About this mod
The goal of this mod is to reduce tedium and increase fun while preserving challenge and multiplayer experience intact.
- Permissions and credits
Once upon a time, I had a half-baked unpublished "Resalted" version of this mod. Project was shelfed due to considerable frustrations with the game and (lack of) modding tools to address that.
After many official patches (despite questionable design choices) the game is arguably in a better place now (Patch 2.0.0.1).
Now that the dust has settled, figured I'd be a good time to put this mod out as WIP.
Salt & Sacrifice Resalted "Lite" Changelog
Installation instructions in Readme inside zip file.
Fixes
- Umbral Vest requiring Void Heart instead of Creeping Claw
- Hulking Shadow dropping 2 Sunken Eye when 1 should be Creeping Claw
Reported these way back when and they still haven't gotten fixed.
Runic Arts
- Mind Blast cooldown 0 > 1 *already official
- Inphyrean Barbs cooldown 5 > 3
Devs already nerfed Mind Blast's cooldown in Patch 1.0.0.8. And Inphyrean Barbs is just pretty bad for what it is and does (plenty of better Runic Arts out there for their cost, coverage and speed).
Mage Weapons
- Blood-brain Halberd gained Mind Nova
This was the only Mage weapon without Runic Art, dev oversight or not.
Enemies
- Burnt enemies HP 50 > 30
- Undead Cleric attack value 18 > 12
- Temple Highblade attack value 18 > 12 *already official
- Ashen Congregant atack value 15 > 10 *already official
This applies to all 7 Burnt enemies (one per region) for the simple fact they can be a bit obnoxious to deal with. For comparison, all their counterparts are 20-25 HP (with only Fernbug being 30 HP). As for Undead Cleric, it's a similar nerf to that of Temple Highblade and Ashen Congregant, which devs already nerfed like so in Patch 2.0.0.1 (in addition to nerfing Ashen Congregant's poise attack from 20 to 12; for comparison: Undead Cleric has a poise attack of 12 as well).
Harvestables
- Valley Herb, Irona Ore, Haze Spiral and Wispleaf no longer dropped by enemies
- Valley Herb and Irona Ore no longer dropped by supply bags or hazeburnt piles
- Firebomb and Poison Bomb no longer dropped by supply bags
- Silver drop from supply bags and hazeburnt piles 1-5 > 1-15
This only applies to normal monster drops (as listed in the Bestiary). Valley Herb, Irona Ore, Haze Spiral and Wispleaf have a hidden hardcoded drop, unfortunately, which applies to all enemies (including bosses and even supply bags and hazeburnt piles) and is tied to player's current inventory stockpile when below a certain threshold (so there'll always be a fixed drop chance of 1 Valley Herb, etc. per monster). This is the dumbest design choice in the whole game as it increases tedium and visual clutter/bloat/distraction, and makes harvesting even more redundant/meaningless than it already is.
Ore Mining
- Moltea Ore deposit drop qty/rate: 1/10 Moltea and 2/10 Unstable > 4/20 each
- Boug, Steel-glass and Lumas deposit qty/rate: 2/10 > 4/20 each
- Upgrade material (Magestone) drop rate for all Ore deposits 5 > 10
- Steel-glass deposits now has a 10 drop rate to drop 1 Voidepyr
All Ore deposits have a guaranteed (100%) drop of 1, after which they have additional percentage-based drops (which is what the above changes address). For whatever reason, devs decided to put Moltea and Unstable together (hence their 10 drop rate each, instead of 20 like the rest). And for whatever other reason, devs didn't create a dedicated Dismin Ore deposit, so they gave Dismin to Boug and Lumas. Meanwhile, Voidepyr was the only upgrade material that couldn't be mined from any Ore deposit.
The only Ore deposit left unchanged was Irona (Ashpyr with 5 drop rate) as Asphyr is also dropped from supply bags and haze piles with a 10 drop rate each (which, unlike Ore deposits, actually scales with level so you can get Duos/Trios/Clusters). Unfortunately, this too is hardcoded.
