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Could you provide at least a link to the other mod that has the changes listed?
The idea is to finish the bounty bosses, right now there are two reworked bosses of those, and add one to be done earlier in the game.
Finish Lake Delende, right now the camp has a reworked shop that I really like but is not yet fully done, and another shop that is pretty much useless since adding the golems, so that one will get changed.
Add bosses to the end of Shoudu's Undercity and Jidamba, the last one is already being worked on.
Redo the shrine challenges and their rewards.
And finish balancing classes and fully redo the summoner and beatmaster class, summoner will go on to become a started hopefully.
There are surely other stuff to work on, but those are priorities.
If you play the mod and have any suggestions please leave them, as stated in the name of the mod, this is a beta as of now, and the main intent is to balance and polish stuff over time.
Enjoy the mod if you do.
I do have a concern about the class set your using as a base however. Apotheosis classes (any version) are of a drastically higher power level than the base game. So your likely going to have to make some fairly significant changes to either the classes or all the fights. As vanilla level content will just be steamrolled by the classes.
The prisoner jester fight IS ingame, you can access it through an elaborate sidequest! I think I detailed the steps on a post in the original mod. "Jevil" is used as a name in the files because the boss and its sidequest is a reference to that of Jevil from Deltarune.
There is a way to enable coordinate display ingame, you can find a guide in the patch notes for version 1.4.6.
I also want to implement the Golems, their sprites are done, and abilities are mostly done, and I also want to implement the Prisoner Jester fight (believe it's name was supposed to be Jevil? might change that)
I also need to get used to the coordination system to implement stuff into the game, that is kinda awful not gonna lie.
SPOILERS:
King Slime for example, was completely changed, now it isn't just a weaker Gran, but will rather constantly expel parts of itself to summon slimes, and slows the party while at it, before splitting by the end.
The giant whale boss, sorry forgot its name, was completely changed in part of a boss that is made for that part of the game, named Leviathan, it keeps most of the fight intact, but with slightly changed abilities and downgraded stats. Also made it a scripted fight so I could add a background since it was all black.
Master cultist was removed, and Memory Gate was changed to the Memory Fiend, while also changing its bolt ability for a new one (more in line with the idea of the boss).
The king crab boss (now changed to Antlion), and the wack-a-mole boss also saw sprite and stat changes, and the king crab now has a counter-attack when it's shield is up.
i would also recommend changing Sharpshooter's preferred weapon type to Dagger, if you're going to keep it as a starting class. it can't make very effective use of Bows in the earlygame (it drops their accuracy to 0, LOL). Sharpshooter's passives should also be given an LP cost, they tend to clog up the other class's skilltrees.
big fan of the new Lost Adventurer sprite! it also feels like the fight got buffed. fun stuff