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thats kind of how i feel about d5 and how you're literally everywhere going to get the advice of "ignore the itemworld and reincarnation, just spam Asagi/trial for basestats and elixirs untill your eyes bleed".
Not really the optimal way to enjoy a game for me. But hey there are people who enjoy being a truckdriver so there's probably people aswell that enjoy using land decimator / CD for 10.000 stages in a row and then putting the game down because there's nothing else to do and everything else is kinda just slow by comparison.
Since overloads arent available to the player, so are the unique sprites a few characters take on, which is why I made those 5 characters available from the special content shop. They are "Tyrant Valvatorez", "Rozalin?", "Pure Flonne", Awakened states of "Killia" and "Usalia". The first 2 cant use their base skills tho, and none of the 5 will be able to use their overload exclusive unique skills. They are essentially downgrades to the original characters, but if you like the sprites+voices, you can still do everything else with them.
Also included Pricurry as a playable character, because he's been looking for a job ever since i removed curry and his/her voice is cute =)
Also I don't quite understand Overload removal. Your goal is to remove the things that make the game too repetitive when being efficient. So remove Izuna's Overload and Sage's unique attack, problem solved. Maybe Hedler's Overload too as its cheesy. But removing Overloads as a whole hurts the story, and they aren't all that overbearing in general. Killia gets 3 turns in one turn is probably the strongest. You are removing what makes the main characters unique, and many of the DLC characters like Petta, and making them generic.
Does this mod add things to the game or is it only removing?
Treasure items and Hercules armor literally invalidate 99% of all of the items in the game. In my eyes it makes itemization boring when every character has maxed out all stat and is wearing a copy of the same item.
"what I would consider to be a part of the Disgaea experience" is very subjective and i always hated that those items even existed. Maybe if limited to a single one per character, but i dont see myself having an option to wear a belt item on a character if i want to build for ATK because treasures not only have a higher value for that stat, but ALSO give me literally every other stat. To me this prompts the question as to why those items exist in the first place.
>I don't quite understand Overload removal. Your goal is to remove the things that make the game too repetitive when being efficient.
The goal of this change is not what you discribe here. Izunas overload specificly, yes. But the others arent. Many overloads scew certain characters arbitrarily to be just way better then other options because they get an insane powerboost that others couldnt possibly have besides their unique evility. You named killias overload yourself altho there are many other examples.
I could see someone argue that some, red magnus' overload, dont really do much, which is why i removed them in general, instead of selecting only those who stand out of line.
Mostly removes and rebalances things. We currently dont have the option to truly add things from outside the game as it's basicly hardcodecity (modders of the demo have already complained about how they ported the game).
Changing sprites is still in the works and we are only around 4 people really doing things from time to time anyway.
Someone could argue that "black and white power" (which is a jp version only stat%magic ability) is "adding" something to the game, but it was already in the game anyway, just noone was able to learn it due to licensing of the western release. (the characters that originally learned it were completly removed in the western release and i'd need the original jp release and quite a bit of time to import them)
Same as adding Tyrant Valvatorez, Rozalin?, Pure Angel Flonne, unleased killia/usalia as individual, permanent characters, since they were in the game aswell, but are now playable (sadly with restrictions on 2 of them, they hardcoded the skills in the .exe to be blocked on tyrant and im at a loss where and how they did it because it's not the same as for flonne for example)
Sadly, i'm not able to simply add the itemworld scaling feature into the game, as it was probably disbanded during development. From the looks of it, it whouldve been much better then the bandaid fix that i applied to the itemworld.
Another change, not yet in my release, is the ability to see the projected enemylevel of items that you go into. In Disgaea games this has always been capped at 9999 for some reason. https://cdn.discordapp.com/attachments/506522745534939157/582276376887951481/unknown.png
this isnt actually a change to how enemies are in the actual item, but you will simply be able to more accurately estimate how strong enemies in any given item are if the projected enemy level axceeds 9999
Still, it's nice to see that things like this exist for those that want it.
thanks and yeah, i dont see this mod appealing to many. it was ment as a project for myself to get more playtime out fo D5 (and learn about some of the internal working of it) as i was pretty much finished with the game in about 3 days worth of time, but im just putting it up for people who feel the same about D5.
And a GUI aint happening atleast from my side. I lack the knowledge to get that done in a reasonable timeframe, but if someone wants to do that, i dont mind helping.
Also it would have been nice to document the work, which tools were used, what was modified and how so that people can try to expand it, instead of seeing it die like it did, about 1 month after this release, what a shame... !
Because of the overloads missing, the disgaea unleashed mod from another thread seems more interesting !