Lords of Xulima

Lords of Xulima

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Tags: Ruleset
File Size
0.780 MB
Oct 31, 2015 @ 4:15am
Nov 21, 2015 @ 2:06am
5 Change Notes ( view )

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What is the Streamlined Mod?

Lords of Xulima confronts the player with a bit of a rocky start. Many first-time players are confused by the amount of mechanics and the punishing nature of the game (hello critical fails!). Streamlined smoothens out the curve by making the first few hours a bit more forgiving. Additionally, mechanics that encouraged weird (and often boring) behaviour have been toned down. But this also means less exploiting of game mechanics to make the late-game trivial, so beware!


- Precision Strike: bonus precision was increased significantly
- Stunning Strike: stun duration growth reduced from 0,75 to 0,5
- PP gain from the meditation skill was increased significantly
- skill cap of Learning is now 10, bonus experience per skill level level is now 2%
- Item Evaluation skill is now significantly cheaper to increase


- Explorers now start with the Precision Strike skill already learned
- Explorers start with 1 additional point in Energy
- Herbalism now only has 1 skill level
- Explorer´s non-combat skills now cost significantly less skill points and have a lower skill cap
- all classes receive a small constitution boost (+3) at the start of the game
- Mages now learn Energy Absorption at level 23, skill cap is now at 10
- skill point cost of Learning reduced for Mages


- HP boost on easiest difficulty was reduced
- Mana Potions now restore significantly more mana
- stun duration from battle hammers and flails slightly reduced
- a few weapons now have 0% critical fail rate (mainly one-handed weapons)
- shields grant slightly more protection
- the "Infallible" enchantment now also grants a small boost to atttack precision
- enchantments that increase experience were removed and replaced with less powerful ones
- enchantments that only increase 1 or 2 attributes have been improved


- Young Cursed Hounds no longer inflict curses
- curing Conditions at the Priest in town was made significantly cheaper (not for hardcore and ironman)
- prices for consumables that cure conditions was significantly reduced


- significantly reduced random enemy encounters throughout the game
- the big, stationary mushrooms now grant significantly less experience
- the bigger troops of Nengorth´s soldiers have been reduced in size

Open things

- reduce experience gained from soldiers
- adjust price scaling?
- small buff for thief
- change mana cost for mage skills
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kostafunksoul Mar 3, 2017 @ 6:19am 
sorry im new how to install the mod?
DeadFish Dec 30, 2016 @ 8:07am 
Wilfogn Oct 22, 2016 @ 8:50am 
Thanks, I was about to stop playing the game due to some of these frustrations but I think with this mod it is worth another shot!
wind821 Jan 3, 2016 @ 4:17pm 
come on
Valadurs Erbe  [author] Nov 29, 2015 @ 9:56am 

Looking into the summoner issue, it looks like progression of the summons is strictly linear. Boosting the summons in the endgame would mean that they would enjoy an even stronger boost in the early game.

I had an idea but it would require the creation of new skills, which is not possible in the current build of the editor. I would like to give the Summoner copies of the passive booster skills, available at higher level. This would help him stay relevant at higher levels.
Valadurs Erbe  [author] Nov 29, 2015 @ 9:48am 
Hi brodivh,

as far as I understand, switching it on and off should work. However, learned skills, skill levels and attributes will not change retrospectively. This means if you paid 2 skill points to increase a skill level, you will not get the points back when you change to a mod where the skill is cheaper.

I don´t know what happens with the number of random encounters. I suppose they are saved as soon as you enter an area the first time. So if you change to a mod with lower encounter numbers, it will not apply to already visited areas.
好猫 Nov 27, 2015 @ 6:07am 
brodivh Nov 23, 2015 @ 6:41am 
Possible to begin the game with the mod on, turn it off after a while, and have things still run smoothly?
SHIFTER Nov 22, 2015 @ 8:35pm 
Valadurs Erbe  [author] Nov 21, 2015 @ 2:09am 
Hi steven.aus,

I fixed the "has fatal effect" buff.

@Windless Bear:
There is currently no possibility to give the player the power to change encounter rate. Also I don´t think random encounters became much rarer. It´s more that they stop earlier because you clear the area faster after less encounters.

I have to look closer into that issue.