Wildermyth

Wildermyth

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Higher Level Max (Reupload)
   
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Tags: Hero
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454.317 KB
19 Feb, 2023 @ 9:57pm
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Higher Level Max (Reupload)

Description
Updated to remove needless overwriting of class abilities, thus hopefully increasing mod compatibility.



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 the 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. In addition, because the XP curve becomes so high, levels 8 and higher provide progressively larger boosts to the standard increases.



I had to upload a new version of the mod because I no longer had privileges to update the old version, Sorry for the inconvenience.

Incompatible with mods that modify class levels, as those mods probably also state.
6 Comments
manux 21 Nov, 2024 @ 11:03pm 
Happy to help!
Yeah, I've been using the omenroad dungeon-style challenges to build the specific roster of legacy champions I want in my party, with all the proper mix of transformations, pets, etc...
It's way quicker and easier than trying to do do that with the regular story-driven campaigns.
I made a small local mod to make dungeon challenges with more than 3 pages, like a 10 page one, to give enough time to reach and test high-level champions. And also modified them to only spawn the specific transformation shrines and pet cages that I'm looking for.
Your mod makes it easier to build super champions and profit from the long length of those challenges.
DeviantEntity  [author] 21 Nov, 2024 @ 11:38am 
Oh, that's good to know! Until the time I own Omenroad and can update this mod appropriately, that will have to suffice for Omenroad players whose runs allow them to earn that much XP. Thanks for being proactive, manux!
manux 21 Nov, 2024 @ 10:28am 
Hi, thanks for this very useful mod!
The mod is not working properly with the omenroad DLC rogue-like dungeon-style challenges, but I found out why. There is a new file for the XP deltas definition specifically for that game mode. It's in the same location as the regular one(classLevels.json), and it's called: classLevelsDungeonMode.json.
I copied the content of your file in that one within a local mod, and it now seems to work as expected.
DeviantEntity  [author] 28 May, 2024 @ 3:38pm 
@Zoe, the Bad Wolf Yes, I justed tested it and everything works as expected. Also, although I do not own the newest DLC, nothing in it should affect this mod as far as I'm aware.

@tomoscar All heroes are always reduced to Lv. 5 when bringing them into a new campaign. That is a base-game feature and unaffected by this mod. (I know, extremely late reply, but I meant to say this and never actually did. Oops.)
Zoe, the Bad Wolf 28 May, 2024 @ 2:41pm 
Hello! I am from the distant future of 2024... Does this still work?
tomoscar 19 Jun, 2023 @ 2:42am 
Started a new game today, a 5 chapter legacy campaign. The team of 3 chosen by game, consisted of one level 4 hero, one level 5, and one level 7 hero. I have been using your mod for a long time. As expected, I could choose 4 abilities for the level 4 hero, and 5 for the level 5 hero. However, when I click "Pick Abilities" for the level 7 hero (warrior), the hero is degraded to level 2, and I am only allowed to pick 2 abilities. I don't think I have any other mods that your mod could conflict with. (Only have a few, and none doing anything with max level.)