Elden Ring
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Created by

Belger

Uploaded by

nacorcb

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About this mod

Overall game overhaul, focused on combat gameplay, leveling progression balance, and difficulty.

Permissions and credits
Disclaimers:

Warning: This is an unfinished beta version, it will take several weeks, probably months, until the project can be considered completed. But this only applies to map edits, the rest of the mod is completelly functional and you can play it whenever you want.

Warning: This overhaul increases base game difficulty greatly for those areas that have been already edited. These are the currently edited areas:

Limgrave, with most of it catacombs and caves
Stormveil
Raya Lucaria
Caria Manor
Liurnia South West and Raya Lucaria Crystal Tunnel
Weeping Peninsula, with most of it catacombs and caves, and Morne Castle

I suggest you to start a fresh run to get the ERTE experience as intended. More areas will be added weekly.

If you find the map edits being too difficult/overtuned: Some players can find the map edits obnoxsiously difficult, speciall if playing solo. If you find the map edits are hampering your gameplay experience, you can just delete/rename the >map folder and then the enemies distribution and their positioning will be vanilla one (new Sites of Grace added in the mod will also disappear though). The rest of the mod changes will not be altered, only the map edits.

Known Issues: 

"Corrupted Saves" promt when launching Mod Engine 2: This issue usually gets fixed if you launch vanilla, let the game save, and then close it. You can then launch Mod Engine 2 without problems.

Bows, Crossbows, and Ballista/Jar Cannon do not refresh it Ash of War after changing the affinity in a Site of Grace. You will have to use fast travel (travel to any SoG using the map) to refresh it.



Overall Mod and Changelog Site (Also WIP)

ERTE Website

Discord Server

ERTE Discord


Introduction:

This ambitious overhaul started as a personal project trying to improve Elden Ring combat mechanics, that finally evolved into a full game overhaul project.
 
These are the three main ideas behind it:

> To push Elden Ring combat gameplay closer to a hack n slash experience, increasing player mobility and adding new gameplay tech. This is achieved mainly thanks to IMCO mod (Improved Melee Combat Overhaul), that can be downloaded separatedly.

> To get rid of the “intended route” that is created by the original area tiers design, flattening the overall leveling so players no longer get over leveled or under leveled when following a non-canon progression thru the adventure.

> To adapt the game to coop multiplayer, redesigning combat areas and dungeons with smart enemy combinations and increased difficulty that sets an interesting challenge for all players.
 

Main changes:

Combat

- IMCO combat, this means most melee attack animations, and non-magic ranged weapons, have been edited, allowing new cancel tech, and faster wind ups.

- IMCO also adds Weight Rate feature, hence now each weapon has an unique performance depending on it weight. The heavier the weapon, the slower it chains attacks, and vice versa. Weight is also related to how weapons perform regarding to guard boost, guard repel, flick power, damage absorption when blocking, poise damage, stamina consumption, and stamina damage.

- IMCO improves light weight mobility by a lot, so now being light weight opens new tech and make light weight build way different than being mid or heavy weighted. I have plans to make mid a heavy weight more unique in future updates.

- Added Timed Blocks feature. You can now negate most of the incoming damage and all the stamina damage when blocking hits at the very first frames they hit you.

- Physical affinities (Heavy, Quality, Keen, and Occult) now affect those previously mentioned weapon params, so you can change how weapons perform depending on the affinity you infuse them.

- Ranged weapons revamped: Now bows and crossbows fire way faster, and arrows and bolts speed is increased greatly, to make them match real life projectiles. Vanilla speed is just ridiculously slow. Be warned, enemies also benefit from this change! Also, several Ashes of War have been unlocked and you can infuse both most bows and crossbows with affinities (work in progress, some infusions still dont work as intended, like Magic and Sacred).

