ONINAKI

ONINAKI

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Zor Apr 14, 2022 @ 4:39am
2
Oninaki Reincarnation v2 released (combat and post-game overhaul mod)
Hello,

I released v1 of this mod in 2020. I did some work on it in the months since then but never actually got around to releasing v2 because I was busy with other things in life. I finally had some spare time on my hands and decided it's high time to release this.


Note: It is very likely that this will be the final release of this mod, hence the archival of the GitHub repository. There just aren't many people interested in this game anymore, and I only have so much time to dedicate to spare time projects like this in the first place. I hope you all enjoy this mod nonetheless.

Full changes from the base game:

## Miscellaneous * The game can now be launched without Steam running. * Logo and DLC check screens are now skipped on startup. ## Settings * Camera distance settings are now more pronounced, with medium now being equivalent to the old far. * The frame rate setting is now a choice between uncapped and 60 FPS. * Anisotropic filtering is now enabled. * Soft particles are now enabled. * Max queued frames is now set to 0 for reduced input latency. * Some minor graphics quality settings have been enabled. * Default game settings have been changed to more sensible values. * Screen mode is windowed full screen. * Display size is 1080p. * Frame rate is uncapped. * Camera distance is medium. * Shadow quality is high. * Anti-aliasing is high. ## UI & HUD * The location name label on the minimap is now enabled for all areas in the game. * The scaling of the large minimap mode has been reduced to 2x from 3.5x in order to reduce screen clutter. * Floor names in Sanctum of Rebirth are now displayed as e.g. `55F` instead of `Floor 55`, fixing a text overflow bug for floors over 99. * All world locations are now accessible from the world map in Kagachi's timeline (after finishing the story). * Precepts are now always displayed when crossing the veil, with the message duration reduced from 5s to 3s. ## Controls * Completely removed the ability to walk in order to increase responsiveness of going from standing still to running. ## Loot * The maximum number of weapons and shadestones that can be held in the inventory has been increased from 2000 to 10000. * Loot collection radius has been increased from 5 to 7.5. * Items are now lootable 0.5s after being dropped, down from 1.5s. * Gravity of dropped items increased from 20 to 30. ## General Balance * The arbitrary limit of 99999 on character stats (such as HP, attack, defense, etc) has been increased to 1000000000, which is unlikely to ever be exceeded. * Animation speeds for staggers, knockdowns, knockbacks, etc have been tweaked to return control back to the player faster. * Sheathed movement speed has been increased from 7 to 8. * Maximum movement speed can now exceed sheathed movement speed, up to 11. * Movement speed of party members has been increased from 6.5 to 7.5. * Damage taken multiplier in dark veil areas has been reduced from 100x to 5x. ## Difficulty Modes * Casual * Enemy attack multiplier decreased from 0.8x to 0.6x. * Enemy defense multiplier decreased from 1x to 0.5x. * Potion healing multiplier increased from 1.2x to 1.3x. * Item drop multiplier decreased from 1x to 0.7x. * AI delay multiplier decreased from 1.5x to 0.75x. * Normal * AI delay multiplier decreased from 1x to 0.5x. * Maniac * Enemy attack multiplier increased from 1.2x to 1.4x. * Potion healing multiplier decreased from 1x to 0.7x. * AI delay multiplier decreased from 0.8x to 0.25x. ## Daemons * Skill costs have been overhauled. * Memories no longer cost soulstones. * Skills that used to cost 3 soulstones now cost 2. * Skills that used to cost 5 soulstones now cost 3. * Normalized the movement speed multiplier to 1x for all daemons except Zephyr. * Normalized the aerial input responsiveness to 100% for all daemons. * Aisha * Dash * Cooldown has been reduced from 0.9s to 0.2s. * Base invincibility frames have been changed to 15. * Moonless Sky * Extends Dash invincibility frames to the full animation. * Zaav * Jump * Base invincibility frames have been changed to 15. * Innocence * Extends Jump invincibility frames to the full animation. * Dia * Glide * Invincibility frames changed from none to 30. * Rigan * Roll * Cooldown has been reduced from 0.9s to 0.2s. * Artifice * Extends Roll invincibility frames to the full animation. * Intuition * Changed the end point of invincibility frames from the full animation to the intended 19. * Izana * Cooldown of Warp has been reduced from 1.1s to 0.4s. * Lucika * Animation speed of Barrier has been increased by 2x. * Treize * Chain Jump * Added invincibility frames to the full animation. * Zephyr * Increased the movement speed multiplier from 0.95x to 1.2x. * Double Jump * Added invincibility frames to the full animation. ## Skill Awakening * Awakening trigger cooldown reduced from 60s to 35s. * Pinch potion amount threshold reduced from 50% to 30%. * Pinch bonus has been increased from 2% to 3%. * Boss bonus has been increased from 2% to 5%. * Awakening time bonus thresholds have been changed from 2min, 5min, and 10min to 1min, 3min, and 5min. * Awakening time bonuses have been changed from 0.5%, 1%, and 5% to 1%, 3%, and 5%. ## Affinity & Manifestation * Manifesting now awards 50 XP. * The multiplier for damage taken that is added to the affinity gauge has been decreased from 0.3x to 0.1x. * The manifestation gauge now decreases by 2% every 1s, 15s after manifesting. * Manifestation character stats have been rebalanced to make manifestation a high risk, high reward action. * Defense multiplier decreased from 1.2x to 0.8x. * Healing multiplier decreased from 1.2x to 0.8x. * Movement speed multiplier has been increased from 1x to 1.1x. * The leftover affinity multiplier after ending manifestation has been decreased from 0.5x to 0.3x. ## Weapons * All pre-order weapons are now available in the general loot pool, and are not treated specially by the game. * Ouka-Setsugetsu * Emrys * Titan ## Bosses * Finisher animations have been removed from all Sanctum of Rebirth bosses (except for Tsukumo), as well as all mini-bosses throughout the game such as Sight Stealers. * Increased HP of all regular Sanctum of Rebirth bosses by 3x. * Increased XP gain from all regular Sanctum of Rebirth bosses by 2x. * Tsukumo * Increased HP by 5x. * Increased XP gain by 5x. * Increased collision radius from 1.5 to 2. * Increased CC resistance by ~3x.
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Showing 1-12 of 12 comments
Doctrine Dark Nov 18, 2022 @ 3:46pm 
Thanks a lot i really appreciate this
Rosencrantz Dec 19, 2022 @ 2:48pm 
i'm long time on the fence in buying the game. your mod sounds great. do the steam achievements work when using the mod files?
Zor Dec 20, 2022 @ 12:26am 
Originally posted by Rosencrantz:
i'm long time on the fence in buying the game. your mod sounds great. do the steam achievements work when using the mod files?

