ELEX

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Vlad Mihail

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vladmihail

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About this mod

What started as a simple improvement of the underwhelming Legendary weapons, turned into a large modification of many things, like ammo, weapons, armor, magic, recipes and other misc stuff, that reflects my personal preferences for ELEX I.

Permissions and credits
The readme file located in the archive contains a detailed list of changes. Here are the highlights:

THE LEGENDARY WEAPONS:
They are now the best weapons in the game in their respective class. They have very high requirements, but they are proportionate to the weapon's power. They're truly unique now, either or both in appearance and functionality. I'll let the screenshots tell you more.


ARMORS:
-all faction armors give you bonuses in specific resistances (Cleric: Fire/Lightning/Radiation; Outlaw: Radiation/Bleeding; Berserker: Fire/Cold/Poison, because ...magic).
-all faction helmets with some kind of lenses give you item sight. Helmets that also have a mouth piece of some kind give you poison resistance (less than the Protective Mask and the Miner's Helm).
-there are only 3 tiers of armors now (the faction T2 and T3 armors have the same stats). The reason is that in all my playthroughs I always skipped the T2 faction armor because it wasn't much better than T1 and I preferred to save money. Now that great looking Berserker Warrior armor is an endgame level armor.
-you can now find your old Alb Commander Armor set in the world. I will not tell you the locations of the pieces, I'll just say that they make sense.
-the Alb Armor has the same bonuses as a full set of Regent/Legate armor but it requires a high Cold value to equip...for roleplaying purposes.
-Helmets stay equipped during dialogue.

Here are the 3 tiers of armors:
1. Factionless: -all armors have the same defense value (15 defense and 45 parrying strength), require 30 constitution and give you bonuses to skills such as Survival, Crafting and Personality. Example: a full hunter set will give you +3 to survival.
                          -helmets that have goggles give you Item Sight.
                          -all sunglasses give you +2 to personality.
                          -the 4 hoods present in game have become specialized items: the 2 cloth hoods are Hunter Cowls, the 2 leather hoods are Mage Cowls.
                          -the Miner's Helmet is now on par with the Protective Mask and both their bonuses have been enhanced (from 25 to 35).
2.Faction T1:   -it has the stats of the former T2 faction armor (20 defense and 55 parrying strength) and requires 40 constitution points.
3.Faction T2    -both armors have the stats as the former T3 armor (30 defense and 60 parrying strength) and require 60 constitution points.
-all armor prices have been adjusted.

Here's an example of the Berserker Warrior armor set with all of its bonuses:
-Warrior Helm: 8 defense,  +5 fire/cold/poison resistance and +5 bonus monster XP.
-Warrior Armor: 30 defense, 60 parrying strength, + 15 fire/cold/poison resistance and +20 stamina.
-Warrior Pants: 9 defense and +5 fire/cold/poison resistance.
                        

MAGIC:
Berserker Fire magic:
1. Fireball: has a different graphic (to distinguish it from the Flamethrower's fireball) and it can be cast by holding down the mouse button.
2. Comet: a big fireball that falls from the sky, causes massive damage and knocks down enemies and a medium sized area. It costs 30 mana and has a 3 second cooldown.
3. Inferno: a much better flamethrower that expends your mana very fast.

Berserker Ice Magic:
1. Iceball: it can be cast by holding down the mouse button.
2. Ice Shards: now has minigun action and better damage but costs 5 mana/shard.
3. Ice Bombs: fires 4 ice balls that are subject to gravity, explode on impact, deal good damage and knock down enemies in a large area. It costs 15 mana and has a 2 second cooldown.

Berserker Poison Magic:
1. Poison Ball: can be cast by holding down the mouse button.
2. Wasps: it now has an area of effect and a 2 second cooldown.
3. Poison Torrent: this replaces the useless Poison Cloud spell. It's a rapid-fire stream of poison goo with splash damage, that drains your mana very fast.

Cleric Force Psionics:
1. Chain Lightning: unleashes an extremely fast torrent of deadly lightning that drains your mental energy very quickly. It now looks and sounds like lightning.
2. Black Hole: this spell was overpowered so I nerfed it. It costs 10 energy to cast and has a 2 second cooldown.
3. E.M.P. remains unchanged.

Cleric Mind Psionics:
1. P.S.I. Bolt: knocks down targets, can be cast by holding down the mouse button, has a 1 second cooldown between shots and costs 5 energy.
2.Force Field: has better damage and costs 15 energy to cast.  A fun strategy is to throw down a couple of Force Fields, lure your enemies in and pinball them inside the fields with the P.S.I. Bolt spell.
3.Mental Manacle: costs 10 energy instead of 15. It's more reasonable, I think.

