The Last Remnant

The Last Remnant

iHaku's TLR Sandbox Hack
Hey, I did a thing.

Since I regularely play trough TLR with costum party-setups (like starting with some of The Seven or similar things) and I got sick of having to use a bunch of trainers every time to get ready to play, I decided to create a hack that whould essentially let me pick and choose units at their baselevel whenever i start a new run.

This presented a few problems however (like units not progressing with you) that I had to solve. While working on this, more and more things came up that I needed or wanted to change or simply add to my playtroughs.
This hack is what I ultimately ended up with.

You can read the detailed changelog that comes with the download, which also contains installation instructions and a few important notes that you should definetly read to avoid gamelockups or confusion.

This requires a new save. Older saves will start but are problematic due to things like unit initialisation and other things.

If you're wondering whether or not you will enjoy this hack:
Do you like layed back grinding and slowly working on your overall army loadout, having the freedom of making any unit (and more) into anything you want, and also enjoyed Samurai's mod? Then this might just be for you.
I strongly recommend having atleast partially beaten the vanilla game before you try this hack.


Quick feature overview:

All units hireable from the start. Most "town npc" models have also been added. They will now also gain exp as your pBR (party BR) increases so that their stats arent too far behind.
Ever wanted to do a full frog- or fish-people playtrough? Or have a full female mitra harem? Or maybe beat down the emperors army with a party of town npc's for having ruined their stores? Now you can.

Every unit starts with a new set of "starting weapons" and every lowest tier + mystic/item art unlocked to allow for great costumization in your party.
Didnt like units being locked to certain classes due to their preset art selection? Ever wanted Irina to be an offensive caster? or use item arts on Pagus for whatever reason? Just make them do whatever you want now.

Made with Samurai190's "Static BR Scaling" mod in mind. While it will work without it early on, mid to lategame is probably impossible without it due to scaling issue.

Manual gear management for all units is required to be turned on but captured monsters sell for much more than before to make the costs of managing your army more affortable.
This also makes ore farming less optimal increase you, like me, always hated sitting in VotG grinding that one digging spot.

Many (not all) one-time items (like remnant weapons) or crafts can now be obtained multiple times.
some trough disassembly, some trough farming certain rares and upgrading weapons. More on that in the changelog.

Item arts are reworked to use AP instead.
Many people, me including, hate using consumables and having to spend time stocking up on them regularely. Especially if you want to make a costum playtrough only using item arts, the item management whould be insane with 18 units spamming consumables.
Some damage values have been rebalanced to not break the early game too much.

Auld items and similar "antique" items are now part of the new rebalanced "[enhanced]" collection of items that rewards going for 1-time rares and add an element of hunting down a full collection if thats something you enjoy. There's 77 of them and every single "one time rare" excluding bosses/quest monsters up to almost ancient ruins will drop one of them. good hunting!

Commerce system no more. This system was obtuse and didnt add anything fun so i removed it. Instead, most of what it offered can now be gained trough other means anyway.

If you've chosen to play this hack, please leave some feedback about anything you'd like to talk about but especially on the prices of captured monsters / item arts ap cost and damage / "[enhanced]" item balance in this thread of thovi's discord.

Thanks for reading!


Download links:

The hack (v1.2):
https://drive.google.com/file/d/1XjoLng4jMawhu-CAdSt_Q--2c7V9EI9t

Thread for Samurai's Static BR Scaling mod:
https://steamcommunity.com/app/23310/discussions/0/2906376154333740815

If Samus mod is ever down (the link gets killed by gdrive) or you just wanna chat, then you can join Thovi's TLR discord where most of the "active" TLR community is (all 5 or so of us):
https://discord.gg/4DtPtYn
En son iHaku tarafından düzenlendi; 15 Tem 2020 @ 1:38
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31 yorumdan 1 ile 15 arası gösteriliyor
[reserved to denote future patches]

1.0a:
Increased initial unit limit from 3 to 5
This is to make the "Fiery Idol" encounter more managable without having to update David and the generals' gear and skills before they join you as guests. You can still do so before they join you to make the fight easyer, but it should not be required anymore.


1.0d:
Rares that drop "[Enhanced]" gear have had their namecolour changed during combat.
"Skull Scavenger" sort id changed to be with the other monsters in the unit list.
Starting gear can not be disassembled anymore but can be sold for 100 G instead.
Fixed "Shopkeeper Silva", "Zuido", "Snievan", aswell as their "Enlightened" versions starting weapon and style.
This does not require a restart (if continuing an older save, change their weapon and style manually).


