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This page was last updated on 11 February 2021, 9:29AM
- Changelogs
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Version 1.7.1
- Fixed the damage of the single-use spell "Force Push". Now it deals 80 damage instead of 100, as shown in the Guide. Special thanks to user Xdehith for finding this bug.
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Version 1.7
- Major changes for blocking and parrying. In Elex, your blocking ability is determined by a mixture of your Knockdown Resistance (provided by armor, items and skills) and by the type of weapon (1-handed, 2-handed or shield) that is used to block. Blocking effectivenes has been adjusted to make blocking easier in general when compared to vanilla game. Also, block effectivenes is more diverse depending on weapon type. Sharp, small weapons (like 1-handed swords) are the least effective. Bulky, large weapons (like 2-handed hammers) are more effective. Shields are obviously best suited for blocking. Check out the Guide for detailed numbers.
- Damage adjusted for all weapons and shields. The damage increase for every weapon level is smaller. The results in the late game being a bit more challenging, while keeping the early game somewhat unaffected.
- Slightly lowered stat requirements for all weapons level 1 and higher. This should make equiping late game weapons a bit easier.
- Reworked legendary weapons and shields. Now all legendaries are not so much as "level 4" weapons, but can be considered "level 3+". They are not as powerful as they were in previous versions, but also have lower stat requirements then before, making them much easier to equip.
- Nerfed Attack Power by 10 points for all two-handed weapons. This was done to lower the permananent stagger capabilities for two-handed weapons.
- Nerfed Attack Power for most shields.
- Added small damage reduction to special weapon modes for laser weapons( 5% for burst and 10% for full auto). Laser weapons were supposed to provide huge damage with little utility compared to other ranged weapons, but their raw damage output made them outperform other weapons. Now they are still the best ranged weapons in terms of pure DPS, but are no longer overpowered.
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Version 1.6.2
- Fixed the vanilla bug affecting the Morning Star II upgrade recipe. The vanilla recipe required 1500 iron ores to upgrade. Now the recipe uses 1500 Elexit, as intended.
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Version 1.6.1
- Heavy weapon lovers rejoice (again)! All heavy weapons got a boost in damage. This was done, because while wielding heavy weapons you cannot sprint or use the jetpack. At the same time, with ranged weapons you CAN roll/jet/run while dealing similar damage. In order to balance things out, now heavy weapons deal more damage compared to their ranged counterparts.
- Granade Launcher and Modified Granade Launcher still retain the possibility to sprint/jet while they are equipped. While they still got a damage boost in this update, its not as significant as for the other heavy weapons. Granade Launchers are meant to fill the niche role for nimble explosive experts that roll, dodge and fly away while blasting granades in the faces of their enemies.
- Increased cooldown for Rocket Launcher from 1.5 sec to 2 sec.
- Increased cooldown for Modified Granade Launcher from 1.5 sec to 2 sec.
- Lowered cooldown for Wrath Rocket Launcher from 1.5 sec to 1 sec.
- Slightly increased damage for Crossbow and Heavy Crossbow.
- Check out the Elex Overhaul Guide in the Files section for weapon stat details.
- Fixed guide stats for Ignis Artifex in the Elex Overhaul Guide. The guide was showing Ignis Artifex as a legendary Two-Handed Sword, while in fact its a legendary Warrior's Sword. Nothing in-game was changed, just the stats in the guide are now corrected.
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Version 1.6
- New descriptions for all attributes. The vanilla attribute descriptions are misleading, stating that certain attributes increase melee/ranged damage, magic damage or stim capacity. Attributes DO NOT increase any of these values in game and serve only as an unlocking mechanism for high end abilities and gear. Now the descriptions match reality. NOTE: All descriptions changes are done for the English language. The mod will work just fine any language, but you will not see the new ability/item descriptions for languages other then English.
- Ability description for some of the abilities has been modified to give a better explanation on what the abilities do.
- "Attack Strength" ability changed to "Attack Power". This was done to avoid confusion with the "Strength" attribute. It increases the same stat that is also present on every melee weapon (hidden in UI, see Elex Overhaul Guide for exact numbers). Higher Attack Power allows staggering opponents more frequently every time they are hit in melee. Descriptions of items that use this stat have also been updated to use the new name.
