Elminage Gothic

Elminage Gothic

zurai001 Oct 3, 2014 @ 10:13am
A fix for the terrible XP curve
Once you get past the first couple of dungeons, the rate of leveling up decreases to approximately molasses flowing over a glacier. However, the monster experience values are stored in spreadsheets just like items are, so a little spreadsheet editing makes it much more bearable. If you take the following file:

{LINK REMOVED}

and unzip it to the main Elminage Gothic folder, it'll overwrite the base values for monsters. This is a quick and dirty x10 multiplier on monster experience gains, so I do not recommend using it until natural leveling starts to get really aggravating (around the seventh or eighth dungeon is where I got fed up enough).

This should be considered a cheat (my original idea was to just use CheatEngine) but all it really does is save you time hunting down and grinding either the Locust Hole or Lesser Demons (depending on where you are in the game).
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Showing 1-7 of 7 comments
cc Oct 3, 2014 @ 12:58pm 
The experience gain has a weird dip in the middle to approaching-late game before the credit roll. The experience required to level actually caps out at around 300k-ish (depending on their class), so beyond that you'll gain levels consistently.

Personally, I found the only experience deficit to be near the end of the game, where the gear and experience gained by following a linear path through the game without grinding will leave your party insufficient for the task of defeating the Volcano and Ishmag bosses, both of which will be able to oneshot your characters.

It's really a weird situation because it evens out again after those bosses as well. I've gone throug 75% of the post-game dungeons without grinding, following my grindfest prior to the story boss. Picture related[i.imgur.com] to my approximate experiences with the requirements, with the large jump being the end of Volcano and Ishmag.

The bosses of Ibag Tower will probably cause the same thing, since according to the preorder artbookthing, they're like L4000.
Malice Oct 3, 2014 @ 2:19pm 
The problem is once you start going into a dungeon, its first enemies always give much less exp than the lower levels of the previous dungeons, so grind-wise it's not efficient.
phadin Oct 4, 2014 @ 11:24am 
A good idea, but 10x XP is a bit much in my opinion. I went ahead and edited my file for x2. Double seems sufficient, as opposed to x10.
Isalon Oct 6, 2014 @ 8:45pm 
Thank you for this. A thousand times thank you.
Null Oct 13, 2014 @ 6:08am 
Wouldn't it have been easier to just edit the EXP.csv file instead of editing every single monster in the game?
Last edited by Null; Oct 13, 2014 @ 5:21pm
phadin Oct 13, 2014 @ 8:05pm 
One side-effect if you edit EXP.csv is that it would also affect the XP you could start with when you pay for training. For example, currently if you payed 50k gold at creation, you could start at level 7 as a Fighter... but if you cut the xp required to 1/10th, that 50k gold would amount to something like level 11. I suppose some would consider this good, others might not, all on your preference.

I will say I prefered editing the monster files because I also played with the summon resistance. Now I don't have to depend on a brawler to make my summoner useful.
zurai001 Oct 13, 2014 @ 8:35pm 
It actually wasn't difficult to edit the monster files. I just did a find and replace for number = number*10 on the exp value row. It would have been very slightly quicker to do the EXP.csv file, but I just went the most direct route.
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Date Posted: Oct 3, 2014 @ 10:13am
Posts: 7