Monster Hunter: World

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Schinkikami

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schinkikami

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About this mod

This mod rebalances motion values of the lance to deal a bit more damage. The lance counter is replaced by a counter thrust. Charge time for lance charge is halved, you can not bounce of of walls.
Added and increased stun-values of Shield Bash, Wide Sweep and Counter Claw. Added Guard Point to the landing animation of the CounterClaw and more.

Requirements
Permissions and credits
Although the lance is one of my favorite weapons, it has some problems with dealing enough damage and some odd design decisions make if feel clunky at times. Furthermore some moves are (in vanilla) just useless, the goal here is to make them at least in some situations viable.

This mod is partly inspired by other lance mods, already available on nexus (Enraged Assaulter, Lance Rebalance)
https://www.nexusmods.com/monsterhunterworld/mods/3840
https://www.nexusmods.com/monsterhunterworld/mods/4688



Also check out my new Gunlance mod
https://www.nexusmods.com/monsterhunterworld/mods/4754



1.0 RELEASE (finally):

1.0 is out finally completing this mod.
You should read the main article down below first.

Changes from version 0.1/original release:
  • Implemented a 360° charge out of power guard.
  • Guard Thrust -> Shield Bash. Guard Thrust is almost never used. while Shield Bash has the problem of only being usable after guard
    dash. This fixes both
  • Sheat while Dashing. One of the most frustrating things about lance charging around the map, are verticle vine walls, where you have
    to stop, sheat your weapon and it takes soooo long. Added the ability to sheat while dashing (now with the correct animation). The input was added to Circle/B as it is redundant with Triangle/Y (the .fsm files dont allow changing the Square/X input, and I didnt want to introduce another potential bug source like in 0.2)
  •  You will now block in the air if Guard Dashing over a ledge. This was implemented to make the game action consistent with the animation (the guard dash fall blocks) and give lance a tool to deal with the threat of fighting ledges). Climbing up will not guard you, so be careful.
  • Removed the ability to do a 360° degree turn with the Dash attack after leaping thrust and the triple poke. This behaviour was unintended and felt like cheating. Now those attacks feel better, while also avoiding the hypersensitive input of the previous version.
  • Removed the Counter Thrust as counter. It just felt to clunky even though the extra damage on the counter was nice. The ability to go into another counter after Counter Thrust remains
  • Changes to the damage values:
    Counter Thrust: 60 -> 50Twin Thrust: (30,70) -> (30,60)Reverse Attack: 60 -> 55Finishing Thrust: 65 -> 60Increased the Lvl1 Speed multiplier to 1.25 from 1.2


UPDATE 0.2 (outdated and buggy):
This version will crash if you guard dash over a ledge... Will delete it soon
Will leave the text here so you can look back.

Changes:
  • Implemented a 360° charge out of power guard.
  • Guard Thrust -> Shield Bash. Guard Thrust is almost never used. while Shield bash has the problem of only being usable after guard dash. This fixes both
  • Quick Sheat while Dashing. One of the most frustrating things about lance charging around the map, are verticle vine walls, where you have to stop, sheat your weapon and it takes soooo long. Added the ability to nearly instant sheat while dashing. The problem: This is kinda broken, so you should only use it to traverse the map, not to dodge during combat or something. Also your weapon will still be out, until you stand still ,duck or pull out your weapon.
  • Added the ability to use the dash attack after forward/backward/left/right guard dash. This feels more natural and enhances your options after Guard Dash
  • Added Minds Eye to the dash attack. Bouncing isn't fun.


What I wanted to add but couldn't:
1. I already implemented a Wide Sweep -> Shield Bash -> Wide Sweep combo that felt pretty good and natural.But adding the input Y+B to the wide sweep requires a .lmt edit. The problem: For some reason the lmt_manipulator (that exports the animation as json file) cannot handle the reinserting of the wide sweep animation. It causes the game to crash sometimes and I cannot publish it like this.

2. I also wanted to reduce the damage you receive on being hit in power guard. So I compared the buffervalues of the normal and power guard and found the buffer thats responsible for that. The problem: A single byte in there controls if you get stamina damage on being hit AND how much chip damage you get. So I could only turn power guard in a worse version of Guard (because you would now receive stamina damage like in guard). Thats frustrating but I dont know what else to try there.