- "Parry Strength" ability changed to "Knockdown Resistance". It increases the same stat that is also present on every armor. Higher Knockdown Resistance means you will be less likely to get knocked down/staggered/stunned when an enemy hits you. Descriptions of items that use this stat have also been updated to use the new name.
- Fixed descriptions for Amulet of Defense and Clerics Amulet to contain changes introduced by Elex Overhaul.
- Fixed several Elixir and Elixir recipe names.
- Fixed item/ability/stim descriptions which stated that "regeneration" of certain stats was increased, while in reality only the maximum stat value was affected.
- "Personality" ability category name changed to "Charisma". Other categories followed the same rule that the category name was the same as the skill used in conversation checks. Only "Personality" was converting to "Charisma". To avoid confustion, now the entire ability tree is renamed to Charisma.
- Small description fixes for the following abilities: Heavy Punch, Extra Hitpoints (now Extra Health), Frost Resistance, Armor, Animal Trophies, Good Eater, Lock Picking, Pickpocket, Hack, Haggler, Combat Skills, Crafting Skills, Survival Skills, Personality Skills (now Charisma Skills), Mana, Poisonous Aura, Chem Capacity, Overdrive Stim (now Lifeblood Stim), Battery.
- Few small changes in descriptions of several items (mainly fixed typos or better phrasing).
- Happy news for heavy weapons users! Have you noticed that in vanilla game none of the rings and amulets provides the much needed Constitution boosts that would make it easier to use heavy weapons? Not anymore! Several items were improved/reworked to allow heavy weapon users enjoy the same treatmeant as ranged/melee players. WARNING: If your character is using one of the ring/amulets described below, the UNEQUIP THEM before installing/updating Elex Overhaul 1.6. Take them off, save your game, install 1.6 and equip them back. This will ensure that the equip/unequip script for the rings/amulets runs correctly. If you forget this step, you might end up with permanently reduced Constitution. You have been warned.
- Soldier's Amulet: Added +5 Constitution.
- Amulet of the Provider: Name changed to "Wanderer's Amulet". Added +10 Constitution.
- Amulet of Survival: Added +5 Constitution.
- Ring of Vigor: Added +5 Constitution.
- Ring of Strength: Name changed to "Soldier's Ring". Added +5 Constitution.
- Thief's Ring: Name changed to "Ring of Survival". Added +5 Constitution.
- Ring of Stamina: Name changed to "Ring of Constitution". Removed Stamina bonus and replaced it with +10 Constitution.
- Lowered buying/selling prices as well as crafting costs for most rings and amulets. Now there should be more incentive to buy or craft rings/amulets to customize your build.
- Improved gem upgrade progression. There were instances where using 2 medium gems was more beneficial then using one large gem. Now in most cases, bigger gems will have slighly more impact on the gameplay then before, making it always a good idea to upgrade gems when possible. Check the Elex Overhaul Guide for details on how stats were changed.
- Chain Lightning: Lowered energy cost from 8 to 5. This was done to give the PSI Amplifier a cheap spell for general use.
- All sunglasses now provide a +2 bonus to Charisma, additionally to any other special effects they have. Now go kill some Raptors looking like a boss.
- Removed strength requirements from all armors. It bugged me that every build (even mages and heavy weapon users) had to invest in Strength in order to wear the best armor. Now to equip any armor you will only need to have the required Constitution value. Armor changes are not included in Elex Overhaul Lite.
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Version 1.5.4
- Scrap Shotgun: Fixed upgrade progression. This was a vanilla bug. Turns out the upgrades were broken for all weapon levels. Now its possible to upgrade the Scrap Shotgun from basic weapon all the way up to level 3 without issues.
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Version 1.5.3
- Outlaws Amulet: Increased stim capacity bonus from 10 to 30. This was done to match the bonus given by the amulets of other factions.
- Lowered the buying price of permanent stat potion recipes from 1000 to 500 Elexit. In vanilla, the recipes were pretty expensive and the only economical way to obtain them was to find them in the game world and some of those were located in high-level areas. Now the recipes can be bought at select traders at a better price, making it a good investment in early game.
