Pax focuses on homogenizing all weapon classes across all tiers so that when fully upgraded they all do exactly the same damage (Arming Sword becomes equally as powerful as Leviathan). Though Resalted also overhauls all weapons and revises dmg output and scaling, it keeps weapons on their own tiers (Arming Sword will always be inferior to Leviathan).
Pax also reduces weapon weights massively. So much so an Obsidian Pillar weighs practically as little as an Iron Pot (8 and 6, respectively)! That just makes zero thematic sense and betrays the weapon's visual representation. Pax seemed fixated on making the player fast-roll no matter what. Resalted keeps heavy stuff, well, HEAVY.
Pax also rebalances armor, especially weights (again, massively reduced). Resalted completely overhauls the armor system so that heavy armor is actually worth it over just fast-rolling naked, and makes Fashion Salts™ possible with minimal effort (most of the armor values + special attribute is on the main/chest piece, allowing you to mish-mash all other pieces much more freely without drawback). Light armor is also similarly far more rewarding. Pax also gives armors an upgrade factor of 0, making upgrading pointless. Resalted keeps upgrades in (fully upgraded equipment doubles their base values).
Pax also rebalances shields, but mostly in terms of (you guessed it) massive weight reduction. Resalted overhauls shield stats completely, making them far more rewarding/fun to use. One thing both mods have in common: shields come with 100% physical resistance (though in Resalted stagger reduction plays a more significant role, which pairs up with heavy armor balance/poise stat).
Though Pax does make a few QOL improvements, Reaslted goes a bit further by revising some key bosses and monsters (mostly HP nerfs/buffs where applicable), removing odd weapon/shield drops (encouraging transmuting instead), making droppable upgrade/trans materials more available (especially Amber Idols and late tier VII stuff), etc. The rest is in the description.
And with the latest update, Resalted overhauls sanctuary NPC wares, so that creeds feel a bit more unique/distinct and leveling them up is more rewarding (as merchants now sell upgrade/trans materials). Additionally, Nomad and Alde Griggs also got upgrade materials reviewed!
Overall, Resalted is more concerned with the overarching game experience rather than just doing a balance pass to player weapons and armor.
*** PS: Pax also revised magic (costs), but this was very minimal. Resalted also made spells/incantations cheaper to cast whilst nerfing a couple (namely Static Geist) and swapping around some tiers for better progression overall (so weaker spells are accessible sooner rather than later). Same principle applies to prayers. The new sanctuary NPC leveling up also reflect these changes.
Fantastic breakdown, succinct and to the point! I started playing the Pax mod a while back too and got the same impressions. "Make all weapons the same". Plus it doesn't balance anything else. You went a few extra miles by reviewing mobs and bosses and drops which I really appreciate. Shields and armors are also leagues better. Even tiny changes like cheaper Lightvessels. And the new devotion system with upgrade/trans materials is a welcome addition. Creeds feel infinitely more rewarding now. Also props for Alde Grigs!
Absolutely phenomenal. Had my doubts at first with some of the design choices, but they were thankfully put to rest soon enough! (Still do have some minor gripes, but that's mostly with the game itself than your mod.)
Can't wait to see what future changes you bring to the table. :)
Spent past few days playing the game again! It's like night and day, LOL (the shitty item balance ruined it for me the first time through a year back).
So gotta say AWESOME, your mod totally revitalized the experience for me!
Well, there you have it: the mod I didn't even know I wanted, ha ha :P You fixed every weapon and armor and so much more! Having a freaking blast now!!
Just wanted to drop my 2 cents: been playing over the past couple weeks a few runs and it's absolutely phenomenal and massive improvement upon vanilla!
Though admittedly disappointed it always falls unto modders to FIX what devs won't/don't *SMH
Sorry if this is a stupid question, but does this mod effect the bloated monstrosity dropping the amber idol ? i know its RNG but damn I've been at this for a bit
Absolutely. And it's one of the earliest ways to get Idols. If your drop rate is 40, it's a 13% chance. If 80, then it's a 22% chance. Kismet Stone helps.
I know this is probably going to be a "no" but I wish to ask: is this mod compatible with the balanced loot and mob/bosses randomizer added to the game in version 1.0.2.0?
This mod is compatible with any mode in the game, randomizer or not. In fact, Resalted is best played in Enhanced mode. Resalted will carry over all the weapon/armor/shield (as well as prayer/magic costs) changes, all monster stat/loot changes, all merchant/NPC changes. Enhanced is just gravy.
Wow amazing mod! You fixed every problems in Salt & Sanctuary. This Resalted is better than Salt & Sacrifice! i endorsed for that. Quick question, how about modding Salt & Sacrifice like that?
