: Inflicts heavy stamina damage (ideal to break enemies shields guard).
Status:
*Poison, Frostbite, and Rot now can be stacked.
> Frost: Heavily nerfed proc damage %, but now it has sinergy with Lightning. Frozen enemies gets way weaker to Ligthning damage.
* Ghostflame (New!): Now it inflicts DoT frostbite build up. Very useful against shielded enemies.
> Bleed: Heavily nerfed proc damage %, but now can be proc more frequently against fleshy enemies.
* Bloodflame: Same as vanilla, DoT Bleed build up. Very useful against shielded enemies.
> Poison: Heavily increased tick damage, but now the proc lasts for a shorter time. Poison now works as a real poison that kills fast, although you will have to apply it several times against enemies with large HP pools. Poison reduces Bleed resistance also.
> Rot: Nerfed tick damage, but now the proc lasts for a way longer time. Rot now works as a disease that kills slowly, but weakens the enemies heavily.Rotten enemies are weaker to all kind of Elementals, and specially weak to Fire.
> Blackflame: Now it only inflicts % bar hp dot, so it is more useful against enemies with big hp pools than low tiered mobs with small hp ones.
> Destined Death: Works very similar to Fire, inflicting damage over time, although in this case is Holy one. Tick damage cant be reduced blocking once getting hit.
- Revamped parries. Now parries have way faster wind up, so you can use them more on reaction than in prediction. You will have to adapt to the new timings though.
- Revamped melee Ashes of War with added properties. Some AoW have now additional blocking frames or even parry frames, depending on the animation. AoW with blocking frames also allow to Time Block incoming attacks.
Scaling and Leveling:
Scaling has been completelly revamped. I personally HATED how easily you could break the original game overleveling and turning it into a cakewalk where most enemies died in a pair of hits. This is no longer possible in ERTE, you have to fight for your life and to conquer every inch of the map. In order to achieve this, I had to flatten the leveling and enemies scaling. Now you start being able to deal x3 base damage, but you can level up to x6 base damage as much. Enemies go from x5 HP to x 10 HP, and deal x3 damage to x4.5 damage. Basically, its like every area is lategame area, but you also start with high leveled character.
The consequence of this is you can go anywhere completing areas in the order you want, without breaking game difficulty. Leveling up is way less relevant but it is still necessary if you dont want to have a harsh time in late game areas.
Enemies and Bosses:
Enemies have now revamped weaknesses and resistances. I have pushed them more to the extremes, so now they are weaker to whatever thing they were weak, and stronger against whatever thing they were strong. Knowing this info is crucial to maximize damage output against each of them.
I have also introduced Elite enemies, that are stronger versions of regular ones (red eyes ones), Ultra-Elite enemies, that are stronger versions and also have a guaranteed loot drop (purple eyes ones), and Elemental enemies, that are enemies variations who can inflict an elemental damage or status build up to players.
All Elite enemies enter "enrage mode" when their HP is below 50% (75% if its an Ultra-Elite). This means they get a damage negation and damage output boost, and they gain high hyperarmor, so they are more dangerous when they have low health.
New weapons and DS3 ported weapons:
I went a bit crazy on this, and added more than 150 weapons besides the original ones. Most of them are ports from DS3, and the rest are fully new weapons other modders gave permissions to use, or I created from scratch using ER assets. You can find them inside chests, in some shops (Kales, Twin Maidens, Ijis), or dropped by enemies. The DS3 ones are all inside special DS3 chests.
Economy.
This is still an early work in progress, but the idea is to make Runes really valuable, so you have to make choices about what you buy and what you level up. You can sell items that werent sellable in vanilla though, in order to make any reward you get valuable even if it doesnt fit with your build (just sell it in any shop for a hefty amount of runes).
Other Stuff:
There are a lot of minor tweaks to be listed here. There are several new Sites of Grace, Stakes of Marika, and Summon Stones. More info in the website log (if I have the time to update it)
The purpose of uploading this at so early stage is getting feedback from players, so feel free to comment in the Posts section.
Install Instructions:
Use Mod Engine 2 and paste the provided files inside the >mod folder.
Credits:
Many thanks to all those people that made the tools and gathered all the info that allow to mod this game. You all people rock.
Many thanks also to Kaimod for his contributions with hks edits and EtheriusZT for new weapons models, and spicyFella for his permissions to use all his DS3 weapon models. Also many thanks to Kirnifr and Ivi for the inspirational features in their Elden Ring Reforged mod, and Clevererraptor and F Wang for their help, and Blubber for his fantastic job with the retargeted animations.