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Version 1.5.2
- Elixir of Quantity: Lowered stim capacity bonus from 20 to 10. Changed recipe so that it requires only 1 Troll Leaf instead of 5.
- Fixed the consume script for the Elixir of Quantity. There was a vanilla bug that caused the potion to be unusable from inventory. Now the player can consume the potion just like any other and the player will be awarded bonus stim capacity as intended. WARNING: DO NOT assign the potion to a toolbar and DO NOT use if by clicking the quickslot. Use it only directly from the inventory. Using it from the toolbar will not award you extra stats and you will waste the potion. This is true for ALL permanent stat potions.
- Fixed an issue where Amulet of Defense was still giving the Last Stand ability on equip. Now the amulet should work as intended, giving ONLY armor and parrying power. Thanks to user kodi_da for finding this issue.
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Version 1.5.1
- Fixed recipe for the Scrap Shotgun upgrade. This was a vanilla bug. The Scrap Shotgun was being upgraded to Double-barrel Shotgun I. Now its upgrading to Scrap Shotgun I, as intended. Thank you to user kodi_da for finding this bug.
- Removed the small yellow and green gemstones that were previously added by this mod. This was a mistake on my part. I was working under a wrong impression that there were missing gems compared to ther colors, but turns out I was wrong. Removing these bonus gems in order to keep things balanced.
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Version 1.5
- Fixed recipes for Chainsaber I upgrades. This was a vanilla bug. The recipes were using the Cleric skill as requirement for adding custom damage types to the weapon. Now they use the Outlaw skill as intended. Thanks to user harryagamez for finding this bug.
- Lowered stats for yellow gemstones. The bonuses were a bit too powerful, both for weapons and adjutor. Stat values lowered: small gem 3->2, medium gem 6->5, large gem 10->8
- Flamethrowers "Flame Jet" mode had its damage lowered by 10%.
- Lots of spell changes. Lowered spell cost for many spells, including those from magic weapons and abilities. Check the mod guide v1.5 for details.
- Force Field: Normalized mine damage to 35 damage per mine. Previously some mines were doing more damage then others.
- Poison Cloud: Increased damage to match the mod guide description (35 damage per poison tick). Spell was not working as intended. Only the initial spell projectile was doing the advertised damage, but the cloud itself still had vanilla damage values. Now the spell should be much more useful.
- PSI Projectile: Increased damage from 60 to 65. This single target spell has no special effects (no DOT, no stagger). So to compensate for its lack of utility, its simply better at dealing pure damage.
- Flame Jet (spell): Lowered damage from 45 to 35.
- Ice Shards: Fixed spell accuracy. The accuracy stat was not set as intended (my bad). Now the spell is actually capable of hitting its target.
- Ice Wave: Damage increased from 40 to 45.
- Poison Aura: Damage increased from 10 to 40. Mana cost lowered from 20 to 15. Now the spell should be actually useful, especially for tanky players with a lot of HP/armor/resistance.
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Version 1.4
- Added 1 small yellow gemstone and 1 small green gemstone to the game world. Originally, there were one less yellow and green gemstones in the game world compared to other gems. Now there are 12 smalls gems of each color ready to be found in the game. That measn its now possible to make exactly 3 large gem stones of each color. Check the gem section of the mod description for spoilers concerning the location of the new gems.
- Physical copies of several ability-related stim recipes were removed from the world space. The stim recipes that are obtainable by learning Outlaw abilities can now be learned either by spending ability points for these abilities or buying the recipes at traders. The recipe prices have been adjusted so that learning the recipe through the ability tree is much cheaper. Originally, there was little reason to learn most of the stim abilities, since the player could simply find the recipies in the world. Now in order to gain acces to the most powerful stims, you have to invest your ability points in them. Stim recipes removed from the world space are: Mind Changer, Animal Lover, Immune Booster, Pick-Me-Up, Scrap Scanner, Tough Guy, Lifeblood, Steel Skin.
- Increased duration of utility stims: all skill stims, Animal Lover and Scrap Scanner.
- Increased buying/selling prices for stim recipes at traders.
- Increased cooldown for the Last Stand Cleric ability from 5 minutes to 10 minutes. Even after the initial nerf introduced in this mod, this skill was still more powerful then intended. Now its a little more difficult to exploit it.
