ELEX
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RoamerGFX

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RoamerGFX

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About this mod

Reworked version of popular mod 'ELEX Overhaul'. It fixes Vanilla or Overhaul bugs related to craft, salvage, prices. Adds some QoL and Balance changes.
Overall it's a new gameplay experience compared to vanilla but still close enough to original game.

Requirements
Permissions and credits
Translations
  • German
Author of the original mod: matr0x
Nexus page of the original mod: https://www.nexusmods.com/elex/mods/57
___________________________________________________________________________

Also, i recommend to use RUGGED JAX - BEARD mod


v 1.3

BUG FIXES

Armor

  • Fixed Alb Armor overlay with different pants from other sets (Alb armor considered as Body armor - Now it's 'BodyAndLegs' type.
    In-game description still shows "Leg protection", will try to fix the description late if it is possible)
  • Fixed all Helmets considered as Sunglasses (Now it's 'Hat' type)
  • Lowered armor values of Alb sets to be close to original game but still higher



v 1.2

BUG FIXES

Status Effects

As you may know all initial damage types (even magic) are reduced by Armor. DOTs are Armor piercers. That is why DOT type enchants are so strong.
Broken damage types like ICE (no slow, no additional effects), PSI (deals more dmg to Jax, zero effect on Mutants, Animals, Monsters, Robots, Humans),
REFLECT (no dmg reflected back, no bonuses to defences, no additional effects) - are currently useless and their status effects could not be fixed by mods
(handled by elex.exe). Semi-useless dmg type is STASIS (enemy is unable to use block or parry). Good damage types are all DOTs (FIRE, BLEED, POISON, ENERGY) and RADIATION (reduces incoming damage by ~25%). So i desided to rework broken status effects and buff em.

  • ICE enchanted weapons. Buffed hidden stat of 'Q' attack damage. Also added +5% bonus damage to ''Q' to indicate this in weapon description
    (so hitting a frozen target with 'Q' attack now feels like you are shattering ice into pieces with bonus damage)
  • PSI enchanted weapons. Added +4% to +10% HP per hit (now it's some kind of vampiric damage type). PSI magic also have +5% HP per hit.
  • REFLECT enchanted weapons. Added +50% to base weapon Knockdown resistance while blocking.
  • STASIS enchanted weapons. Added +10% Melee Damage.
  • Also Reworked some legendary weapons.


CHANGES

  • 'Ice Shards' spell manacost reduced to 1
  • Fixed 1 ring that had an unusable socket
  • Blue Gemstone: HP per hit is now 2 / 3 / 5



v 1.1

BUG FIXES

Craft

  • Fixed 6 weapons with impossible enchant requirements (some weapon upgrades required "Enchant" Perk lvl 5, 10 or 15, but it is 1 max)


v 1.0

BUG FIXES

Fixed all (i hope) bugs related to weapon crafting and enchanting
(i think ~200 of ~500 weapon variants had some bugs from the list below):

  • 2-H Swords that upgrades to Hammers and same problem with other weapons
  • Weapon modification that downgrades to previous item level
  • Wrong Enchant order
  • Wrong Modify/Enchant prices
  • Wrong Salvage prices (often u could salvage item for 2250 iron ore and not Credits)


CHANGES

Weapons

  • Removed "Add Socket" upgrade for all ~400 variants of melee weapons on crafting table
    (no need to add sockets if weapons receive one for each grade level) 
  • Minor buff for bows (+5% base dmg), +10% dmg to single arrow and seeking arrow, -15% dmg to multishot
  • Changed Multishot angle for all bows - now its more comfortable to play with
  • Changed number of Multishot arrows. War Bow - 5, other bows - 3
    (War Bow is still a king of multishot but not so OP. Hunter bow as it was - best in single shots)
  • Heavy crossbow now shoot twice (attack speed - 800 ms) before reload
  • Nerfed distance of flamethrowers 'Flame Jet' mode. Minor nerf to 'Flame Jet' dmg (Needs more testing!)
  • Damage reduction from burst/auto modes now back to vanila (-10% and -20%) (auto modes not supposed to be OP under full ranged buffs)
  • Other weapon balance changes are in progress (if needed)