I provided
2 versions like with version 0.1 . The optional version again retains the original counter but also retains the normal Dash attack after 3 pokes, that was requested in the comments.




--------------------------------------------------------------------------------------------------
Overall Goal:
Increase the motion values of the lance. The goal here is to give the lance a slight damage boost. The motion values increases are strongest with the charge and counter moves, the lances most distinctive moves.  Added quality of life to the charge, power guard, slinger aim, counter claw and other things.

This mod is still in development (and my first mod). If I figure new stuff out, this will be an ongoing project.



Moveset (behavior) Changes:

  • Lance Charge CAN NOT bounce on walls/obstacles. No more 5 second stagger animation.
    


  • Guard Up activates immediately after entering power guard (you can now leave the shield gem at home if you want to)
    
  • Pressing L puts you in slinger aim, skipping the Guard Shot stance (only from unsheathed neutral/after evading, climbing etc.)
    
  • Windup time for the different charge speed levels is halved (like in Enraged Assaulter)

  • Replaced the normal counter with COUNTER THRUST (only a single hit opposed to the triple hit of Enraged Assaulter). Added the ability to immediatly go into another counter, like with normal counters (.lmt edit). RETIRED. ONLY IN 0.1

    
  • Fast Dash attack after 3 pokes (like in Enraged Assaulter).
    
  • Very fast dash attack after leaping thrust (you have the momentum :D, .lmt edit)
    
  • Guard Point on the end lag landing animation of the Clutch Claw attack. Makes your counter claw safer against fast monsters ( .lmt edit)



Motion Values Changes (/col/ and wp06_param):

The elemental values are mostly the same as in Strings Lance Rebalance mod.


Mid and High Thrust now deal the same damage (Why has this ever been different? Use the move that reaches your target)

Mid  Thrust 1: 20 -> 25
Mid  Thrust 2: 20 -> 25
High Thrust 1: 23 ->25
High Thrust 2: 23 ->25

Mid/High Thrust 3: 27-> 31
GuardThrust:          20->25

WideSweep(all): 20->30. Deals 20 Stun and 5 Exhaust. Blunt Damage (yeah you're smacking with your tree trunk of a lance. That should hurt)

Jumping Advancing Thrust: 30->40

Counter Thrust: 40->60
(THIS IS IMPORTANT as its your main damage boost)

Leaping Thrust: 9->14
Effective increase from 27 to 42. This move leaves you open ( you cannot counter) and consumes 3 sharpness, so higher damage is warranted (still less than 2 pokes). Elemental and Status multiplier increased to 0.6 per tick (again a bit less than 2 hits).

Shield Attack: 14->30. Stun 27->50, Exhaust 27->40.   hey maybe I will now use it

Counter Claw: 16->40, Stun 30->50, Exhaust 33 -> 40
Counter Claw is a risky move, as such it should be rewarded, while standing still and countering on the ground is so much safer.



(wp06_param)
DashAttack Speed Damage Multiplier: Lvl 1: same
                                                                  Lvl 2: 1.05 -> 1.2
 Lvl 3: 1.1 -> 1.5

The Dash attacks are a unique selling point for the lance. They should feel powerful. As you still need an opening for them and can't easily spam them, upping there motion values feels right.

Dash Attack: 11->12
(Significant change together with the damage multipliers)
The Dash attack can now deal serious damage when reaching maximum charge speed.

Dash Attack Midair: 25->30

Finishing Thrust: 50->60

Finishing Twin Thrust: 25/30 -> 30/65
(remember the high damage multiplier)

Reverse Attack: 50->60. Now deals stun 40 and exhaust 20. Blunt Damage.


Feedback IS HIGHLY appreciated. I want to make this mod (kind of) balanced (and I have the feeling that I overdid it on the charge damage values).
So if you have suggestions, new ideas, criticism etc. leave them here.

HOW TO INSTALL: Just drop the nativePC folder in your .exe folder. Delete it to uninstall.
Ideally backup your save (although I never had any problems)

MULTIPLAYER: I tested this mod with a friend of mine, and we did not have problems. Nonetheless there is no guarantee that it won't crash.
Don't use this with players you don't know ('randoms')!



What I want to change in the future:
  • Better turn angle of lance charge (better map traversal)
  • Go into slinger aim out of any attack (no more guard shot stance)
  • Better input buffering for going into counter claw/power guard (from counter stance)