-the Berserker's Heal spell now heals 75 hp (instead of 50), has a 10 second cooldown (instead of 30... wow) and costs 25 mana.
-the Spirit Wolf spel has a 30 sec cooldown (instead of 60) and the wolf has more HP, armor and attack power.
-the Poison Aura is now similar to Aspect of the Warrior: it's a melee buff that lasts 45 seconds and has no cooldown. It does 10 dmg/second with a 30 mana cost.  Also, it has better casting VFX.
-The Last Stand, One With the Weapon and Power Shield powers no longer place visual effects on your character. The Regent armor is my favourite armor in the game and covering it up is a sin against Calaan.
-the Power Shield spell now has the same duration as the One With the Weapon, Phasing and the Last Stand spells but it only costs 10 energy.
-the Power Wave spell now does 100 damage (just as the one-shot Alb spell), has a 10 second cooldown (instead of 7) and costs 20 energy.

The Cleric now has two new powers:
1. Force Push - the location of the spell is in the Readme. It costs 10 mental energy to cast and has a 7 second cooldown.
2. Alb Heal - the location of the spell is in the Readme. It heals 100 points, has a 10 second cooldown and requires 15 energy points.

Anyone can now craft 4 types of Single Use Alb Spells: Item Scanner, Force Push, Body Armor and Force Wave. They're made in the mental energy batteries crafting menu. More details in the Readme.


MISC:
-consuming 1 Natural Elex gives you +1 permanent HP and Cold Resistance but it also increases your Cold meter by 1 whole point. Do what you will with this...
-1 Large Gem requires 2 Normal Gems, instead of 4.
-Normal Gems now give you a +4 bonus to whatever, instead of a +3.
-some amulets and rings have had their values slightly increased. Just some common sense stuff, nothing overpowered.
-the Berserker's Amulet now regenerates 1 point of mana and has a 20 mana bonus.
-the Cleric's Amulet now has a 20 mental energy bonus in addition to its energy regeneration.
-the Permanent Mana potion now requires 1 Golden Whisper instead of 1 King's Sorrel. I still don't understand why it wasn't like this from the start.
-Small Elex drinks now give 250 exp intead of 100.
-Raw Mana now regenerates 60 points of mana in 10 seconds. No health regeneration.
-you can now craft Mana Potions from Raw Mana and liquor. They're 1 tier higher than the recipe category they reside in, up to the Powerful Mana Potion located in the Strong Mana Potions crafting menu.
-the one shot Alb Spells recipes replace the mental energy recipes that required Iron Ore. You can now only craft mental energy batteries from Sulfur lumps and by mixing 2 inferior ones.


MELEE WEAPONS:
-the damage difference between the 2 weapon models in the same category type (a Bladed Mace and a Persuader, for example) is now virtually non-existent. The main difference now between weapons is their attack style. Examples:
>the Bladed Mace has 1 less damage and 1 less requirement point (at any tier) than the Persuader, but it attacks like an axe (the jumping Q-attack).
>the Two Handed Sword is 1 point weaker than the Warrior Sword, but the Warrior Sword now attacks like a 2H hammer instead of a 2H sword. (the thrusting motion Q-attack that's more appropriate for a sword than a hammer, I think).
*This decision was made because I wanted all weapons to be effective in the endgame, and also to test a theory I had that some attack animations were more suited to different types of weapons than the ones they were assigned to.

-I've taken the Outlaw's Reflective weapon VFX and given them to the Gore weapons (the ones with the bleed effect).
-the melee weapon upgrades/enhancements/VFX had some errors that have now been corrected.
-the Radiation enhancement on all outlaw melee weapons was weak. Because of this, now all Radiation weapons do 10 more maximum damage (at T3).
-the Ice enchantment on all berserker melee weapons was also weak. Because of this, now all Ice weapons do 10 more maximum damage (at T3).

Shields:
-shields now give you faction specific resistances and have sockets (1 for T2 and 2 for T3).  They're now more expensive to craft and require some extra ingredients.
*An example of how shields work now: a Cleric that's wielding a T3 Energy Shield, wearing a full set of Regent Armor (or Legate), a Ring of Resistance (the one with the +20 bonus, that you have to craft) and has learned lvl 2 of the Fire and Radiation resistance skills, will become immune to Fire and Radiation status effects (lingering damage from enemy attacks and environmental damage).


RANGED WEAPONS (and ammo):
The headache inducing camera shaking present when ranged weapons were fired is now freakin' GONE! I didn't realize how much I hated it until after I removed it. (Special thanks to the "Elex Overhaul" mod which gave me the idea to do this).

That being said, here are some of the changes:
-I love the Arcane Archer fantasy archetype and I was a bit disappointed that Piranha Bytes didn't implement it somehow with the Berserkers. Because of this, all Berserker Bows are now magical weapons. Each of the 3 types of bows has a different elemental damage: Cultivator - poison; Hunting - ice; War - fire.
-The seeking arrow firing mode now shoots a multi target projectile that incapacitates enemies (Cultivator - shoots a Wasp Arrow; Hunter - an Iceball; War - a Fireball).
-Firing your bow now requires a small amount of mana, depending on the firing mode.
>A normal shot - costs 3 mana (2 for the hunter bow because Ice damage doesn't have a lingering effect).
>Seeking arrow - x2 the cost of a normal shot.
>Scatter shot -  x3 the cost of a normal shot.
*only Berserkers are able to upgrade bows now because it also requires the Enchant Weapon skill.
**all bows are now viable endgame weapons with only a difference of 1 point in damage and stat requirements between them.

