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Terotrous

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Terotrous

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About this mod

A complete overhaul mod for Nexomon Extinction that rebalances movesets, base stats, move properties, the type chart, and more to create a more varied and balanced experience.

Permissions and credits
Nexomon Extinction is a game that has a lot to like, it's a Pokemon-esque game with great visuals, a ton of monsters, an interesting story, a reasonable level of difficulty, and built-in randomizer.  However, its gameplay is extremely basic.  All Nexomon learn moves of only their own type and the normal type, and almost all non-damaging moves are effectively worthless, making basically every Nexomon of the same type play the same and reducing the strategy to just "spam your strongest move over and over".  Tons of suggestions about how to improve the gameplay were made on the game's discord, but ultimately none of them were ever implemented.  Until now.

Nexomon Extinction Revived is a mod that completely overhauls the gameplay of Nexomon Extinction.  The movesets of every Nexomon have been rebuilt from the ground up, so that all Nexomon now learn moves of two or three types, which might or might not include the normal type.  Non-damaging moves have been reworked to be much more effective to use, and weaker damaging moves generally have better effects that sometimes make them worth holding on to.  The stats of the various nexomon have been rebalance so no Nexomon are unusably bad due to their stats.  The type chart has been rebalanced so Normal isn't by far the worst type.  The AI of the game has been overhauled so enemy tamers now make smarter choices.  There's also a ton of other small changes that will be detailed below.  Of course, the things the game does well, like the story and randomizer remain totally intact.


Installation Instructions:

This is a Bepinex mod which is only for the PC version of Nexomon Extinction.

1. Download the mod via the "Manual" link in the top right of the page.

2. Download BepinEx_UnityIL2CPP version #577 from here, selecting x86 or x64 as appropriate:
https://builds.bepinex.dev/projects/bepinex_be
(It must be exactly this version, Nexomon Extinction is not compatible with newer versions of Bepinex)

3. Open Nexomon's folder by right clicking the game in steam and selecting Manage->Browse Installed Files.  Copy the Bepinex Zip folder here and unzip it.

4. Unzip ExtinctionRevived.zip to the "plugins" subfolder inside the BepinEx folder.  Should this subfolder not exist, create it.  You can delete the zip file afterwards.

5. Run the game through Steam.  The first time will take a while because it has to set up some libraries, but successive runs will be fast.  If the mod is working, you'll see "REVIVED" on the title screen, like in the first screenshot.  If you don't see this, you probably either downloaded the wrong version of Bepinex (make sure you have IL2CPP and not mono) or put the files in the wrong folder.



Partial Changelog:

A ton has changed.  Despite the scope of these changes, it's my intention for them to fit the spirit of the game, so if you didn't know something had been changed you hopefully wouldn't be able to tell, so feel free to skip over this list unless you're very curious.

- All Nexomon movesets are completely redone.  Nexomon now learn moves that generally fit what you'd expect them to be able to do, for example, Noki, a snowbird-like creature, now learns Water and Wind attacks (and more specifically focuses mainly on water attacks that can freeze).  Kolphur, a flaming rock creature, now learns Fire and Mineral attacks.  Additionally, movesets have been reworked so that you learn weaker attacks first and stronger attacks later, which prevents some Nexomon that gain powerful attacks early from being overly dominant in the early game.

- The properties of almost all moves have also been changed.  The changes are far too extensive to list completely here, but many moves have their power, speed, cost, or effects tweaked or changed.  Non-damaging moves are massively reworked to be much better in general.  Some last longer or have a stronger effect, some are more likely to succeed, while others may even persist across switchouts or have totally new effects.  The 150 base power moves, which were the only moves that mattered in the base game, now have only 130 power, so whether a Nexomon gets these moves or not is no longer the sole determining factor of their viability.

- Nexomon stats have also been rebalanced.  Some Nexomon were inordinately weak in their final forms, and not even just those you might expect to be weak like the "commons", in fact many "Mega Rares" had inordinately poor stats and this has been corrected.  Single-stage Nexomon sometimes had only the stats equivalent to second-stage mons and they have also been buffed to have final-stage appropriate stats.  The lesser dragons, which are a special group of Nexomon, have slightly better stats than average, but they also evolve late.  Legendaries also retain a statistical advantage over normal mons, but it's not insurmountable.

- Moga, who is a joke Nexomon in the base game, now has a unique new move, Mogamoga?, which is basically Metronome from Pokemon, it uses another randomly chosen move when selected.  This is its only move, even in randomizer.  You can also find Moga in the starting cave (assuming encounters are not randomized), so your Moga-only runs can start right from the beginning.

- Singletti and Singlette, who are also kind of unique (they evolve into the same Nexomon, Couplette) now have distinct movesets, so a Couplette that was originally Singletti is now different from one that was originally Couplette.  Note that due to the way the move relearner works, you can't get the moves from your previous form back if you overwrite them, so be careful.  There are no other Nexomon in the game that learn different moves in their pre-evolution compared to their final form.

- The type chart has been changed, see the attached file showing the new chart.  One major thing to note is that Normal, which was by far the worst type in the base game, now hits Psychic for super effective damage rather than the other way around, and also resists Psychic.  Psychic is, overall, a very good type, but the weakness to Normal hurts a lot, and conversely Ghost, which is the only type to hit Normal for super effective damage, is a slightly bad type but being the only type to hit Normal is a significant plus.  There are some slight imbalances (deliberately), for example Electric has quite good overall coverage, but this makes Grass and Mineral better offensive types, and Electric's strength against Wind types is somewhat mitigated by Wind Barrier, which now also defends against Electric, so the overall balance should still generally feel pretty good.