I had Sacrifice partially modded, experimented with it quite a bit. But we are limited by unfinished modding tools. I'd definitely consider modding it fully if tools become available in the future (I have the "Resacrificed" mod on a spreadsheet already). Check out the main Description page, I mention the issue there.
Wanted to play S&S again after testing out the (heavily disappointing) sequel. For a moment i thought this mod was outdated, but nah, it's cooked to perfection. Kudos for that :y
I don't believe there's any tools to modify max character level.
As for the skill tree, don't know what you want to modify exactly, but basic things should be found in skilltree.zs within ...\Salt and Sanctuary\skilltree\data
You'll need the S&S Unpacker for that: here (some instructions here).
And any basic text editor, though Notepadd++ is highly recommended.
Then it's just a matter of unpacking the above file, modifying available/desired values via text editor, and repacking again.
I never messed with the skill tree myself, however, so I can't give any more specific pointers. But the same principle applies for modifying everything else (which is how I did dialog.zdx, loot.zlx and monsters.zox).
Hi @Illamasqua, i played S&S years ago, when the last version was 1.0.0.8. Since i saw there were some important updates in the last few months, i want to do another run, but this time using your mods. I have a few questions:
- your mod is compatible with the last update (1.0.2.1) ? - what happens if i play with your mod and with Enhanced mode on? I saw in Enhanced mode there are a lot of chenges of bosses, armor, weapons etc , do they conflict with your mod? Or your mod overwrites the changes
Just FYI, Enhanced is still practically the same imbalanced mess as vanilla (since most weapon/armor/shield changes are very general and mostly behavioral, which doesn't conflict with Resalted). The best things about Enhanced come in the form of dozens of QoL tweaks (including nerfs to OP consumables), which fit perfectly with Resalted's vision!
Devs made a mistake by making Enhanced a separate mode, however. Enhanced is basically what vanilla wanted to be.
All of which is a long way of saying: Resalted Enhanced is the way to go (LOL)!
Glad to hear! Because there shouldn't be any problems so long as you're playing on the latest version of the game and no other mods (or previously modded save files) that may cause any conflict.
Does this mod change NG+ as well and in what ways? NG was good and well balanced with the mod but NG+ feels like the enemies recieved a bit too much of a boost in terms of health and damage. I could be under-leveled for NG+ for all I know.
Other than the fact base game bosses (and regular enemies) have had stats reworked somewhat. Consequently, they should be more balanced/fun in NG+ too. This "boost" you speak of is handled by the game engine as a multiplier, not by me.
But I have gone all the way to NG+7 and it was fine. It just gets boring and the game loses its charm after a point. Still worth at least one NG+ run!
Alright, I may just be under-leveled then or misremembering vanilla NG+ mobs. The bosses feel better than vanilla NG+ so far. The mod has been fun overall though and I do want to try another build on NG after this current playthrough.
They made some engine changes (XNA to MonoGame) so we'd have to see! Might take a while. Not even sure if the unofficial unpacker even works now! Gotta take a look.
Edit: Game seems to run just fine with both Enhanced and Randomizer on. So as far as I've seen, no update is necessary.
593 comments
v2.0 update incoming
~ Complete enemy overhaul (stats, resistances, and loot)
~ Armor overhaul (armor/poise redistribution across entire armor set)
~ Weapon overhaul (notably Greatswords, and Swords/Axes/Hammers/Pikes)
~ Twinmetal Ring + NPC wares overhaul + other tweaks
When? When ready™
09/27/22 Update
"Why is it taking so long?"
Cuz I'm overhauling my overhaul.
10/31/22 Update
"Is Resalted compatible with S&S v1.0.0.9?"
Yes.
11/16/22 Update
Resalted 2.0 is finally out
--> Fancy New Spreadsheet For Reference Here <--
NEW SEXY SPREADSHEET
Happy browsing ;P
Pax focuses on homogenizing all weapon classes across all tiers so that when fully upgraded they all do exactly the same damage (Arming Sword becomes equally as powerful as Leviathan). Though Resalted also overhauls all weapons and revises dmg output and scaling, it keeps weapons on their own tiers (Arming Sword will always be inferior to Leviathan).
Pax also reduces weapon weights massively. So much so an Obsidian Pillar weighs practically as little as an Iron Pot (8 and 6, respectively)! That just makes zero thematic sense and betrays the weapon's visual representation. Pax seemed fixated on making the player fast-roll no matter what. Resalted keeps heavy stuff, well, HEAVY.