- Total rework of the Amulet of Defense. This item was so overpowered, it was not even funny... Now it does not give the player the Last Stand ability on each equip, but instead gives 5 bonus points to armor and 10 bonus points to parrying, making this an excellent choice for tank builds.
- Fixed attack/parry bonuses for rings and amulets. Some items were not using the correct modifiers to boost the intended player stats. Now all items that increase the parry and/or attack power should work as intended.
- Lowered buying price for arrows from 2 to 1.
- Adjusted ammo recipes so that more ammo is produced per batch (increased from 10 to 20). Crafting ammunition will now be a bit cheaper in general.
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Version 1.3
- Fixed heavy weapon stats to match the designated values in the guide. Many heavy weapons were scheduled for a small buff in the previous version, but somehow those changes got misplaced and did not make it to the release (my bad). Now the weapons deal the same damage as advertised in the guide.
- Fixed Executor weapon modes. This was a vanilla bug. The weapon did not have the designated weapon modes as the other plasma guns. Now the weapon works as intended.
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Version 1.2
- Now introducing an alternative version of the mod: Elex Overhaul Lite! This version of the mod does not modify weapons, shields, magic in any way. It contains all other changes of the full version of Elex Overhaul (gems, stims, ammo, etc). This version of the mod is for those of you that liked the weapon balance in the vanilla game, but want to try out the other features that Elex Overhaul is offering.
- Fixed ammo recipes. Now all ammo recipes will produce the correct ammount of ammo (10 per recipe).
- Fixed stim recipes. Recipes were not working as intended (they produced only a single stim instead of 5). Since I was not able to make the recipes work with multiple items produced, I changed the recipes. Now all recipes produce just 1 stim, but the ingredient costs have been adjusted. All stims recipes require varied ammount of Elexit + one special ingredient.
- Balanced stim capacity cost for using stims. Now stims that are useful in combat will consume more of your capacity, while resistance and utility stims can be used in larger quantities.
- Adjusted stim buying/selling prices.
- Added "Outlaw" faction skill requirement to ALL stim recipes. Stims are supposed to be the trump card that allows Outlaws to compete against Berserker magic and Cleric tech. It seemed strange to me that all factions were able to produce stims, since this should obviously be a faction-specific skill. Now non-Outlaw players can still buy and use stims, but only Outlaws will be able to make them.
- Flame Jet mode damage output from the Fire Fist magic weapon was decreased by 10%. Mana cost was increased from 2 to 3.
- Ice Shards mode damage output From Ice Fist magic weapon was decreased by 10%. Mana cost was increased from 2 to 3.
- Flame Jet mode damage output from Flamethrower (both version) was decreased by 10%.
- Slightly lowered damage increase per weapon level for all weapons. The purpose of this is to lower the players endgame damage output without nerfing the early game perfomance.
- Increased stat requirement per level for ALL weapons. A rather small change, but now you need to invest a few more points in stats before being able to equip endgame gear (3-4 extra stat points required for fully upgraded weapons).
- Slightly increased damage difference between 1H and 2H weapons, now two-handed weapons deal bit more damage when compared to their one-handed equivalents.
- Increased damage for "sniper" weapons (with lower firerate), as they were underperforming compared to other, fast-firing weapons..
- Rebalanced accuracy for most ranged weapons. The initial accuracy values in the mod were too punishing for some of the weapons. Now they should be a bit easier to use.
- Rebalanced recoil values. Weapons that have "high" recoil value will now be a bit easier to use.
- Rebalanced shield bash damage and stat requirements to be more in line with the new values for melee weapons.
- Added more gem sockets to shields. Now shields have the same number of sockets as the melee weapons (1 socket per shield level, no sockets for legendaries).
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Version 1.1
- All helmets will now stay visible during dialogs. The helmets magically vanishing during every dialog was unimmersive. Now your techno-viking can look cool not only when fighting, but also when talking.
- Magic weapons (Berserker "Fists" and Cleric PSI Thrower/Amplifier) now have 3 gem sockets. I noticed that pure magic users were not able to fully benefit from the new gem system, since the magic "weapons" did not have any sockets. Now spellcasters can also buff their spells with gem upgrades. NOTICE: not all gems work with spells as intended. For instance, lifesteal (from blue gems) does not seem to work with any spells. Remember that you can add/remove the gems from any weapon at any time and test what effects work best for your playstyle.