- Damage multipliers have been changed in many ways.  For example, hitting for Super Effective damage now does 1.5x damage instead of 1.25x, so hitting weaknesses matters a lot more.  Critical hits similarly now do 1.6x damage instead of 1.3x, so critical rate is now more relevant.  Many buffs also provide larger boosts to damage than they did originally, to make them feel more worthwhile to use.  Overall damage is slightly reduced (to 0.9x compared to base) to avoid making Nexomon feel significantly more fragile.  Healing moves are also generally better, so defensive Nexomon are also more viable.

- The effect of some of the status effects has been slightly tweaked.  Burn now also reduces your attack (it actually did this in base, but it now has a stronger effect).  Poison slightly reduces your defense.  Paralyze now makes you really slow.  Frail now makes you take more damage from all elements (instead of just normal).  Sick now also prevents turn end healing, like from Recover.

- Sleep and Freeze, which are both really powerful, now have a new mechanic where if you attempt Sleep or Freeze against someone and fail, they're way less likely to be hit by it for a couple turns, to discourage spamming these moves until they hit, which is otherwise a strong strategy.  You also receive this resistance when these statuses wear off.

- Enemies that are considered bosses are extra resistant to status effects.  Status effects wear off much quicker against them, and they get this status resilience for a few turns after being hit by any primary or secondary status.  Despite this, Status Effects are still really good against them, just not brokenly so as they are in the base game.

- You can no longer inflict a Primary status effect (Poison, Sleep, Freeze, Paralyze, Burn, or Demotivate) against an opponent who already has any of these effects.  It's already the case that in the base game, you can only ever have one of these effects at a time, but previously this would simply overwrite those statuses with the new one.  The one exception to this is the self-burn which is inflicted by Blazing Mineral, which CAN overwrite your status condition, so using Blazing Mineral to heal from something like Paralyze is a valid strategy.  You also can't reapply any status (primary or otherwise) that the target already has to increase the duration.

- When inflicting what the game calls a "background effect" (such as the elemental attack drop from X-Slash), a message will be displayed.  Previously, it was impossible to know if such effects had been applied.  There's still no notification when such effects wear off, you'll just have to pay attention to that.

- The button pressing mini-game that is played when throwing a trap now gives you bonus catch chance based on how much time is left when you complete it.  You also now lose time for incorrect button presses to prevent mashing, which is by far the optimal strategy in the base game.

- The enemy AI has been very significantly improved.  This was effectively required given all the changes to the battle system, as their old, very simplistic AI was simply not up to the task.  They now no longer do dumb things like heal when they have full health or attempt status conditions that can't possibly hit, and make smarter switches and take advantage of type matchups better.

- There is now a Speed Core.  The game actually mentions cores that increase your Speed in dialogue and code exists in the game to handle them, but they didn't exist in the base game, so the Greed Core (which previously increased the money earned by a small amount) is now the Agility Core.  It no longer increases your money, but it was basically a worthless core anyway which no one ever used and money is fairly abundant in the late game anyway.

- Speaking of cores, the cost and effect of some cores has been slightly altered.  The cost and effect of some core types has been slightly altered, generally to make them more viable.  Stamina cores in particular are now quite a bit better as Stamina is kind of a dump stat and you need a lot of it for the difference to feel noticeable.  The shards needed to make cores have been balanced a bit so Fire and Water are no longer by far the best shards.

- Some tamers have been moved to make them unavoidable.  This is essentially for the sake of the game's pacing, as certain stretches of the game have very few mandatory battles.

- Tamers seeking a rematch will also now challenge you once you step into their vision range, rather than you being forced to talk to them to initiate the rematch.  This is probably one of the most controversial changes, but I feel it fits the general lore of the game better.  The game is intended to be a mostly lawless wasteland where might makes right and unscrupulous people exploit Nexomon for personal gain, so I think it makes sense for them to be more aggressive.

- The difficulty of some tamers in the late game is slightly increased.  This is by no means a "kaizo" mod, this is predominantly done to balance out the game's difficulty curve.  You start facing powerful bosses by the midgame (at which time your team might not even be fully evolved), so a random forced fight against someone with only 4 mons and no cores in the late game is never going to present a relevant challenge.  The last handful of fights now feels like a proper end to the game rather than a victory lap.

- Followers (the little cosmetic friends you can select to follow you around on the overworld) now run when you run, so they don't fall way behind.

- Plus tons of other bugfixes and minor tweaks.  A random example is that sometimes temporary enemy statuses would not be cleared properly on switch out, this is now fixed.  I attempted to fix every bug I found in the game, but I'm sure there's still some left.


FAQ:

Is it compatible with saves from the base game?
Yes, but your movesets won't auto-update.  You can visit the move relearner to fix your movesets.  That said, I would generally recommend playing this on a fresh save.  It's totally fine to have unlocked randomizer in base and then start a randomized playthrough using the mod, though.

Can you unlock achievements when playing the mod?
Yes.

Can you unlock randomizer by beating story mode with the mod?
Yes.

Is it compatible with the Abyssals update?
Yes.  The abyssals content is also updated.

Does it work with the built-in randomizer?
Yes.  Even things like "randomize moves but retain types" works with the updated types.

Why do I see English text in some places despite using a different language?
The mod is currently only localized in English and German.  If you are playing on a different version, for any moves with completely new descriptions you'll see English.  If you're interested in translating this mod to another language, contact me.

Does it work with the Mac / Linux version?
It should, but these versions are untested.  Make sure to use the Unix version of Bepinex version 577 if using these platforms.

Is there any way to play it on Switch / Mobile / any other console?
Not as far as I'm aware, but I don't know much about modding for these platforms.  If any of these platforms support Bepinex it might work.

Will you make a similar update for Nexomon 1?
Maybe at some point.


Credits:

Terotrous - Coding
Nienna - German Translation, Beta Testing
Tulip - Beta Testing