Brohnesorge Posted October 6, 2023 (edited) It takes a special kind of person to become a mercenary, especially in a world like this. You need to be skilled, powerful, loyal, crazy. But not more skilled than the boss, more powerful than her right hand, too loyal to yourself and not so crazy that you're useless. This is the Golden Goose, a paramilitary/handyman company founded by a woman looking to take control back of her life. She did. And bit off way more than any of us could chew. Regardless, recruit, you walk along us now. We aren't the brightest. We aren't the strongest. We aren't the cheapest. But we are the best. --- DOWNLOAD --- Changelog Code Repo Discord server for my mods A mod hub Discord server I'm also on, with lots of other great mods as well I am very VERY proud and excited to finally present to you all a mod I've been wanting to make for over half a decade at this point, but never thought I would get skilled enough to make. This is a mod based on a tabletop RPG campaign I've been running with my friends for a very long time. This mod won't go too far into the setting or background; its designed to be vague and generic for the sake of trying out different builds and character ideas, and as a way to try out some story and world writing. Its filled with in-jokes, references (each country is named after a major city in each Final Fantasy, lots of characters are named after Touhou and YuGiOh cards, etc) and what have you. But it's ultimately not important, because its all about the characters! Which leads us to this mod! --- GAMEPLAY --- Please note, this OP will not go into great detail. The mod is pretty straight forward in actually playing, but there is a lot of details going into what's going on.Please make sure to at least skim the readme! - General Concepts - Kill monsters to get EXP. Get EXP to Level Up. Level Up to get stronger. Each character has a Main Weapon and a Secondary Weapon. You do not find additional weapons. Instead, you find Enchanted versions of your main weapon on weapon spawns. Enchantments are random, but better weapon spawns yield better Enchantments. You will need to drop your current Main Weapon to pick up a new one You cannot get rid of your Secondary Weapon, and you cannot find Enchanted versions of it Each character has a Combat Maneuver (Alt-Fire), and two Abilities (Reload/Zoom). Maneuvers scale directly with your Level, while Abilities scale with Rank Ranged weapons are all hitscans, and have unlimited ammo Melee weapons do flat damage, while ranged weapons do d8s of damage You can Critical Hit Jumping is overridden, so you will always be able to jump regardless of map settings. Use this to your advantage There are a lot of options for logging various game events, like damage dealt, EXP dropped and even things like enemies reviving. Check out the options! - Potions and Items - Instead of powerups, you find potions. Potions give you temporary buffs, and are absolutely vital to your long term success and survival. User 1 brings up the Potion Rack. From there, Main Fire drinks the potion, Alt-Fire drinks the Mythic version. Reload cycles your selected potion forward, and Zoom cycles it backwards. Low chance to find Mythic potions with much more potent effects Cannot drink a potion that's already in effect, but different potions stack additively Max carry limit of any potion is 9 Backpacks are replaced with locked chests. Chests contain a random high level weapon, a massive slew of potions and a large amount of EXP. Keys for chests can be randomly dropped by enemies. Alternatively, you could try to bash it open, but you have a high chance of just destroying what's inside by doing that. Chests are largely immune to damage besides you directly hitting them with a melee weapon, so monsters can't accidentally open them and you have to be very deliberate in your attempts. Megaspheres are replaced with a suit of Magic Armor and a lock box. The lock box contains 1 of each potions, with the usual chance of those being Mythic. Unlike the chest, the lock box isn't locked, so just open that bad boy up. - Potion List - Spoiler Cure Wounds: Heals 25 HP (Heals 50% of Max HP) Endure Elements: Protects from environmental hazards for 5 minutes (additionally provides 50% resistance to Fire/Ice/Electricity/Magic) Invisibility: Blurs and increases Dodge by 15% for 2 minutes (increases Dodge by 25% for 5 minutes) Haste: Increases movement speed by 25% and increases Attack by 2 for 2 minutes (increases Dodge by 20%) Regeneration: Heals 1 HP per second for 5 minutes (Heals 3 HP per second for 10 minutes, and persists through map transitions) Protection: Increases Guard by 33% for 2 minutes (Increases Guard by 50% for 2 minutes) Heroism: Doubles attack speed, double damage and increases Guard and Dodge by 20% for 1 minute (Lasts 2 minutes) - Enchantments - Weapons have an Enchantment Grade that determine how effective the various Enchantments are, as well as adding bonus Magic damage based on the Grade. Enchantments are split into 3 types, and a weapon cannot have more than one Enchantment of a type at once. Element - Adds bonus elemental damage Utility - Adds some kind of passive effect Critical - Augments Critical Hits in some way - Enchantment List - Spoiler - Elemental - Fire: Adds Fire damage Ice: Adds wildly random Ice damage Electric: Adds set Electricity damage Holy: Adds high Holy damage Profane: Adds very high Unholy damage - Utility - Dodging: Adds 25% Dodge Guarding: Adds 25% Guard Crushing: Adds bonus damage based on STR Agile: Adds bonus damage based on SKL Bolstered: Adds bonus damage based on END Masterful: Adds