Adds 9 new classes, updates to the existing 8 ones, plus new item sets, weapons, balancing changes and more. Uses UMod system and can be used with any mod (preferably ones with no custom features)
Full documentation: https://docs.google.com/document/d/1BRYmdofigkxcUhJzZLvkwIrzO2hGGKGCQh5Pw10JPa8/edit?usp=sharing
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Changelogs
Version 1.2
- Fixed not gaining resistances from the Resist All item property
- Fixed Farmers not gaining exp from food
- Fixed champions hunger not increasing when resting
- Fixed Knights and Battle Mages reducing armor weight more than intended
- Fixed missing Embalmer's set effect
- Fixed a stats display issue with the Buckler
- Fixed a crash related with herb multiplication
- Fixed an issue where ammo auto-pickup could add to the wrong item stack
- Can no longer block with a wounded arm
Version 1.1
Known bugs:
- Some times the game may crash when loading a game while still in-game
- Auto-pickup can some times make the item disappear under specific circumstances
Changes:
- Ironclad Tome trait now stacks with the Knight class trait
- Added the "staff" trait to Wand of Fear, Lightning Rod and Serpent Staff
- Quarterstaff: Now has the Stun special attack
- Wand of Fear: Added Pierce +10, added effect: "Attacks have a small chance of causing enemies to flee"
- Serpent Staff: Chance of poisoning now goes up with Earth Magic levels
- Ki Strike (Concentration lvl 2): 1 Attack Power per 20 energy -> 1 Attack Power per 15 energy
- Wizard: Buildup time for charges is now reduced by 50% (from 25%) and affects weapon specials at half the strength. The cooldown and cost reduction for spell charges now affects all weapon specials.
- Fighter: Removed previous stun chance trait and replaced with: - Melee hits within 5 seconds of each other (or 7 for crits) deal 1% more damage per level and refund as much cooldown to both your weapons. Unarmed attacks receive double those bonuses.
- Fire Gauntlets: Affects all attack types
- Arquebus: "Snipe" special now has +75% crit damage (was +100%) and +15% crit chance (was +3%)
- Meteor Shield: Now adds 6~18 Fire damage to attacks
- Shield of Elements: Now adds 3~9 Elemental damage to attacks
- Ancient Claymore: Chance to freeze is now 8% (was 10%)
Bug Fixes:
- Assassin's Diary correctly gives the right trait
- Lightning Bow now correctly fires lighting bolts
- Fixed a crash related to monsters being burned by fireball spawners
- Passive area effects no longer affect dormant enemies
- Fixed a save game crash related to item definitions being modified by the mod
- Nameless tome's alcove spawning inside a wall
- Assassin's diary being spawned at the wrong coordinates
- Crystal Shard of Protection now gives a buff with the correct values
- Firearms that should be two handed, aren't
- Pressure Point trait was causing crits from all sides
- Fixed Brawler tome trait giving the wrong stats
- Ki Strike trait properly affects only staves and unarmed. Also fixed its description to say it gives attack power instead of just damage.
- Pack Mule trait gives the correct amount of carry capacity stated by its description
- The Corsair ability to dual wield firearms was being applied to all classes
- Fixed Rage trait crashing the game
Version 1.0c
Fixed an item name error
Version 1.0b
- Disabled Tinkerer class (it wasn't supposed to be there)
Version 1.0
- Corsair class no longer "isolates" dead enemies, monster groups and monsters at other elevations
- Removed Tinkerer class
- Champion class now has "Reduces requirements of weapons by 1"
- Champion class "Deal 10% more damage but also take 1% more damage per level" replaced with "You deal and take 10% more damage."
- Wizard's Arcane Energy stacks now count down after 4 seconds instead of 2
- Elementalist's elemental status on attack now triggers regardless of having a shield spell on
- Athletics level 4 now gives: "All negative conditions have 50% lower duration"
- Spirit Crook now has: "Reduces elemental damage taken by 9% and adds it to your Energy pool."
- Nectarbranch Wand now has: "Recharge some of your health, energy and hunger when you kill an enemy."
- Stormseed Orb now has: "Increases the power of Air spells by 20%."
- Orb of Radiance now has: "Increases the power of Concentration spells by 20%."
- Acolyte Staff now has: "Increases the power of Water spells by 20%."
- Lightning Bow now has: "Has a 20% chance to shoot a minor Lightning Bolt. Points in Air Magic increase this chance by 5%."
- Revolver now has: "Has a 20% chance to shoot a minor Fireball. Points in Fire Magic increase this chance by 5%."
- Ethereal Blade now has dispel charges
- Fish and Turtle Steak have lower nutrition
- Cutlass now scales with Dexterity
- Critical Multiplier is displayed in stats screen
- Fixed some critical damage bonuses being calculated as whole numbers instead of percentages
- Added 50 pellets at Revolver secret when playing the default dungeon
- Fixed armor set bonuses getting constantly disabled
- General enemy health increase lowered from 5% per difficulty to 4%
- Enemy speed increase is now simply a 10% bonus on top of the already existing hard mode bonus
- Player now takes 1% more damage per level up 5%
- The mod no longer overwrites existing items, it instead just adds/changes what it needs to. This will ensure better compatibility with existing dungeons
- Vilson's power grows..