-Cleric Blasters are split in 2 categories and 2 subcategories:
<Laser: all laser Blasters now do energy damage.
<Plasma: all plasma Blasters now do fire damage.
>Trooper Blasters (LSR - T and PLS - T) that only have a full auto firing mode and a high recoil.
>Commando Blasters (LSR - C and PLS - C) that only have a burst fire mode and a moderate recoil.

-Cleric Rifles are split in 2 categories and 2 subcategories:
<Laser: all laser Rifles now do energy damage on the normal firing mode. E.M.P. and Explosive Blasts are different damage types. The laser rifle explosive blast is now blue because... why not. It's all SCI-FI, anyway.
<Plasma: all plasma Rifles now do fire damage on the normal firing mode. E.M.P. and Explosive Blasts are different damage types.
>Trooper Rifles (LT5 and PT3) that have slow full auto on the normal firing mode and a low recoil on all firing modes. E.M.P. and Explosive Blasts have a single shot firing mode.
>Commando Rifles (the ones without any other letters in their names) that have burst fire on the normal firing mode and a low recoil on all firing modes. E.M.P. and Explosive Blasts have a single shot firing mode.
*only Clerics are be able to upgrade energy weapons now.
**all energy weapons are viable into the endgame with their major differences being their attack modes.
***now upgrading energy weapons no longer changes their appearance because I don't particularly like the blue glowing jars added to them. The trooper and commando weapons have 1 single small visual difference: the commando weapons has an additional component at the end of their barrel.

-the 2 cleric flamethrower types now have the same damage. The only difference is that the Fatboy has a larger fuel capacity and requires more strength than the Smallboy. Also, the flame jet firing mode actually does damage now and the fireball attack mode has a 2 second cooldown between shots.

Outlaw ammo:
-ammo crafting recipes are more sensible now. Ex: 1 bolt required 12 arrows and 1 iron ore, which was ridiculous - now 1 bolt requires 2 arrows and 1 iron ore.
-Hand Grenades are cheaper now ( 15$ instead of 20).
-Fragmentation Shells now have a different graphic (I tried my best to make them look like shotgun pellets) and they knock down your target. They also do 10% more damage than normal shells.
-Radiation Shells now have a different graphic (glowing green projectiles) and do 15% more damage than normal shells.
-Projectiles (slugs) no longer have an explosive effect because I turned the Heavy Slugthrower into a multi firing mode type of weapon.
-Radiation Slugs have a different graphic (glowing green projectiles, bigger than radiation shells). They still have an explosive effect and do 15% more damage than normal slugs.
-Fragmentation Slugs do 10% more damage than normal slugs.
-All rockets now do more damage... because they're slow and expensive.
-Plasma rockets do 10% more damage than normal rockets (fragmentation) and have the largest blast radius.
-Explosive rockets do 15% more damage than normal rockets and have a larger blast radius.
-Plasma grenades do 10% more damage than normal grenades (fragmentation) and have the largest blast radius.
-Explosive grenades do 15% more damage than normal grenades and have a larger blast radius.
-Explosive bolts do 15% more damage than normal bolts.
-Piercing Spears do 15% more damage than normal spears.

Outlaw weapons:
-Double Barrel Shotguns fire 2 shells at once, have a 4 shot magazine and a high recoil. They have higher stat requirements.
-Scrap Shotguns do the same damage as the Double Barrel Shotguns, have a 4 shots mag size, and fire single shots. They have lower recoils and stat requirements than D.B. Shotguns.
-Normal Grenade Launchers do as much damage as Modified G.L. but have lower stat requirements.
-Modified Grenade Launchers now have burst fire on all grenade types. The have higher stat requirements.
-Wrath Rocketlaunchers do 10 less damage then Long Rocketlaunchers but have a 6 rocket mag capacity instead of 3. They have the same stat requirements.
-Heavy Slugthrowers now have a 15 round magazine size and 3 firing modes (depending on the type of projectile fired):
1.Radiation Slugs are shot in a slow full auto firing mode with a moderate recoil.
2.Normal Slugs (Projectiles) are shot in a rapid full auto firing mode with a high recoil.
3.Fragmentation Slugs have a single shot firing mode with a low recoil.
-Light Crossbows have the same damage as Heavy Crossbows, but lower stat requirements.
-Heavy Crossbows have higher stat requirements (especially strength) and fire 2 bolts at once.
-Harpoons have the same damage as Spearguns with lower stat requirements.
-Spearguns have higher stat requirements but shoot with a burst fire mode on all spear types.

Installation:
Just copy the "m_1_ELEXI_Legendary_v1.0.pak" file into your ELEX/data/packed folder.

Uninstallation:
Just delete the "m_1_ELEXI_Legendary_v1.0.pak" file from your ELEX/data/packed folder.
*WARNING: before uninstalling this mod you should unequip all items from your character and make a new savegame. After deleting the mod, load from THAT save file. Not doing so will mean that the various bonuses that were added by this mod to those equiped items will permanently remain on your character.

This mod was created, using only game assets, by Vlad Mihail.
Please excuse my poor english and enjoy my mod.
Feedback is appreciated.
Thank you.