About this mod
Gameplay overhaul taking inspiration from the worlds of One Piece and Outward. Increases overall difficulty while adding new gameplay features and mechanics.
- Requirements
- Permissions and credits
- Changelogs
Mod List - AE 1.6.640.0
Features
Most features can be managed via the included MCM menu.
Attributes
-A new system including 10 new attribute classes to further customize your character - opening up new gameplay/perk avenues. Npcs receive random attributes based on race. Accessed via the Misc item menu.
Stat increases are now randomized. Attributes increase chance and possible stat increase amount.
Health:
-Endurance/2
-Strength/2
-Agility/2
Stamina:
-Endurance
-Strength
-Agility
Magicka:
-Intelligence
-Wisdom
-Spirit
)-Academic Magick: Learning from a spell book requires points in your Wisdom attribute; higher grade spells require more wisdom.
)-Scarce Magicka: No natural magicka regen. Spell costs and damage adjusted to compensate.
)-Weighted Weaponry: Weapons are less effective if you lack the appropriate points in your Strength attribute to handle the item's weight.
)-Alchemical Toxicity: Consuming ingredients or potions gradually builds up toxins in your bloodstream, causing debilitating effects that increase in intensity. toxicity naturally reduce over time or by resting.
)-Extra Functionality - Haki: The Spirit attribute improves the effectiveness of Armament Haki from Haki
Class: Bushi
-A new perk tree with over 20 perks focused on melee/ranged combat and stamina management. Accessed via the Misc item menu.
Stamina and Weapon Overhaul
-Stamina plays a bigger role in melee damage, blocking and attack speed - the lower the stamina, the less effective the weapon along with a chance to be staggered/knocked back.
-New damage type: Breach - deals additional damage based on weapon mastery, quality, weapon type, weight and stamina.
-Receiving Breach damage has a chance of causing Wound - reducing maximum health until healed via restoration magic or bandages.
-Weapon mastery improves breach/wound damage, wound chance, technique efficiency/power, weapon speed
-Includes 11 new spears. 7 new rifles. 5 new ammo types. Constructible at a blacksmith's forge with the appropriate smithing level
Tempering
-Npcs now have a chance of having tempered weapons and armor based off of inherent 'Danger Levels' and attributes; You have a higher chance of finding enhanced arms on skilled, melee-focused enemies/mythic enemies/bosses etc.
NPC Scaling
-Refactored and randomized health/stamina based on race via the use of a new maximum stat system.
-Hundreds of new stat/perk/trait combinations for each npc - fight a master swordsman that specializes in speed and critical chance, a wolf that specializes in endurance and wound damage, a draugr that engages in a mild amount of tomfoolery, etc.
-Enemies with a higher level than the player have a higher chance of inflicting wounds - up to 35%. 7% per level
Compatibility:
-Most likely overlaps with some combat mods, idk
-Mods that give free/infinite stamina will probably unbalance the combat a bit
-Included attack speed changes might look strange with different animation/combat overhaul mods; testing conducted with MCO (Mofu, Nordic Animations) mods
-If using a race that starts with more/less than 100 health, manually edit OriSavedHealthGlobal