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Keinname7

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A member registered Apr 12, 2022

Recent community posts

Soulash community » Modding · Created a new topic Hybrid Races Mod

This mod adds three new playable races to the game:

Centaurs:  very high movement speed, but gets hungry more quickly. +1 STR, +3 END
Arachna:  fast, stealthy, infravision, and can shoot webs. +3 DEX, +1 WIL.
Naga: slow, stealthy, infravision, can constrict enemies. +3 DEX, +1 other stats.

Download Link:
https://www.dropbox.com/s/7k38ak6sk6ej86z/Hybrid_Races.rar?dl=0

CAUTION: this mod was made for v1.0.0 of this game, so i'm unsure how it will work on newer versions. So back up your files before installation. Also, read the txt file that comes with the mod, as simply shoving it into the mods folder won't be enough, you also need to inject the spritesheet and abilities into the core files.

The racial abilities were made by giving said races custom items that grant them, meant to be equipped in the boots slot at all times. But you can do whatever you want, the abilities might still work if the item is merely in your inventory.

Have fun!

So, this is something i thought was part of the game when i first saw it, but since the 1.0 already came out, i decided to ask here:
do you have any plans for adding a rudimentary system for interacting with NPCs (beyond the usual murder)?

What i mean by this:

Imagine that, instead of every NPC magically knowing you are the dark lord (How do they know that, anyhow? Do we subconsciously radiate an aura of pure evil?) they don't. So, a human character could, at least in the earlygame, safely (barring any thugs or thieves) explore a human settlement, talk to the NPCs (whose slightly repetitive and often unhelpful dialogue tends to get annoying), and even do some very basic quests for them - for which you will often be underpaid, undeappreciated, or just feel like you're wasting your time on  stupid menial task. Sometimes all three of the above, just to drive the point home on how annoying the NPCs are.
You know, typical RPG stuff. It's like deciding to take a week off on the farm, except with human (or non-human) interaction. Until the NPCs, possibly through a stray event, inevitably ruin everything by getting on your nerves or exposing you and you unleash hellfire upon them like they deserve.

Sure, it would be quite a bit of work from a technical standpoint: you need to add a (very) basic quest system, the talk option, more dialogue, and a reputation system that determines how well you will be treated by various groups of people (a human would blend into a human settlement, but a lich would get attacked on sight almost everywhere). And a shopping system, too. A human could exterminate orcs and goblins to gain some reputation among his kin. Of course, once you thoroughly start your genocidial rampage and/or people become aware of who you are, all you reputation will inevitably and irreversibly hit rock bottom.
Although it might be a lot of work for what's basically extra flavor, i think it's quite doable as part of a "big" update, and it would enrichen the shallow massacre with some more depth and flavor - plus, it might be fun to pretend to be a "normal person" in the earlygame and see just how far you can go with that roleplay until you inevitably need to show your true colors.

I would mod such a thing in myself - the possibility of custom campaigns is quite fascinating for me, and i'd like to one day make my own with the setting of "you are stranded in a fantasy world, but the world is full of cruel people and you don't have any plot armor. Have fun!". Basically any Isekai plot ever: the roguelike.
But from what i learned so far, (granted, i'm still new to this), the event system doesn't look like it'd be able to handle this kind of thing - or maybe it could, but "neutral" NPCs aren't a thing in this game from what i gather so far, so it would be tough to do a scenario like "damsel in distress, but she betrays you afterwards" or "buying items in shops" - especially since there isn't any kind of trading system.
Well, this all is probably just a pipe dream, but hey, doesn't hurt to ask, now does it?

P.S.: Have a nice day/evening/night!

Thanks for telling me!
After about an hour of messing with the files, i finally found what was wrong: i had draw_all_glyphs set to "false" in my mod.json file. After setting it to "true", the blue squares disappeared: furthermore i also remembered to make the Armor Breaker and Corrosion abilities do more durability damage, just so they don't become totally worthless. 
The new version of the mod should already be uploaded, so go ahead and see if it works on your end as well ;)

UPDATE:
I managed to do the durability mod myself, check the forums!

As for the damage multiplier one, well, it might be impossible - but reducing enemy HP should be doable, if i modify the script i used for the durability. But for now, i somehow found the damage output less lackluster after boosting the durability of my items - or maybe that's because i switched over to a demon cultist.