1.0e
changed Vivification Herb from
[60/56/52/48/44]AP / [10/10/20/20/30]% to
[44/42/40/38/36]AP / [10/10/10/10/10]%


1.1
combat-arts added to presets (so they level up with the BR) (except for Enlightened Snievan, add him early or teach him CA's and dismiss so they start leveling up)
Decreased statexp per BR from reemergence (160 -> 144)
Increased Skillexp per BR from reemergence (5 -> 8)
removed CA Directional exp per BR from reemergence


1.2
Added 195 weapon upgrade paths. See second document.
Changed Daedalus upgrade path from mace to Draconile Striker.
Fixed some commerce "herbs" showing up in a certain shop.
Changed "Sword of Seven" required crafting materials.
Schneid's Armory, Avielle's Items and Lady Nokia's Items will now sell Yama, Sovani and Qsiti "base" items for every weaponclass respectively.
All gold contained in treasure chests has been increased by 10x to match the monster sell value increase.
Bai Ze is no longer a guaranteed capture but instead matches other respawnable rares with a 30% capture rate. "War Dragon Fang" has been replaced with "Dragon Liver" (guaranteed) and Necrodragon Bone drop is more common now.



current TO DO list:
set emblems / unique stat name for second wave of town npc's
(currently they all have the default emblem and "love" as a name for unique parameter.)
potentially rename unique stat for The Seven+enlightened to match the new HoL names.



done in next patch:


possible changes in the future:
add Style modifyer to item discriptions so you don't have to look it up on the wiki
race-related starting stats for town npc's ( yama slightly more hp+str, qsiti less hp+more int, )
possibly make boss/rare "?" units hp bar visible. this is fairly easy to change but might put some people off. however, i assume that a large amount of people use TLRplanner and can see enemy hp anyway.
Change weapon Colour based on position in upgrade tree. current plan: regular -> white, deadend under a certain amount of stats -> red, leading into deadend -> orange, high tier weapons (bluesteel etc) -> gold, maximum upgrade reached -> purpleish
En son iHaku tarafından düzenlendi; 15 Tem 2020 @ 1:17
Thank you so much! This game deserves a lot more attention. You, Samurai, play_time and many others, help me come back here time after time. :winter2019joyfultearsyul:
En son ZeUs tarafından düzenlendi; 4 Tem 2020 @ 17:23
Which Static BR Scaling do you recommend? I don't want it to be insanely hard but not easy either.
İlk olarak ArcRiseGen tarafından gönderildi:
Which Static BR Scaling do you recommend? I don't want it to be insanely hard but not easy either.

i'm currently experiementing with different settings, but it depends on what kind of party you put together i think. generally speaking the same as in vanilla should apply, which means that 30 steps 128&96 should be good settings for a full playtrough.

altho, since you have a lot more controll over units gear, be it with more grind, it might be wise to switch to a higher difficulty mid-run if it starts to feel too easy. very much depends on how willingly you are to pimp out your army.

with that in mind, one could even argue that max settings arent too unreasonable if you spend a LOT of time on your gear. you might be behind in stats on some units, but just having a ton fo remnant reapons and top tier accessories on everyone could probably dumbster most 255 content.
En son iHaku tarafından düzenlendi; 6 Tem 2020 @ 0:46
updated to 1.1 (mostly added combat arts to presets), unless bugs are found, this isnt going to be updated for a bit.

there is more i want to do but much of this requires a lot of time, and are less significant compared to whats been done already.
En son iHaku tarafından düzenlendi; 10 Tem 2020 @ 10:38
Dream hack. Thank you for this!!
Absolutely looking forward to doing a NG+ with this mod. I'm hyped off my nuts that there's now actually a 'proper mod'. iHaku, if I wasn't already married. I'd definitely be asking you... So hard.
When I get there, I'll reply to this comment on my thoughts, and potentially other ideas.
I do have one now though if it's not too much trouble to ask? Is it possible to alter Max HP of a union/Enemies? or even fiddle with that at all? so it's not capped at 9999/5 million (?)
En son Saeo tarafından düzenlendi; 11 Tem 2020 @ 2:36
İlk olarak Saeo tarafından gönderildi:
Absolutely looking forward to doing a NG+ with this mod. I'm hyped off my nuts that there's now actually a 'proper mod'. iHaku, if I wasn't already married. I'd definitely be asking you... So hard.
When I get there, I'll reply to this comment on my thoughts, and potentially other ideas.
I do have one now though if it's not too much trouble to ask? Is it possible to alter Max HP of a union/Enemies? or even fiddle with that at all? so it's not capped at 9999/5 million (?)

probably. I imagine that its a limiter that is hardcoded in the executable, but it should be possible to change it to FF FF FF FF, if i can find it ( i imagine that its just a regular integer or float, hopefully anyway), no guarantees tho, im going to look into it next week probably.

regarding the NG+, firstly you whould have to apply the mod *before* you start the new playtrough, however since the file is created during the credits with the game still running, i can not say if this works at all. if you were to apply the mod, load a save before beating the final boss, beat him again (quickly killing him with a trainer for example) and then entering NG+ should work however.