Version 0.1.8
Fixed a crash related to poisoned monsters
Fixed a crash related to critical hits with ranged weapons
Fixed issue with calculating power attack costs
Fixed weapon charge display at 0.5 charges
Version 0.1.7
Fixed a crash with taking drowning damage
Fixed a crash related to casting spells that only existed on items
Fixed a crash with the Mirror armor set
Version 0.1.6
Fixed a crash caused by monsters throwing bombs
Fixed a crash related to the Reed set
Fixed the Reed set giving half the Protection bonus it was supposed to give
Fixed a crash related to throwing weapons
Fixed a crash related to blocking
Now a character's vitality affects the amount of damage blocked, between 0 and Vit/3. Previously this was a flat variation of 0 to 3
The Mirror set is now more likely to cast a spell corresponding to the damage type
Version 0.1.5.1
Fixed a save file crash. Existing 0.1.5 save files should still work
Version 0.1.5
Fixed crash when the Champion class took damage
Fixed crash with projectiles being thrown under certain situations
Fixed a crash related to the Rat Thief trait
Fixed a crash related to the Energy Shield trait
Fixed Energy Shield not having a stack countdown timer
(note that this update required you to update your Extended Hooks mod: http://www.grimrock.net/forum/viewtopic.php?f=22&t=18616)
Version 0.1.4
Fixed a save game error related to ranged weapons and throwing weapons (previous saves are bricked, sorry)
Fixed Monk's "wound ignoring trait" doing the opposite of what it was supposed to
Fixed a crash when using bombs
The Wizard now consider all spells as being indeed spells
Resting now works more like it did in Grimrock 1 (in chunks, and a bit slower) but your health and energy regeneration rates are twice as effective
Fixed auto-pickup putting items in offhand when you used up all items from your ammo slots
>>> Requires updating Extended Hooks mod to 0.3.4 version
Version 0.1.3
Removed some leftover effects
Assassin: Changed flat damage bonus for Crossbows and Throwing Weapons into a crit damage bonus
Barbarian: Added "- Unarmed attacks have +1% critical chance per level."
Berserker: Added "- Every other unarmed attack is a guaranteed critical hit as long as you spend 10 energy on it."
Champion: Damage bonus wasn't being applied to spells
Corsair: Added "- Against a single foe, you get +10% critical chance and +10 accuracy."
Elementalist: Changed "- Your elemental spells deal 5% more damage per skill level when the target has a weakness to it" to a flat 20% bonus
Wizard: Added "- Gain 50% spell damage after spending 100 energy on spells."
Fixed a default party member having 2 racial traits
Version 0.1.2
- Fixed armor sets that caused burn and poison not applying "setCausedByChampion"
- Movement consumes 10% more food than before
- Spell Thief now has: "While absorbing damage, adds 25% Critical Chance to attacks and spells"
- Added a Tinkerer-only effect to Hardstone Bracelet
- Requires ExtendedHooks update: traits and items that affected equipped item's weights were incorrectly affecting items in hands
This mod aims to add fresh new class options and some level of balancing to any Dungeon-based mod you wish to play it with. It updates the original classes, as well as some items, skills and traits
Classes:
9 new classes (all balanced for the normal game)
Updates to the 8 original classes
Alchemist rework
Gameplay changes:
Ammo no longer needs to be in hand to be used. Now the rightmost column of your inventory works as an ammo source for whatever weapon is in use. Bows and large firearms become two-handed weapons
When using throwing weapons, those in your ammo source are placed in your hands automatically after throwing the last in a stack
Stunned monsters have 50% lower protection and evasion, in addition to the normal effect
Firearms no longer malfunction. Instead they have 20% chance of grazing a shot, doing minimal damage. Levels in Firearms reduce the chance by 4%
Shock spells can cause the Static debuff. It deals a small amount of damage at random intervals, which can interrupt the enemy's current action
Balance changes:
Dexterity only increases accuracy up to the 20th point (meaning +20 accuracy at 20 dexterity and no more after that)
Strength-based late game weapons give a %bonus to strength, making melee strength users stronger
There are new traits that boost unarmed damage scattered around different skills
Monster health scales based on map, up to +12%. Bosses also have more health
Health and energy regeneration works like Grimrock 1, it goes in chunks and is around 25% slower
Character creation:
Several new racial traits have been added, and common traits have been balanced
Each character gets 1 racial trait and 2 common traits
Traits must be unique among all characters
Items:
15 armor sets
6 new tomes added at secret locations when playing with the default dungeon: Handbook for Tavern Brawlers, Encyclopedia of Meat Cuts, Assassin's Diary, Nameless Tome, Battle Mycology and Encyclopedia of Armors
4 New crossbows and 1 new bow. These are added in when playing the default dungeon
Shields no longer give evasion, instead they get a chance to block a certain amount of damage
"Intense Fire" effect from Zhandul's Orb now works (other similar effects work as well)
Updated the stats on these items: Ethereal Blade, Quarterstaff, Scythe, Orb of Vilson and several staves and firearms