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Heinarc

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Heinarc

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28 comments

  1. QUiet2223331987
    QUiet2223331987
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    does it work for update  V1.15.0?  also with this mod Radahn Consort in the DLC seems broken on phase 2.. He stopped full attack and only using his stomping attack if distracted by summon spirit ash please fix this too it makes him no god at all, i need harder, super harder mod:(
    1. QUiet2223331987
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      please sir update the mod.
    2. Heinarc
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      Just updated :-)
      Regarding Radahn, I dunno, this mod doesnt alter AI at all. I'm gonna face him soon, i'll see if something has changed.
  2. Heinarc
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    Updated for Elden Ring v1.14
    I encountered a small issue while straight loading from v1.13.2 "Unable to update save". If it was not the result of me screwing something up , it may be 1.14 runs a script over your saved games. If this happens to you too, load up the game with the vanilla 1.14 regulation.bin the first time, then quit and replace it with my modded version. In any case, it runs fine afterwards.
  3. Stroyastrom
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    Any plan on updating this to 1.13?
    1. Heinarc
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      Was on holiday leave, updated fcor 1.13.2 right now!
    2. Stroyastrom
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      Thank you!! :)
  4. aqtmn
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    I looked into the files and I feel like a more natural smithing stone progression would be:
    1- Margit; 2- Godrick; 3- Rennala; 4/5- Radahn; 6- Rykard; 7- Morgott; 8- Fire Giant
  5. ThisGuyFrags
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    Excited to try this out for SOTE after playing Oath for like NG+ 1-7 playthroughs.

    I can't remember, but does this mod make endgame areas harder than they already are, or do those enemies at least remain the same while only upscaling earlier game enemies?
    1. Heinarc
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      Thanks for playing it !

      Both early and late game are scaled up, but with more emphasis on early game. Most of base game is +50% HP with dmg scaling going from 30% (Limgrave) to 10% (Elphael), with some exceptions - Malenia is "only" +30% HP for example.
      For SOTE, current scaling is +30% HP, and no damage bonuses for most of it.  Radahn and Bayle are only +15-20% HP, and I manually excluded some mobs which are already a slog (Senessax, Furnace Golems...) . I'm still playtesting it to find a "feel good" spot.
    2. ThisGuyFrags
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      Thanks, I like the sound of that. Is there an easy way to turn off your scaling for SOTE while keeping the rest of your changes as the same? For SOTE I'd rather just scale it myself by using less scadutree blessings
    3. Heinarc
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      Not very easily, as I modded it changing the mobs base hp in the npcParam table, which has both vanilla and SOTE mobs values. 
      You might restore this table to vanilla (Use Smithbox for example) once you enter the DLC tho.
  6. cyberjumper
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    Just wanted to say this mod has completely resurrected my interest in my NG+ playthough. Everything feels like current content and the fun and challenge is there even at level 200. Banger mod!
  7. Yoesph
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    Very fun mod! Glad to see some difficulty mods out there that aren't just making it easier. I ended up merging it with Sekiro Deflection and the increased difficulty does wonders to make that mod more balanced. Thanks for the mod!
  8. Heinarc
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    Just released an update which fixes/improves things for world loot in the realm of shadow. Most notably, there no longer should be "harvestables" which would grant something else than the intended plant/mushroom/whatever.
    Let me know if you stumble on something out of place !
  9. Stroyastrom
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    What's the difference between this and "Oath of the champion" mod? What's changed and why wasn't the original one updated instead?
    Never mind, I think I understand now, thanks for this mod! :D
    1. Heinarc
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      I simply had to spend quite some time and rework bits of it to make it work for the DLC, so I chose to publish it as a new release, but it's quite obviously of the same lineage :-)
  10. halcyonpurge
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    - Mobs will notice you from further away, and purchase you for longer
    ah hell nah they legalized slavery in the lands between 💀