secondly, i whould advise against this as NG+ inherently trivialises a large portion of the game due to the ability to craft a ton of gear from the get-go (you keep all materials and gold from your previous playtrough).
https://lastremnant.fandom.com/wiki/New_Game_Plus

Since you can now not just outfit rush with this gear, but the entire party, most *if not all* of the games content whould be very very easy to beat.

because of this i whould actually advise to have a seperate playtrough with my hack, and only doing NG+ in vanilla.
En son iHaku tarafından düzenlendi; 11 Tem 2020 @ 3:13
İlk olarak iHaku tarafından gönderildi:
İlk olarak Saeo tarafından gönderildi:
Absolutely looking forward to doing a NG+ with this mod. I'm hyped off my nuts that there's now actually a 'proper mod'. iHaku, if I wasn't already married. I'd definitely be asking you... So hard.
When I get there, I'll reply to this comment on my thoughts, and potentially other ideas.
I do have one now though if it's not too much trouble to ask? Is it possible to alter Max HP of a union/Enemies? or even fiddle with that at all? so it's not capped at 9999/5 million (?)

probably. I imagine that its a limiter that is hardcoded in the executable, but it should be possible to change it to FF FF FF FF, if i can find it ( i imagine that its just a regular integer or float, hopefully anyway), no guarantees tho, im going to look into it next week probably.

regarding the NG+, firstly you whould have to apply the mod *before* you start the new playtrough, however since the file is created during the credits with the game still running, i can not say if this works at all. if you were to apply the mod, load a save before beating the final boss, beat him again (quickly killing him with a trainer for example) and then entering NG+ should work however.

secondly, i whould advise against this as NG+ inherently trivialises a large portion of the game due to the ability to craft a ton of gear from the get-go (you keep all materials and gold from your previous playtrough).
https://lastremnant.fandom.com/wiki/New_Game_Plus

Since you can now not just outfit rush with this gear, but the entire party, most *if not all* of the games content whould be very very easy to beat.

because of this i whould actually advise to have a seperate playtrough with my hack, and only doing NG+ in vanilla.
Good to know. I was going to use the static BR mod anyway so I might just make it harder and I'm too lazy to OP my dudes from the get go so that wont happen for me :D
Moreso now you pointed out that it is a possibility, try and hinder myself to keep it sharp. It was the digs count and money I wanted from the NG+ but if I find it too easy I will reset and go anew. <3
En son Saeo tarafından düzenlendi; 11 Tem 2020 @ 6:50
İlk olarak Saeo tarafından gönderildi:
Moreso now you pointed out that it is a possibility, try and hinder myself to keep it sharp. It was the digs count and money I wanted from the NG+ but if I find it too easy I will reset and go anew.
<3

I'm already considering adding additional Morsels to the game in different places (especially early game),like chests that yielded "ring recipe 1" etc, since you can buy those now (assuming that its even possible to put those in treasure chests, havent tried yet).
I'm also planning to make some or all diamonds that are for sale a bit cheaper. they currently cost 150k~500k which is a bit too steep i think.

I'm going to finish my playtrough first before i really make any additional changes, since i wanna see how some of the stuff feels in a proper playtrough "outside of a lab environment".
En son iHaku tarafından düzenlendi; 11 Tem 2020 @ 8:11
1.2 released.

changes:
Added 195 weapon upgrade paths to remove nearly all "deadend" upgrades.. See second document.
Changed Daedalus upgrade path from mace to Draconile Striker.
Fixed some commerce "herbs" showing up in a certain shop.
Changed "Sword of Seven" required crafting materials.
Schneid's Armory, Avielle's Items and Lady Nokia's Items will now sell Yama, Sovani and Qsiti "base" items for every weaponclass respectively.
All gold contained in treasure chests has been increased by 10x to match the monster sell value increase.
Bai Ze is no longer a guaranteed capture but instead matches other respawnable rares with a 30% capture rate. "War Dragon Fang" has been replaced with "Dragon Liver" (guaranteed drop) and Necrodragon Bone drop is more common now.

Updating from 1.1 to 1.2 does not require a new game
En son iHaku tarafından düzenlendi; 15 Tem 2020 @ 3:19
Hey ihaku is possible fix [weapon] bonus in tridrent formation and some accessories ?
thank you for this
İlk olarak < blank > tarafından gönderildi:
Hey ihaku is possible fix [weapon] bonus in tridrent formation and some accessories ?
thank you for this

what do you mean with [weapon] bonus in trident? That formation grants [combat arts] +1/2/3

and for accessories (and some endgame weapons), if you mean the [Weapon]+5 bonus not working, i cant do anything about that. someone who knows assembly whould need to come along and fix this.
apologies is dragontail has the bug, as for accessories it is a pity, anyway thanks for creating this mod
This mod sounds great! I'm definitely going to give it a try. Thanks for making it.
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