Are you tired of items being unreasonably brittle?
Do you still want to keep the durability management aspect of the game intact instead of just removing it alltogether with the infinite durability mod?
Then i have just what you need!

This mod increases (or at least should) the durability of all items 10 times. So a Longsword would go from 60 to 600 durability!

Now, you can actually have some fun with your favorite items without them breaking halfway through the dungeon - but you'll still need to worry about repairing them from time to time!

The mod also comes with instructions on how to modify the values yourself, in case i missed any items or you want to make modded stuff more durable - you could also use it to reduce or otherwise adjust the durability of items to your liking!

Here's the download link, have fun!
https://www.dropbox.com/sh/s00j4ywy3brpe3v/AACibEbySjsnU9EDiKVO3Enwa?dl=0

Hello!

So, i tried to mod these in myself a few weeks ago, but i just couldn't figure out how to get them to work.
Anyways, i - like many other players - quickly got fed up with how hillarously fragile the weapons are. Yes, i know, there's a mod that makes them unbreakable, but i still want to manage my weapon durability - it's just, breaking two brand-new daggers made out of solid metal just to kill a single lowly peasant is ridiculous, and also jarring enough to kinda break my immersion.
In my opinion, an iron shortsword should be durable enough to last me through at least a dozen group battles or most of a dungeon, but as things are right now, it feels like i need a dozen iron shortswords to make it through a single big battle.
What also doesn't help is the fact that everyone seems to be needlessly tanky: having to stab the previously-mentioned lowly peasant thirty times, when five to seven should already be lethal, is just absurd. What are these farmers made out of, wood? I'd be okay with it if my character had 6 or so strenght (he's got 10, not great, sure, but even my average-strength noodly wizard arms should be lethal enough with a sharp metal object in hand to slay an unarmored villager within a reasonable timeframe).
Anyways, speaking of wizards, my warlock has all of his statpoints dumped into INT (as part of a self-imposed "INT only challenge"), yet even with this much and 7 levels, i still can't oneshot random low-level trashmobs with my fireball. It looks mighty and impressive, yet doesn't do nearly enough damage to be satisfying - it feels like i'm attacking with hot air rather than the fiery explosion of doom.


But enough of this overly-long introduction, let's get to the point: can somebody make, or help me make, at least one of these two mods?:

  • Durability x10: make all items ten times as durable. Simple, right? This could be achieved by manually adjusting the durability of every existing equipment - but we also can't forget to empower skills like the Knight's "Armor Break" or whatever it's called - it'd be a shame if they suddenly became useless.
    Perhaps an quicker and more elegant solution would be to add a event/script/mechanic which adds a 90% chance to not consume durability, period. EXCEPT it doesn't trigger on durability-busting abilities, because that would render them useless - this exception might complicate things something fierce.
    If anyone could please tell me where i can find all the item and skill stats and how i could adjust them, i'd happily make the mod myself and probably even upload it to the community.
  •  Damage x3: the mooks in this game are too tanky, period. Is it possible to make a mod that simply triples or doubles ALL damage (after factoring in resistances, so armor doesn't become useless)? That's it, that's all i need to make that fireball more satisfying, and pointy metal sticks do more realistic amounts of damage to unarmored farmers.

Thanks in advance for any and all help!

Hey, thanks for taking the time to reply, i really appreciate it!
In hindsight, i should've replayed the game more thoroughly before posting this, i kinda wanna facepalm for forgetting about willpower affecting stamina.
Also, it's awesome to know that some gods do give powers - guess i didn't get to slay the right ones ...yet. Some of those sound really awesome!
The dagger/knife breakage was actually on my first ever character, which was DEX-based, but i dumped all my points into VIT the first two levels to gain just a little more max HP. I guess 12 or so DEX didn't quite cut it.  I also think the game bugged and removed the bonus stats from my race, so that might've been a factior. It also affected my menagerie of failed (and the one succesfull) mages, but they at least could help themselves with spells.
By the way, is there any way to add a mod with your mod-making tools that adds a "90% chance to not consume durability, UNLESS Armor-Breaker or similar skills are used"? I guess i'll just ask this question on a mod-related forum. Maybe they'll even help me make it myself!

