BMod & Hello
#1
Hey there,

I've been told by my friend PiterPl that some of you were interested (and I saw some of you already played it in the past) in the mod I've been working on since ~2017 so I decided to make an account and present it myself. Do keep in mind the mod is in Polish as far as texts go.

Link to the mod:
https://drive.google.com/file/d/1A2uNlyl...drive_link

Enemy resistance list (updated as of 25/05/2025):
https://docs.google.com/spreadsheets/d/1...id=0#gid=0

What the mod offers:
- overhaul of weapons. All weapons have had their damage changed in some way, stats like Attack/Defence shifted, energy and slots altered etc. I tried to give each weapon a specific niche enhancing its playstyle so player can choose what suits them best. For example daggers have big variance in damage dealt like 1-200 and reduce your Defence but offer very high Attack stat. Hammers for example always ignore 40% of enemies' armor stat.
- overhaul of magic system. Many spells were adjusted and more importantly there are a lot of new runes that are not present in the base game. Many of runes that were normally only obtainable only on Suslanger you can now get on Ingos, and same for Ingos => Gipath. There are also some new spells with new effects.
- overhaul of armors. Many, if not all, armors and materials have been changed in some way to promote more options in gearing. For example Dragon hides which you can get now from killing dragons on Gipath offer signifcant protection against that element, for example hide from Green dragon will provide greatly improved defence against acid spells but will be much weaker against fire and lightning. Metal armors on the other hand always provide high fire absorption but are weak against lightning.
- overhaul of enemies you face. Almost all enemies in the game have been changed in some way: modified vision, hearing, stats, resistances, equipment they wear, spells and weapons they use and so on. There are plenty of new enemies, some hidden on the maps.
- modified passives. All of the passives you can get have had their costs and values adjusted. Some character you can choose even start with passives already at lv1-3 as default. The base passives such as Attack / Defense etc. can also be levelled past 100 points.
- unique items and armors. Probably one of the stronger points of the mod. Throughout all 4 islands you can get many unique items that are either obtainable from quests, but more often from hidden, unique enemies that you'd need to go out of your way and find them.
- something I don't think you can see in many EI mods I've looked through - Archery here actually has enabled Defence stat meaning you can play as pure Archer solo.
- diplomacy overhaul. Probably the most defining feature of the mod. Completely redone diplomacy throughout all 4 islands. When playing you'll see many enemies fight eachother which allows the player to take advantage of the situation. This also provides options to finish some quests in unusual ways than you'd normally do. As an example here's how the diplomacy is set on the map where you can play Brigand's Loot quest:

Boars vs Humans/Orcs/Goblins
Wolves vs Humans/Orcs/Goblins
Bats vs Humans/Orcs/Goblins
Toads vs Humans/Goblins
Goblins vs Boars/Wolves/Bats/Toads/Humans
Humans vs Boars/Wolves/Toads/Bats/Orcs/Goblins/Banshee
Orcs vs Boars/Wolves/Bats/Banshee/Humans
Banshee vs Humans/Goblins/Orcs

- quest expansion vs base game. My idea was to significantly expand missions available per island so I choose to port many different ones from other mods, some popular and some less played or forgotten ones. You'll see many missions adapted from HG mod, EI mod, Lively mod but also Ingos in Darkness or TMod. There are also some completely custom ones created by our Polish side which would include PiterPl's new mission in Cave island and some others I won't mention right now to not spoil too much.
- loot overhaul. Almost every material, rune or spell above base ones for given island have been moved to loot. You're going to need to do missions to find what you need.
- overhaul to experience. All missions have had their experience & money rewards adjusted in a way you don't need to repeat them several times to move to the next one. There's also no experience penalty on death.
- mission text/UI clean-up. Many, if not all, missions have had their UI reviewed and point markers fixed or extra info such as required Steal skill threshold added under the default TAB key so it's easier to navigate and/or finish the quest.

And I think that's all. Hopefully I didn't left out anything important. There's a bit of backstory to the mod I plan to share later but for now I'd like to hear your feedback.
Ответ
#2
Dear borek664,
Thank you for the interesting ideas and the mod itself! One of the best programmers and modders of the Evil Islands community, PlayHard_GoPro, wants to contact you and discuss your mod. If possible, write to him on Discord (arrogant2818). Kind regards.
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