Pax also rebalances armor, especially weights (again, massively reduced). Resalted completely overhauls the armor system so that heavy armor is actually worth it over just fast-rolling naked, and makes Fashion Salts™ possible with minimal effort (most of the armor values + special attribute is on the main/chest piece, allowing you to mish-mash all other pieces much more freely without drawback). Light armor is also similarly far more rewarding. Pax also gives armors an upgrade factor of 0, making upgrading pointless. Resalted keeps upgrades in (fully upgraded equipment doubles their base values).
Pax also rebalances shields, but mostly in terms of (you guessed it) massive weight reduction. Resalted overhauls shield stats completely, making them far more rewarding/fun to use. One thing both mods have in common: shields come with 100% physical resistance (though in Resalted stagger reduction plays a more significant role, which pairs up with heavy armor balance/poise stat).
Though Pax does make a few QOL improvements, Reaslted goes a bit further by revising some key bosses and monsters (mostly HP nerfs/buffs where applicable), removing odd weapon/shield drops (encouraging transmuting instead), making droppable upgrade/trans materials more available (especially Amber Idols and late tier VII stuff), etc. The rest is in the description.
And with the latest update, Resalted overhauls sanctuary NPC wares, so that creeds feel a bit more unique/distinct and leveling them up is more rewarding (as merchants now sell upgrade/trans materials). Additionally, Nomad and Alde Griggs also got upgrade materials reviewed!
Overall, Resalted is more concerned with the overarching game experience rather than just doing a balance pass to player weapons and armor.
***
PS: Pax also revised magic (costs), but this was very minimal. Resalted also made spells/incantations cheaper to cast whilst nerfing a couple (namely Static Geist) and swapping around some tiers for better progression overall (so weaker spells are accessible sooner rather than later). Same principle applies to prayers. The new sanctuary NPC leveling up also reflect these changes.
Can't wait to see what future changes you bring to the table. :)
So gotta say AWESOME, your mod totally revitalized the experience for me!
You fixed every weapon and armor and so much more!
Having a freaking blast now!!
Though admittedly disappointed it always falls unto modders to FIX what devs won't/don't *SMH
If you have any other questions, best ask via Resalted's Discord.
So randomize to your heart's content.
I had Sacrifice partially modded, experimented with it quite a bit. But we are limited by unfinished modding tools. I'd definitely consider modding it fully if tools become available in the future (I have the "Resacrificed" mod on a spreadsheet already). Check out the main Description page, I mention the issue there.
As for the skill tree, don't know what you want to modify exactly, but basic things should be found in skilltree.zs within ...\Salt and Sanctuary\skilltree\data
You'll need the S&S Unpacker for that: here (some instructions here).
And any basic text editor, though Notepadd++ is highly recommended.
Then it's just a matter of unpacking the above file, modifying available/desired values via text editor, and repacking again.
I never messed with the skill tree myself, however, so I can't give any more specific pointers. But the same principle applies for modifying everything else (which is how I did dialog.zdx, loot.zlx and monsters.zox).
If you have any other questions, best ask via Resalted's Discord.
i played S&S years ago, when the last version was 1.0.0.8.
Since i saw there were some important updates in the last few months, i want to do another run, but this time using your mods. I have a few questions:
- your mod is compatible with the last update (1.0.2.1) ?
- what happens if i play with your mod and with Enhanced mode on? I saw in Enhanced mode there are a lot of chenges of bosses, armor, weapons etc , do they conflict with your mod? Or your mod overwrites the changes
Thanks for the attention
I don't check here as often since I'm getting most questions via Resalted's Discord.
In any case, no issues with Patch 1.0.2.1 (Aug 16, 2024) and no issues with Enhanced (in fact, it's even encouraged)!
mod
Devs made a mistake by making Enhanced a separate mode, however. Enhanced is basically what vanilla wanted to be.
All of which is a long way of saying: Resalted Enhanced is the way to go (LOL)!
Mods cause the game to crash when handing quests to leaders
My problem has been fixed
NG was good and well balanced with the mod but NG+ feels like the enemies recieved a bit too much of a boost in terms of health and damage.
I could be under-leveled for NG+ for all I know.
Other than the fact base game bosses (and regular enemies) have had stats reworked somewhat. Consequently, they should be more balanced/fun in NG+ too. This "boost" you speak of is handled by the game engine as a multiplier, not by me.
But I have gone all the way to NG+7 and it was fine. It just gets boring and the game loses its charm after a point. Still worth at least one NG+ run!
The mod has been fun overall though and I do want to try another build on NG after this current playthrough.
Edit: Game seems to run just fine with both Enhanced and Randomizer on. So as far as I've seen, no update is necessary.