So i tried the game,  managed to get a Feline Poacher and Genie Warlock to decently high level, as well as getting said Warlock's four predecessors killed on the SAME_FRIGGIN_BEAR which decided to show up right next to spawn, and proceeded to chase me all over creation into groups of orcs, adventurers, guards, elves, amazons, villagers and whatnots - all in all a fun time (and by that i mean a bit frustrating, but in a good way. It was hillarous in hindsight!).  And, guess what, i like this one enough to actually bother making an itch.io account just to give you my feedback! Keep in mind it's been a little while since last time i played,  so some of these might've been patched already.
So, good things first:


  •  I love how slaying gods has a very tangible effect on the world.  But could we maybe get to inherit part of their power? Maybe a pop-up screen with epic god-slaying music giving us the choice between consuming their soul for more exp or learning an ability related to the god / gaining statpoints or resistances? Well, it's just a suggestion, not something i particullary care about/
  • There's some fun abilities (infinite undead! FIREBALL!) and races to play as!
  • The worldbuilding has a nice feel to it.  Although i kinda wish i could blend in more with the locals to do trading, quests, and get so fed up by annoying NPCs trying to scam me all the time that i resume my genocidal rampage - but i guess that's not the game's intention, and our character just subconsciously radiates an aura of "i'm the evil god, kill me!".

But sadly, there were some things that were just... jarring, and really brought down the fun in the whole thing:

  • Earlygame villagers were WAAAY too tanky - enemies in general are too tanky in this game (you just don't feel powerful if you can't oneshot a horde of low-level mobs with a fireball...), but it's especially bad early on with the 80-100 HP villagers. Like, seriously: i remember having to defend myself against a random, unremarkble, unarmed, unarmored villager, so i equipped that brand-new iron dagger i found, imagining a relatively short fight where the farmer blocks or dodges a few blows, maybe gives me a pink-eye with his fists, and goes down after i stab him a few times. Instead, it degenerated into an absurd slogfest, with both of us beating on each other until the sun set and night fell. Worst part of all? My brand-new dagger broke before i could even get him down to half HP! And then the brand-new metal knife! And two-and-a-half other weapons as well - for a single villager! And there's loads more of them where they came from!
    Look, i kinda get that you wanted to acellerate the game, and thus made equipment break much faster, but breaking half my inventory to kill one lowly meatbag is just ridiculous! One knife should be enough to slay 10 such mobs, 5 at the very least!
    I read that you increased the durability of earlygame weapons in a recent patch, but personally i don't believe it will be enough unless all weapons (except maybe particullary fragile ones) had their durability increased tenfold. I even wanted to make a mod that does just that (because i didn't want to completely remove the durability system with the infini-durability mod),  but the mod maker kept crashing on me. I read that it's been fixed in recent patches, though.

TL;DR: If i had the time, i'd try modding the game in the following ways (and i kinda hope you make them actual features, maybe an optional "more durability" mode):

  1. Cut the HP of villagers by half. They're unreasonably resilient for the lowly peasants they're supposed to be.
  2.  Overhaul the game's HP scaling, making the avatar start with less than 100 HP and gain more HP per level up. Also, make increasing VIT affect starting HP as well. And make sure a random villager can't have almost half as much HP as a dragon.
  3. TRIPLE ALL DAMAGE (after factoring in resistances, so 1 resistance = -3 damage). Straight-up, the mooks are too durable. It's fine for stuff like knights and dwarves, which are supposed to be tough, but i can't stand the fact that my souped-up fireball on my INT-only build still can't oneshot random trashmobs. The amount of damage deals is unrealistically low anyways, with me needing to stab things dozens of times for them to actually die. Maybe triple is too much, but i'd at least double it.
  4. Multiply the durability of most items by 10. Shirts, straw hats, primitive weapons can be more fragile, and armor seems to take less damage than weapons, but still, weapons have no right to break this frequently, it's just jarring. Maybe add a hidden 75-80% chance for weapons to not consume durability, so they break at the same rate as armor which seems to only degrade if it's body slot is hit.
  5. Make max stamina increase with level and VIT, because it's just uncool for the dark lord to have this much cardio issues.

That's it from me, wish you best of luck with this game!