- Status & Elementals Combos: Combat tactics are now more relevant than ever before. Enemies have way more HP so you better not try to bonk things mindlessly (alghouth you can if you have patience) Each Elemental has a role, and can be combined with Statuses in order to achieve higher damage output singergy:

Elementals:

> Magic: Allows to regen FP on hits.

> Sacred: Allows to regen HP on hits (enemies that deal sacred damage also regen!).

> Fire/Flame Art: Leaves a burning dot lingering effect.

> Lightning: Inflicts heavy stamina damage (ideal to break enemies guard).


Status:

> Frost: Heavily nerfed proc damage %, but now it has sinergy with Lightning. Frozen enemies gets way weaker to Ligthning damage.

* Ghostflame (New!): Now it inflicts dot frostbite build up. Very useful against shielded enemies.

> Bleed: Heavily nerfed proc damage %, but now can be proc more frequently against fleshy enemies.

* Bloodflame: Same as vanilla, dot bleed build up. Very useful against shielded enemies.

> Poison: Heavily increased tick damage, but now the proc lasts for a shorter time. Poison now works as a real poison that kills fast, although you will have to apply it several times against enemies with large HP pools. Poison reduces Bleed resistance also.

> Rot: Nerfed tick damage, but now the proc lasts for a way longer time. Rot now works as a disease that kills slowly, but weakens the enemies heavily.Rotten enemies are weaker to all kind of Elementals, and specially weak to Fire.

> Blackflame: Now it only inflicts % bar hp dot, so it is more useful against enemies with big hp pools than low tiered mobs with small hp ones.

> Destined Death: Same as vanilla.


- Revamped parries. Now parries have way faster wind up, so you can use them more on reaction than in prediction. You will have to adapt to the new timings though.

- Revamped melee Ashes of War with added propierties. Some AoW have now additional blocking frames or even parry frames, depending on the animation. AoW with blocking frames also allow to Time Block incoming attacks.


Scaling and Leveling
:

Scaling has been completelly revamped. I personally HATED how easily you could break the original game overleveling and turning it into a cakewalk where most enemies died in a pair of hits. This is no longer possible in ERTE, you have to fight for your life and to conquer every inch of the map. In order to achieve this, I had to flatten the leveling and enemies scaling. Now you start being able to deal x3 base damage, but you can level up to x6 base damage as much. Enemies goes from x5 HP to x 10 HP, and deal x3 damage to x4.5 damage. Basically, its like every area is lategame area, but you also start with high leveled character.

The consequence of this is you can go anywhere completing areas in the order you want, without breaking game difficulty. Leveling up is way less relevant but it is still necessary if you dont want to have a harsh time in late game areas.

Enemies and Bosses:

Enemies has now revamped weaknesses and resistances. I have pushed them more to the extremes, so now they are weaker to whatever thing they were weak, and stronger against whatever thing they were strong. Knowing this info is crucial to maximize damage output against each of them.

All mid and high tier enemeis, and some of the low tier ones now "devil trigger" when their HP is below 50%. This means, they get a damage negation and damage output boost, so they are more dangerous when they have low health.

Economy.

This is still an early work in progress, but the idea is to make Runes really valuable, so you have to make choices about what you buy and what you level up. You can sell items there werent sellable in vanilla though, in order to make any reward you get valuable even if it doesnt fit with your build (just sell it in any shop for a hefty amount of runes).

Other Stuff:

There are a lot of minor tweaks to be listed here. There are also a pair of new Sites of Grace that allow some quality of life, and things like that. More info the the website log (if I have the time to update it)

The purpose of uploading this at so early stage is getting early feedback from players, so feel free to comment in the Posts section.


Install Instructions:

Use Mod Engine 2 and paste the provided files inside the >mod folder.


Credits:

Many thanks to all those people that made the tools and gathered all the info that allow to mod this game. You all people rock.
Many thanks also to Dziggy for Detailed Description mod. I have to adapt it to the changes I did yet, but still, his work is awesome quality of life.
Also many thanks to Kirnifr for the inspirational features in his Elden Ring Reforged mod.