Version 1.1.1 was just released which includes some QOL changes and bug fixes to the configuration file. Here is the changelog which goes into the whole scope of this update.
If you run into any issues, check out the FAQ and known issues section on the mod page. If you still got questions afterwards, feel free leave a comment with as much information as possible and I will take a look at it.
Last but not least, a huge thank you to everyone providing feedback, testing or endorsing my mods :)
I'm already using chain up isn't slowed down by picking up the loot from another mod of yours, since that restriction isn't particularly fun or positively challenging. And once you've upped your chain enough the only challenge left is to avoid accidentally killing a different species, since your HP/MP are constantly restored, not to mention protect and shell. Now this mods gives me ideas of making chain-farming more exciting, by introducing occasional level ups to enemies, suddenly turning popcorn into actual threat, among other possibilities. Wanna speed up the looting? Pay up for it! And less reasons to doze off in the process, too. Thanks for the mod!
No problem. I always thought the chain benefit system was a bit bland, so even if you just change up the status effects, or give the occasional physical or magickal immunity to a foe, you can make battles more exciting. I am interested in seeing what combination others may come up with in time.
I couldn't find any particularly interesting effects to work as debuffs without simply causing your gambits do the work of cleaning them out. Which is more annoying than anything else. The closest one was X-Zone, but you can simply replace a character with another one and then completely solve the problem by zoning out. Few unique augments I've tried just didn't work at all, too. Leveling up the enemies and restoring some of their health is the way to go for me, together with Always Loot from TIBB. Leveling them up this way is unique in some aspects, like their damage rises up, not as much as you would expect from monsters that are naturally of their level. However, health gets increased by only a small amount and their defences seem to be not affected at all, though it's harder to apply level-dependant effects on them. They also give the same amount of experience, but that part is rather a good one. Finally, the range of application is fairly big and it even affects enemies while they are hidden, like those submerged toads and fish in Giza Rain. Imagine getting ambushed by a level 73 Pepe, in a level 19 area (Testing Gone Wrong). Oh and Teleport Start or Mist Init Start animation effects result in black screen and inability to control until the game restart.
Augments only work if they have a timer, which is also mentioned in the wiki. The reasoning for that is that you are only allowed to apply these effects temporarily as doing it permanently causes numerous issues. The augments that you can use in the vanilla game are physical, magickal and status immunity. Every other augment has no timer and must be given one via a mod that modifies the related section in the battlepack.
As for leveling up, its works as expected. A foe needs to level up by quite an amount to be significantly stronger than you would expect. Raising it by like 3 won't feel like a lot if it only happens once in a location. As for how stronger they are, it all depends on their additive stats which this mod relies on. If in a location a foe can spawn in 3 different level variations, but uses the same defense value in all, then these foes will always be weak to damage. Its just how leveling works in this game.
As for some effect animations causing issues, that's expected. You are only meant to use those that make sense. The option to use the others are only there for future compatibility with mods that may replace these effects with others. The reason why you got a black screen with the teleport start animation is because animations like that can also contain some code that is only supposed to work for the specific cases they were coded for.
You are right. I didn't want to install the editor just to check the timers and assumed there are several more than just immunities that would work. No big deal, most of them are of a "slightly better stats" kind anyway. I'll see how to adjust level ups properly as I play more, it's equally not fun getting straight up oneshotted by common mobs if you overclocked it. Best part is that Chain Lv. 0 is also adjustable. Might occassionally affect a rare monster or even a boss with minions that drop loot.
Can this mod also be used to modify the chain drop rates and quantity? Don't really care about the hp mp or other bonuses but being able to boost item drop rates a bit more would be super nice!
No, because you can already do that with the battlepack editor of the insurgent's toolkit. You got to have the insurgent's manifesto for that installed though as otherwise the game won't recognize the changes since for weird reasons, the devs hardcoded that info 1:1 from the battlepack.
I looked into doing this... installed cheat engine and downloaded the toolkit. Looked in the battlepack/chain section but its still a bit confusing where to go from there. I think I seen how to adjust the base drop rates but I only wanted to have higher drop rates at a higher chain level. Its a little confusing and I didn't get much further than that. Its too bad you couldn't just include some adjustable rates in your config file for this mod.
I see no reason in spending even more time on creating a mod that does exactly the same as the toolkit, but just in another data structure. There is a wiki for almost everything you can do with the toolkit. So if you read that, fiddle around with it a bit, you will eventually get the hang of it. Its not much more difficult than modifying a config file, especially something as simple as chain drop rates.
Yes I was using the wiki or I wouldn't have even gotten as far as I did but its very limited in regards to what I am trying to change and even then its a bit confusing to figure out all the steps. Is there any video tutorials?
The only limits you have are those set by the game, not the toolkit as it can edit anything related to chains. If you want to do something entirely new that the devs couldn't even do, you have to create such a mod from scratch by coding it like I did with this mod. There are also no video tutorials for the toolkit itself, but you can probably find a lot for Cheat Engine itself.
11 comments
If you run into any issues, check out the FAQ and known issues section on the mod page. If you still got questions afterwards, feel free leave a comment with as much information as possible and I will take a look at it.
Last but not least, a huge thank you to everyone providing feedback, testing or endorsing my mods :)
Now this mods gives me ideas of making chain-farming more exciting, by introducing occasional level ups to enemies, suddenly turning popcorn into actual threat, among other possibilities. Wanna speed up the looting? Pay up for it! And less reasons to doze off in the process, too.
Thanks for the mod!
Leveling up the enemies and restoring some of their health is the way to go for me, together with Always Loot from TIBB. Leveling them up this way is unique in some aspects, like their damage rises up, not as much as you would expect from monsters that are naturally of their level. However, health gets increased by only a small amount and their defences seem to be not affected at all, though it's harder to apply level-dependant effects on them. They also give the same amount of experience, but that part is rather a good one. Finally, the range of application is fairly big and it even affects enemies while they are hidden, like those submerged toads and fish in Giza Rain. Imagine getting ambushed by a level 73 Pepe, in a level 19 area (Testing Gone Wrong).
Oh and Teleport Start or Mist Init Start animation effects result in black screen and inability to control until the game restart.
As for leveling up, its works as expected. A foe needs to level up by quite an amount to be significantly stronger than you would expect. Raising it by like 3 won't feel like a lot if it only happens once in a location. As for how stronger they are, it all depends on their additive stats which this mod relies on. If in a location a foe can spawn in 3 different level variations, but uses the same defense value in all, then these foes will always be weak to damage. Its just how leveling works in this game.
As for some effect animations causing issues, that's expected. You are only meant to use those that make sense. The option to use the others are only there for future compatibility with mods that may replace these effects with others. The reason why you got a black screen with the teleport start animation is because animations like that can also contain some code that is only supposed to work for the specific cases they were coded for.
I'll see how to adjust level ups properly as I play more, it's equally not fun getting straight up oneshotted by common mobs if you overclocked it. Best part is that Chain Lv. 0 is also adjustable. Might occassionally affect a rare monster or even a boss with minions that drop loot.