- Fixed the issue with small Elex potion still giving 100XP instead of intended 200XP. Credits go to Lawtenant for finding this issue and to user marcusadolphocampos providing the necessary fix.
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Version 1.0
- Initial mod release
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- Author's activity
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February 2021
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11 Feb 2021, 9:29AM | Action by: matr0x
Attribute change
Description changed.
March 2020
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26 Mar 2020, 10:38PM | Action by: matr0x
Attribute change
Description changed.
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24 Mar 2020, 2:14PM | Action by: matr0x
Attribute change
Description changed.
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21 Mar 2020, 11:25PM | Action by: matr0x
Changelog added
Change log added for version 1.7.1
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21 Mar 2020, 11:24PM | Action by: matr0x
Attribute change
File 'Elex Overhaul' description changed.
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21 Mar 2020, 11:23PM | Action by: matr0x
File added
Elex Overhaul [version 1.7.1]
February 2020
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10 Feb 2020, 11:40AM | Action by: matr0x
Attribute change
Description changed.
January 2020
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28 Jan 2020, 10:37PM | Action by: matr0x
Attribute change
Description changed.
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28 Jan 2020, 10:14PM | Action by: matr0x
Attribute change
Mod version changed to 1.7.
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28 Jan 2020, 10:13PM | Action by: matr0x
Changelog added
Change log added for version 1.7
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28 Jan 2020, 10:12PM | Action by: matr0x
File added
Elex Overhaul Guide [version 1.7]
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28 Jan 2020, 10:11PM | Action by: matr0x
File added
Elex Overhaul [version 1.7]
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28 Jan 2020, 10:09PM | Action by: matr0x
Attribute change
File 'Elex Overhaul Lite' category changed to Old versions.
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26 Jan 2020, 6:57PM | Action by: matr0x
Attribute change
Description changed.
December 2019
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28 Dec 2019, 9:17PM | Action by: matr0x
Attribute change
Description changed.
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28 Dec 2019, 7:54PM | Action by: matr0x
Changelog added
Change log added for version 1.6.2
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28 Dec 2019, 7:53PM | Action by: matr0x
File added
Elex Overhaul [version 1.6.2]
October 2019
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29 Oct 2019, 1:43PM | Action by: matr0x
Attribute change
Description changed.
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29 Oct 2019, 1:42PM | Action by: matr0x
Changelog added
Change log added for version 1.6.1
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29 Oct 2019, 1:42PM | Action by: matr0x
File added
Elex Overhaul Guide [version 1.6.1]
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- Mod page activity
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April 2024
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26 Apr 2024, 1:22AM | Action by: gambet60
Endorsed
'Elex Overhaul'
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25 Apr 2024, 5:06PM | Action by: Slendi808
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25 Apr 2024, 12:11AM | Action by: pmkr0
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23 Apr 2024, 12:23PM | Action by: luisantonioa
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21 Apr 2024, 1:11PM | Action by: dgoindf9dfoisef09j
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19 Apr 2024, 8:02AM | Action by: Ruebeweg
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18 Apr 2024, 10:15AM | Action by: Indrik90
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16 Apr 2024, 4:45PM | Action by: Butterbiirne
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15 Apr 2024, 3:15PM | Action by: Maikl1986
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14 Apr 2024, 11:39PM | Action by: ghystx
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14 Apr 2024, 6:06AM | Action by: bmfreakmk5
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14 Apr 2024, 12:32AM | Action by: Koeilik
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13 Apr 2024, 4:49AM | Action by: ced90
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10 Apr 2024, 10:06PM | Action by: caneloco
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09 Apr 2024, 6:53PM | Action by: lenoran375
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06 Apr 2024, 5:41PM | Action by: CallmePOPA
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06 Apr 2024, 8:32AM | Action by: Zamiren
Untracked
'Elex Overhaul'
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04 Apr 2024, 6:44PM | Action by: Wszou
Endorsed
'Elex Overhaul'
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03 Apr 2024, 11:22PM | Action by: graygabriel
Endorsed
'Elex Overhaul'
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