Wildermyth

Wildermyth

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Higher Level Max (Deprecated)
   
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Tags: Hero
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487.075 KB
20 Aug, 2020 @ 7:20pm
1 Change Note ( view )

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Higher Level Max (Deprecated)

Description
As I do not have local ownership of this mod, I am incapable of updating it. Most recent version of this mod can be found at https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936176640.


This mod gives the warrior 5 more levels, the hunter 4 more, and the mystic 3.

The additional levels are as follows: Platinumhorn (Level 8), Diamondhorn (Level 9), Demigod (Level 10, Mystic cap), Celestial (Level 11, Hunter cap), and Godlike (Level 12, Warrior cap). The warrior requires 80 additional XP to reach 8th level, then another 90 for 9th, then 100 for 10th, then 125, then finally 150. The hunter needs 126 for 8th, then 142, then 158, then 198. The mystic needs 144, 162, and 180. Despite the warrior gaining more levels in total, it still requires the least total XP to reach max level, while the hunter now requires the most.

Each of added levels for each class provides a bonus that the other levels in the same class doesn't provide, such as a speed boost for the warrior/mystic, or a dodge/block boost at a certain level. Most of the bonuses are the same for each class at the same level, but they aren't given again as this mod has it. In addition, because the XP curve becomes so high, levels 8 and higher provide progressively larger boosts to the standard increases.

The classLevels.json file might not replace properly while the mod is loaded, so you may need to follow these extra steps to make the mod work properly: Find the file location in both the game files (Steam>>steamapps>>common>>Wildermyth>>assets>>data) and the mod files (steamapps>>workshop>>content>>763890>>2203987489>>assets>>data). Move the version in Wildermyth somewhere else and move the version in the mod files into Wildermyth's files. If you want to stop using the mod, just reverse the process. Just make sure you keep the original version of the file. Don't "replace" it or "delete" it! Wildermyth will NOT run without this file.

I hope you enjoy this mod, and feel free to put any questions or suggestions in the comments below! Good luck!



Note: This mod does not balance the characters: it just allows them to become more powerful than they normally would. Campaigns may become very easy if you use high-tier legacy heroes and level them to these new levels, even on Walking Lunch
24 Comments
DeviantEntity  [author] 23 Feb, 2023 @ 4:21pm 
I forgot to add: I did not encounter Riviera's bug in the updated version of the mod, which I should be able to update normally if anyone finds anything that doesn't work right.
DeviantEntity  [author] 19 Feb, 2023 @ 10:32pm 
I didn't take the time to find the bug in this version of the mod, since I can't update this mod anyways. I lost a lot of hard drive data (no backups either, unfortunately) over a year ago, and the Steam cloud didn't save that I owned this mod, so according to Wildermyth I didn't even have this mod in my local files and thus no update rights....

HOWEVER, I have good news! I have reuploaded this mod with some improvements to the way it works! The newer version doesn't overwrite the entire class files, and lacks at least some of the useless files. Link to the most current version is at the top of the description, although at the time I'm writing this Steam is still reviewing the content to make sure I did nothing icky.
GRiviera 25 Dec, 2022 @ 9:44pm 
Found a bug: this mod makes Zealous Leap disappear from the UI for Warriors. You can still pick it when leveling up and if you scroll your character, it says that you have it, but you cannot use it during battle as there is no button for it.
DeviantEntity  [author] 6 Jul, 2022 @ 11:41am 
That, and the required XP required for further levels in those classes was just so ludicrously high (if using the same scaling) that it was almost impossible to get them in the first place. While testing, I did try to earn enough XP for a mystic to reach 12th level once in a standard campaign, and it didn't happen. I suppose it might be possible if you use a mystic to solo every fight on Walking Lunch. If you feel like trying to get a mystic to have enough XP to essentially be what 12th-level is for this mod, you'll need to get that mystic to have 495 XP beyond 10th-level. A hunter would need an additional 238 XP to do the same.
Naravolian 6 Jul, 2022 @ 6:34am 
Love the mod! But out of curiosity, what's the purpose of the difference in level caps between each class? Is it just for balancing purposes, because Mystics and Hunters can become broken if it was given the same cap as Warrior?
DeviantEntity  [author] 20 May, 2022 @ 3:22am 
I'm perfectly fine with it! They're really nice names. The more people that can witness such glorious writings, the better! :D
Nyans 19 May, 2022 @ 9:47pm 
@IntellectMaster Hey there, I just made a level cap mod (used yours as an idea). I borrowed some of your promotion names if that is cool. If not, let me know and I'll edit them ASAP.

Overall, the new mod currently increases the cap from 7 to 14, and it currently only uses vanilla stat gains on promotion instead of your values. I'm going to throw you into the description of the mod(s) as mod inspiration (and names) if that's cool. Let me know, and have a good life! :)
DeviantEntity  [author] 5 Jan, 2022 @ 5:41pm 
Oh, whoops. Reeeeaaally old stuff I was experimenting with at the time and simply forgot to remove from the mod's files. Neither affect the mod's performance in any way, and are completely deprecated. The elf stuff is from when I wanted to try and figure out how to add fantasy races, but had no idea how to get it working at the time. divineExperience.json is not something I remember the purpose of, so Bioness could be right or wrong and I don't know which.

I am not an active modder or player of Wildermyth anymore and I am not updating my mods. Honestly, if someone wants to put up a newer version of this mod that's been patched to be more compatible with other mods, I hereby give full permission to them to do exactly that. Just let me know so I can then take this mod down, and please note somewhere that the original mod idea came from me. :)
Bioness 4 Jan, 2022 @ 3:41pm 
@sourcoffee

Not the author, but I just deleted that file along with the elf stuff, it seems like an event that would increase your level beyond what is above.
sourcoffee 4 Jan, 2022 @ 12:19am 
Quick question. I am trying to modify your mod and I think I understand most of what is going on.
My question is the file "maximumLevelRaise_divineExperience.json" in the "assets/data/effects" folder. What is the purpose of that file?