Gemstones

  • Large Red: Buffed to +10% dmg in order to compensate nerfed magic (see below) and to feel more impactfull
    (when you already have +50-100% dmg buffs it was hard to notice +5% dmg boost from each large gemstone)
  • Large Green: +20% XP for killing monsters (this was done to make Hunting more rewarding.
    Especially in late game for players who want to get to high levels. Currently Quests gives you more XP)
  • Mostly all gemstones now more usefull even if it is a small gem (no more progress like 1 / 2 / 5 or  2 / 5 / 10
    now its like  2 / 3 / 5  and 3 / 7 / 10. So even your first small gemstones feels more impactfull)
  • Other changes to gemstones are less important, so check it in game

Magic


  • Lowered dmg of all spells (in late game with gamestones it become close to original Overhaul Mod)
  • Spells with stuns now cost 15 mp (not 5 like 'Insect Swarm' in original mod).
    Dmg adjusted to be a lategame spells when you have good manapool
  • Spells without DOT effect have more base dmg
  • Dmg of Spells that considered as NPC (Poison cloud and Cleric's Mines) adjusted (needs more testing with full buffs to companions!)
  • 'Fire Jet' spell is now a close range spell (like 3-5 meters) but with noticeable dmg
  • 'Ice Shards' spell is now a 'minigun' (attack speed increased x2, dmg adjusted). Fun like hell xD
  • Increased range of 'Poison Cloud' to match the visual effect. Dmg and manacost adjusted
  • 'Poison Aura' dmg is nerfed from 40 in original mod to 10 (in vanila was 5)
  • Berserker's 'Heal' spell now +45 HP for 30 MP once per minute (in Overhaul was 30/30, in vanila 50/25 with 30 sec CD)
    (Cleric's Amulet is Back (spoiler) so Berserkers need same resource regen close to +1 per sec on average.
    Now you have an options to use 2 times per minute HPtoMP Spell and get +1 mp/sec but -1 hp/sec
    OR to use tactical Heal Spell and get +0.75-1.8 hp/sec (depends of your magic power) but -0.5 mp/sec
    OR to use Heal + 2 HPtoMP in one minute and get -0.2 to +0.8 hp/sec and +0.5 mp/sec
    As you see it is now close to Clerics Amulet  on average but with more tactical options)
  • Cleric's 'Clearence' Spell is now cost 0 MP (10 sec CD), because it could dispel your own buffs xD
  • OneShot 'Armor' Spell is now +10 armor like in vanila (in Overhaul was 20 and i do not like easy ways to fight mobs xD)
  • Other minor changes to distanses manacost or dmg of the spells
  • All Magic tests were on max Difficulty with +100% dmg buffs (50% perks, 20% Cold level, 30% gemstones)

Jewelry

  • Cleric's Amulet is back! (as far as i know, it was fixed in vanila and i made some tests - feels like it's not broken anymore)
  • Reworked some rings and amulets that offered you the same stat but better (Example: Stamina +20 and Stamina +30
    or Ressist All +20 and Single Ressist +20). So, now all jewelry feels more unique and could be used for different situations (Example: Stamina +20/Dex +5 and Stamina +30, Ressist All +15 and Single Ressist +20).
    (BTW, in vanila you could have +55 all ressists from Perks + Gem + Ring and now is the same)
  • Reworked Prices of 'Crafted Only' Jewelry (5 rings and 5 amulets). Now it is close to vanila and not as cheap as in original Overhaul
  • Changed all Jewelry Prices depend of stats value

QoL


  • Changed Magnesium Torch Flare to 1000 Lumen w/o bugged shadow casts (Now you can drop torch on the floor and see things xD
    But it may not work with Mods that changes Magnesium Torch to 5000-20000 lumen)
  • Reworked some Item Sort Values (Example: Recipes now sorts better in your inventory)
  • Permanent potion of Mana now gives +10 Max MP (was 5 in Overhaul)