bonus damage based on character's Focus Stat, with better scaling - Critical - Keen: Doubles Critical chance Deadly: Increases Critical multiplier by 1.0x Dreadful: Increases Critical multiplier by 0.5x. On a successful Critical Hit, pushes enemies back in a burst and causes Fear for a few seconds Vorpal: Critical Hits instantly kill --- CHARACTER ROSTER --- A quick rundown of the stats before we jump into the characters - Stats - Spoiler HPD: Hit Point Dice. The max roll of HP gain on Level Up STR: Strength. Increases melee damage SKL: Skill. Increases ranged damage. High values increase Dodge. END: Endurance. Increases HP gain. High values increase Guard. Dodge: Percent chance to dodge an attack, reducing damage to 0 Guard: Percent reduction to damage taken. BAS: Base Attack Speed. The base speed of attacks before Attack is applied Attack: Attack speed Ability Rank: See Readme for Rank details. Now, finally, the characters whose boots you'll be stepping into. Or geta...or clawed toes... - The Geese - Spoiler - Kei, Tengu Swordmaster - HP: 75 HPD: d8 STR: 10 (Fine) SKL: 20 (Good) END: 10 (Poor) BAS: 8 Focus Stat: SKL Maneuver: Feint - Stuns the target briefly. Target takes additional damage while stunned. Can fail based on target HP. Re. Ability: Dragon Trance - Increases STR multiplier to damage Zo. Ability: Crane Trance - Lowers Attack, but increases Dodge and makes Feint more effective. Main Weapon: Katana (20 DMG, 10% x2 Crit, Melee) Secondary Weapon: Shortbow (3 DMG, 5% x3 Crit, Ranged) Trances lasts 60 seconds. Afterwards, Kei is fatigued for 20 seconds, lowering his move speed and Attack. Only one Trance can be active at a time. - Maal'Taal, Lizardfolk Magus - HP: 100 HPD: d8 STR: 20 (Fine) SKL: 10 (Fine) END: 15 (Fine) BAS: 9 Focus Stat: STR Maneuver: Magic Missile - Fires a weak Magic projectile with strong homing Re. Ability: Magus Arcana - Randomly generates Enchantments on The Black Blade Zo. Ability: Spell Combat - Make an empowered strike with The Black Blade, then quickly follows up with a touch spell based on the Element Enchantment Main Weapon: The Black Blade (30 DMG, 5% x2 Crit, Melee) Secondary Weapon: N/A SPECIAL: Cannot drop The Black Blade, and does not find new weapons. Instead, The Black Blade's Enchantment Grade goes up as Maal'Taal's Level increases, and is capped at 10 - Derzan, Human Armor Master - HP: 125 HPD: d10 STR: 15 (Fine) SKL: 5 (Poor) END: 20 (Good) BAS: 6 Focus Stat: END Maneuver: Block - Blocks attacks from the front with his shield. Guard can be broken, stunning Derzan for 2 seconds. While stunned, Derzan cannot attack and moves slower Re. Ability: Armor Training - Passive. Increases the effectiveness of worn armor Zo. Ability: Vital Strike - A slow, steady strike that deals multiplied weapon damage Main Weapon: Morning Star (15 DMG, 5% x2 Crit, Melee) Secondary Weapon: Heavy Crossbow (8 DMG, 5% x2 Crit, Ranged) --- TODO --- Feats More characters Not placeholder weapon graphics My ongoing battle with balance Heretic? Edited October 9, 2023 by Brohnesorge Added Changelog link and new info 4 Quote Share this post Link to post
Doomenator Posted October 7, 2023 13 hours ago, Brohnesorge said: ... At first sight an interesting mod. However, the potions and gems look too small, it is advisable to double their size. And the skull-keys is too large. 0 Quote Share this post Link to post
Brohnesorge Posted October 7, 2023 (edited) I'm uh, not gonna double their size. That would make some of them larger than zombies I did increase the size of the 100 EXP (red) and 20 EXP (blue) ones a smidge, as well as potions, and did shrink down the skulls, but that's as far as I'm gonna go with that. Edited October 7, 2023 by Brohnesorge 0 Quote Share this post Link to post
Doomenator Posted October 8, 2023 3 hours ago, Brohnesorge said: ... well, maybe some of them Spoiler 0 Quote Share this post Link to post
Monocled Posted October 8, 2023 20 hours ago, Doomenator said: gems look too small, it is advisable to double their size I don't think they need to be enlarged since there can be a lot of them on the ground 0 Quote Share this post Link to post
Doomenator Posted October 8, 2023 57 minutes ago, Monocled said: I don't think they need to be enlarged since there can be a lot of them on the ground Due to the fact that there are a lot of them, they do not become more visible. In addition, reduced or stretched pixels are very different from standard sprites. It spoils the aesthetics. Spoiler 0 Quote Share this post Link to post
Brohnesorge Posted October 8, 2023 13 minutes ago, Doomenator said: reduced or stretched pixels are very different from standard sprites. It spoils the aesthetics. That's kinda exactly why I don't want to mess with the scaling on them any more than I already have. Regardless, I've come up with an alternative solution for the XP gems at least. 0 Quote Share this post Link to post
Brohnesorge Posted October 9, 2023 (edited) Alright, I've been pecking at it over the weekend, and I think its time for the first update! You can see the full changelog in the OP, but the main highlight is a new alternative Graphic HUD! Here's a preview of the HUD with information. I guess I forgot, but the bar on the bottom is your EXP Spoiler Anyway, have fun with it, and keep me posted! EDIT: I forgot to remove a debug message on Derzan's Vital Strike. I'm not gonna post a hotfix for it, because it doesn't actually effect anything, but that's what that number that pops up is, before anyone reports it. Edited October 9, 2023 by Brohnesorge 0 Quote Share this post Link to post
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