Dragon's Dogma: Dark Arisen
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Nn Stan

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Nnstan

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About this mod

Completely change how Ingle work (Read detail in description)

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Go here for a latest compilation of all of my spell mod that work for both Sorcerer and Mage Mass Enchant

Unlike my previous works which often result in an improvement of the original spells (you can call it a buff), this one only mean to change Ingle into something completely different, it may perform better or worse than the original Ingle depend on the situation, so its best to carefully check how the spell work to know if its to your liking or not.   

Change Ingle spell of Sorcerer into the following:

General change to the projectile : its now moving slowly and randomly, exist for a certain duration, can travel a certain duration before disappear, it'll now bounce on wall/floor/roof (upon bouncing: explode dealing aoe dmg and reset its travel distance) and continue to travel until it find a target, while it can auto aim at enemies, the way it move make it unreliable to track down small fast and nimble enemies. As compensation for removing Ingle simple and effective mechanic (aim-shot-profit) I have increase the amount of projectile generated and the spell overall aoe/dmg.

Basic Ingle: create 2 slow moving fire projectile that aim and follow enemies, explode on contact.

High Ingle: create 4 stronger slow moving fire projectile that aim and follow enemies, explode on contact and generate 1 Basic Ingle's projectile for each projectile.

Grand Ingle: create 6 even stronger slow moving fire projectile that aim and follow enemies, explode on contact and generate 1 High Ingle's projectile for each projectile (and these will generate Basic Ingle's projectile on explode as well).    

While I don't really change the damage properties, you can expect a huge increase in damage when it work ( up to 18 explosions for Grand, depend on the situation) and almost useless when its not work. Due to how dmg is calculating in this game, weak spell like Ingle still have little use against powerful enemies.

Since its no longer the simple Ingle, if you want to certainly hit something, consider use other spell instead, this Ingle can be consider Trap-like

Warning: This spell can still sometimes stuck on rough terrain, make it repeat itself endlessly, If its causing trouble you can unequip the staff and close inventory it'll disappear. This spell have potential to exist for a very long duration or forever, I do not know how many is the limit of the game's engine but try not to create too much, it may bug/crash your game.

A demonstration video (note that this mod doesn't include fast casting mod, and some value like knockdown/stagger/damage may be different in actual gameplay)


Notes: come with my previous Maelstrom's Dark effect removal mod, Frigor EX mod, Voidspell EX mod. Detail:
https://www.reddit.com/r/DragonsDogma/comments/gejavm/reduceremove_maelstroms_dark_effect/
https://www.nexusmods.com/dragonsdogma/mods/533  
https://www.nexusmods.com/dragonsdogma/mods/539

Any feedback is welcome, but I may or may not be able to Fix/change the mod (due to technical limitation, logical limitation,....) .    

Instruction:
  • Make a backup of your wan.arc file ( in DDDA\nativePC\rom\wp\w1 ) and stk27.arc, stk00.arc (in DDDA\nativePC\rom\sk\s1\ ) as
    obviously it will overwrite if you have any other mod that change these files such as magic mods .
  • Download extract and replace wan.arc (in DDDA\nativePC\rom\wp\w1) and stk27.arc, stk00.arc (in DDDA\nativePC\rom\sk\s1\ ).   

Credit :

Thanks to FluffyQuack for the Arctool.    
Thanks to other people who made Magic's mod here.   
Thanks to Pantea (Wyrm Hunt discord/ DDON Server) for helping with hex edit.

Some thought from making this spell/DDDA spell modding in general:
1.I spent a lot of time making this spell, having great trouble trying to manage its movement and behaviour to come to this release, only 1 thing I can be sure of that is: its not perfect, Ingle wasn't made to move this way, so no matter how much i tried to change to make it look, act more natural and create less problem, its only to a certain extend, there are hardcoded limitation in editting these spells. So i have to release it in a not-perfect state.   
2.The original idea for the spell is much better/more effective, it was tune down this way due to limitations of editting xml files.
3.There are too many way to handle the spell when it bounce/explode/resummon, the current way of handling it I hope its not too OP, too weak, or too buggy.