They should work fine, though I haven't tested extensively.
Wicked Sick Mar 31, 2023 @ 3:14pm 
Would be possible to add ultrawide support?
Zor Mar 31, 2023 @ 3:18pm 
Originally posted by Wicked Sick:
Would be possible to add ultrawide support?
No, not easily, unfortunately. I tried it before but a lot of stuff in the game breaks.
Wicked Sick Mar 31, 2023 @ 3:24pm 
Originally posted by Zor:
Originally posted by Wicked Sick:
Would be possible to add ultrawide support?
No, not easily, unfortunately. I tried it before but a lot of stuff in the game breaks.

WoW! Thanks for replying haha After so long you are still following this thread. Nice job!
Dusklight Oct 30, 2023 @ 6:24pm 
Seeing the letter N a lot in help text and where line breaks are, wasnt sure if this was known!
Zor Oct 30, 2023 @ 6:32pm 
Originally posted by Dusklight (Orbo):
Seeing the letter N a lot in help text and where line breaks are, wasnt sure if this was known!
Was a bug in UABE (which I used to make this mod): https://github.com/SeriousCache/UABE/issues/314

It was fixed a few weeks after I released v2 of this mod. Rather unfortunate timing.
Zor Jan 3, 2024 @ 7:26pm 
Just FYI, I randomly remembered that I forgot to actually push the 'publish' button on Nexus Mods. So, now it's there: https://www.nexusmods.com/oninaki/mods/2

If anyone's still using this mod, please do give a vote or endorsement (or whatever nonsense one does) on there.
fabriciofla Jul 15, 2024 @ 8:47am 
Thanks for the mod! I'm using it after playing the game on Switch.

A few questions though. Isn't the dash delay reduction means Aisha is kind of overpowered compared to other Daemons? Especially because you take more damage with awakening, which would make her a go to for avoiding damage.

Also, isn't 3x more HP on bosses a little excessive?

Haven't tested enough yet, just playing around with it. Thanks again!
Zor Jul 15, 2024 @ 10:45am 
I actually recently reinstalled the game + mod myself and played Sanctum of Rebirth a bit (cleared ~20 floors + Tsukumo). Some thoughts:

* My motivation for increasing boss HP was that I found the original game too faceroll-friendly (at least on PC; can't speak to the Switch port). I wanted to make it so you have to engage more with the game mechanics - e.g. actually having to dodge to stay alive for a whole fight. That said, there were a couple of bosses where I think the blanket 3x HP increase was a bit much. Definitely room for case-by-case tuning there.
* I think Aisha is mostly okay in her normal form. I wouldn't so much say that Aisha is overpowered as I would say that most of the other daemons are just underwhelming. I think it would be better to bring the others up rather than bring Aisha down. This becomes especially clear to see in a long boss fight like Tsukumo; the others just take way, way longer to kill him.
* One of the things I was trying to do with this mod was to make it feel less clunky to actually avoid damage. I think I succeeded with that for Aisha and Izana (and maybe a couple of others), but some of the daemons still just don't feel right. So I'm not surprised you feel that Aisha is better than the rest at avoiding damage. This is fixable with enough effort, I think, but a lot of it comes down to poor design on the part of the original developers. Some of the daemons's playstyles just feel like they don't mesh with this game's pace and mechanics at all, you know what I mean?
* Aisha is busted while manifesting, though. Clearing entire floors becomes downright trivial once you get manifestation going. Hard to pinpoint exactly what's overpowered here (maybe a combination of things), but definitely needs tuning.
* I actually strongly suspect that there's some kind of stat-related bug during manifestation. For example, I was sometimes able to have manifestation going for what seemed like forever even if I did nothing to maintain it.

Having said all this, it's unlikely that I'll continue development of this mod. This game just never found much of an audience; few people know about it, fewer people play it, even fewer stick with it (due to the problems this mod is trying to fix), and even fewer still ever learn of this mod's existence. It's a bit sad because there's a good game to be unlocked here with a bit more development effort, but I think the ship has basically sailed on building a community around this game.
Jobber Who Wocks Nov 22, 2024 @ 7:54am 
I just finished the main game and getting into the Sanctum. I'll give the mod a shot (honestly mostly for the UI/camera improvements XD), thanks for all your work!
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