Adds 10 new classes, updates to the existing 8 ones, plus new item sets, weapons, balancing changes and more. Uses UMod system and can be used with any mod
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Changelogs
Version 0.1.6
Fixed a crash caused by monsters throwing bombs
Fixed a crash related to the Reed set
Fixed the Reed set giving half the Protection bonus it was supposed to give
Fixed a crash related to throwing weapons
Fixed a crash related to blocking
Now a character's vitality affects the amount of damage blocked, between 0 and Vit/3. Previously this was a flat variation of 0 to 3
The Mirror set is now more likely to cast a spell corresponding to the damage type
Version 0.1.5.1
Fixed a save file crash. Existing 0.1.5 save files should still work
Version 0.1.5
Fixed crash when the Champion class took damage
Fixed crash with projectiles being thrown under certain situations
Fixed a crash related to the Rat Thief trait
Fixed a crash related to the Energy Shield trait
Fixed Energy Shield not having a stack countdown timer
(note that this update required you to update your Extended Hooks mod: http://www.grimrock.net/forum/viewtopic.php?f=22&t=18616)
Version 0.1.4
Fixed a save game error related to ranged weapons and throwing weapons (previous saves are bricked, sorry)
Fixed Monk's "wound ignoring trait" doing the opposite of what it was supposed to
Fixed a crash when using bombs
The Wizard now consider all spells as being indeed spells
Resting now works more like it did in Grimrock 1 (in chunks, and a bit slower) but your health and energy regeneration rates are twice as effective
Fixed auto-pickup putting items in offhand when you used up all items from your ammo slots
>>> Requires updating Extended Hooks mod to 0.3.4 version
Version 0.1.3
Removed some leftover effects
Assassin: Changed flat damage bonus for Crossbows and Throwing Weapons into a crit damage bonus
Barbarian: Added "- Unarmed attacks have +1% critical chance per level."
Berserker: Added "- Every other unarmed attack is a guaranteed critical hit as long as you spend 10 energy on it."
Champion: Damage bonus wasn't being applied to spells
Corsair: Added "- Against a single foe, you get +10% critical chance and +10 accuracy."
Elementalist: Changed "- Your elemental spells deal 5% more damage per skill level when the target has a weakness to it" to a flat 20% bonus
Wizard: Added "- Gain 50% spell damage after spending 100 energy on spells."
Fixed a default party member having 2 racial traits
Version 0.1.2
- Fixed armor sets that caused burn and poison not applying "setCausedByChampion"
- Movement consumes 10% more food than before
- Spell Thief now has: "While absorbing damage, adds 25% Critical Chance to attacks and spells"
- Added a Tinkerer-only effect to Hardstone Bracelet
- Requires ExtendedHooks update: traits and items that affected equipped item's weights were incorrectly affecting items in hands
This mod aims to add fresh new class options and some level of balancing to any Dungeon-based mod you wish to play it with. It updates the original classes, as well as some items, skills and traits
Classes:
10 new classes (all balanced for the normal game)
Updates to the 8 original classes
Alchemist rework
Gameplay changes:
Ammo no longer needs to be in hand to be used. Now the rightmost column of your inventory works as an ammo source for whatever weapon is in use. Bows and large firearms become two-handed weapons
When using throwing weapons, those in your ammo source are placed in your hands automatically after throwing the last in a stack
Stunned monsters have 50% lower protection and evasion, in addition to the normal effect
Firearms no longer malfunction. Instead they have 20% chance of grazing a shot, doing minimal damage. Levels in Firearms reduce the chance by 4%
Shock spells can cause the Static debuff. It deals a small amount of damage at random intervals, which can interrupt the enemy's current action
Balance changes:
Dexterity only increases accuracy up to the 20th point (meaning +20 accuracy at 20 dexterity and no more after that)
Strength-based late game weapons give a %bonus to strength, making melee strength users stronger
There are new traits that boost unarmed damage scattered around different skills
Monster health scales based on map, up to +15%. Bosses also have more health
Character creation:
Several new racial traits have been added, and common traits have been balanced
Each character gets 1 racial trait and 2 common traits
Traits must be unique among all characters
Items:
15 armor sets
6 new tomes added at secret locations when playing with the default dungeon: Handbook for Tavern Brawlers, Encyclopedia of Meat Cuts, Assassin's Diary, Nameless Tome, Battle Mycology and Encyclopedia of Armors
4 New crossbows, 1 new bow and 1 new quarrel type. These are added in when playing the default dungeon
Shields no longer give evasion, instead they get a chance to block a certain amount of damage
"Intense Fire" effect from Zhandul's Orb now works (other similar effects work as well)
Updated the stats on these items: Ethereal Blade, Quarterstaff, Scythe, Orb of Vilson