Ore Decoctions
- Decoctions base quantity 3 > 5 (upgrades to 7)
The most useless items in the game. This is merely a poor workaround until devs (or modding tools) can fix dmg and scaling values (Phlogiston and Frostvein in particularly, being DOTs, are worse than Firebombs in dmg, quantity, duration and obtainability). Gunrot is at least comparable to Poison Bomb, but harder to obtain and limited in quantity.
Throwables
- Deep Pods dmg 10 > 15 (+50%), Conviction scaling 0.503 > 1.006 (+100%) {E > D}
- Flasks of Judgment dmg 16 > 24 (+50%), Conviction scaling 1.225 > 2.45 (+100%) {D > C}
- Luminous Spheres dmg 20 > 30 (+50%), Conviction scaling 0.906 > 1.812 (+100%) {E > D}
- Spore Pods dmg 10 > 15 (+50%)
- Mechanum Bombs dmg 10 > 15 (+50%)
Why do these even exist when Mechanum Bombs puts them all to shame? (It hits both on impact and AOE, on top of having an S in Strength scaling). Spore Pods are at least half-decent at inflicting DOT. But the other 3? Absolutely useless compared to Throwing Daggers & Axes. Slow, pitiful DPS and sh♡t scaling.
(Jun 28) Update: Dmg buff increased further from +20% to +50% and included Mechanum Bombs now. Yes, Mechanum was already a bit too good, but it's fine, I rather have uniform buffs across the board than leave any behind. Besides, the 3 Conviction ones should be slightly more appealing now.
Enemy Drops (Cleanup)
- Enemies no longer drop upgrade materials (Ashpyr, etc.), only Mages & minions
- Enemies no longer drop Moltea, Steel-glass, Boug and Lumas Ore (10 instances)
- Enemies no longer drop weapons: Skallin Vanguard, Brutish Blade, Forager's Stave and Channeling Rod
- Bloated Corpse no longer drops Salt Splinter
- Verdant Guard no longer drops Guiltless Shard
- Undead Knight no longer drops Small Bag of Silver
- Enemies no longer drop Bloodberry (9 instances)
These only added unnecessary clutter/bloat/distraction. Drops should be limited to Mage hunts for crafting and upgrade materials (controversial?). Useless, low-tier weapons have no purpose (besides being "collectibles"). Game is already bloated as-is with weapons and armor sets nobody will ever use.
Enemy Drops (Placeholder)
- Rootspoken Knight: Rootspoken Vanguard drop rate 10 > 40
- Rust Knight: Hallowed Greatsword + armor set drop rate 10 > 20
- Undead Knight: Zweihander drop rate 1 (yes, 1) > 20
- Verdant Guard: Altarstone Glaive drop rate 1 (yes, 1) > 20
- Tomb Servant: Exalted Greathammer drop rate 2 (yes, 2) > 10
- Eternal Guard: Eternal Greatsword drop rate 2 (yes, 2) > 10
I'm only leaving these in because players may want them. If I had the right tools, I'd remove them entirely and give them to Arnald (same way weapon/armor sets are added to the shop after defeating The Tireless Exalted and The Two That Remain). Absolutely cannot stand when a game doesn't respect the player's time. For now, drop rate is the same as upgrade materials on Mages. Also, Verdant Knight doesn't need Altarstone Glaive as it can be found in Bol Gheran, but whatevs.
(Jun 28) Update: Had to tone these down (they were dropping like crazy at 40 drop rate), especially for Eternal Guard and Tomb Servant, which are too much in the way of Mage hunts and aren't tanky enough, so they are constantly getting killed indirectly and littering the battlefield. Only Rootspoken Knight was left at 40 since there's really just that 1 (just 1) in Bol Gheran that's respawnable.
Token Costs
- Token cost of 5 > 3
- Token cost of 50 > 15
Should require no explanation. There's grinding and there's grinding my gears. Also, multiplayer is sadly pretty dead.
Future Plans (Hopes)
- Remove hardcoded Valley Herb (et al) drops from all enemies/things
- Make Hearthen Flasks (et al) replenishable on-the-go at a rate of 3:1 or 5:1
- Overhaul NPC shops, move weapon/armor sets drops to Arnald after key bosses
- More "hands-on" approach to balance tweaks and QoL improvements