Horizon's Gate

Horizon's Gate

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Infinite random Groves: New repeteable content, items and more! by Mafe (Load below all!)
   
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191.329 MB
1 May, 2024 @ 4:07pm
3 Aug @ 6:47pm
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Infinite random Groves: New repeteable content, items and more! by Mafe (Load below all!)

Description
Warning: Generating the randomized zones of this mod its a really intensive process. They may take some seconds to generate after you choose to "enter" one, so please avoid spamming clicks while those are generating to avoid the game to stop responding

This mod expands the base game Groves system, by adding 3 new types of Groves that generate over Eral and that the player can revisit as much as they wish from time to time. Those are not normal Groves, as they have enhanced dynamism by having new characteristic: Dynamic zone day/night cycle, weather system that changes the rules and visuals of the content inside, new gathering points and natural resources to grab, Alchemy, upgrades to low tier basegame equipment, and more!

Getting started with the mod
A new save is recommended, but this mod works perfectly fine on older ones and can be added into ongoing runs. The Groves added by this mod start to generate based on how many vanilla ones have you cleared, and those Groves are divided by difficulty based on color: Green ones are the easiest ones, Yellow ones are aimed at mid game, and Red ones are the hardest ones. With difficulty, the enemies that can spawn inside the Groves increases, adding more dangerous foes but also increasing the possible rewards and items that you may find inside. After you succesfully survive a Grove, when returning to the Sea all of those will be drained. A cooldown of 400 Sea time units will start to run before those Groves can start to generate again.

The exploration
When you enter one of those Groves, there is a fixed amount of time you can spend inside those before being forced to return to the previous location. The timer will always be placed over the player main character and its total duration scales with how many basegame and mod Groves you have succesfully survived. So be sure to spend you time wisely. Killing any enemy inside the Groves will add +100 to the timer. There is also 1 exit that always generates on those Groves, offering you the option to leave earlier.

Those Groves have a dynamic day/night cycle: they will start either full bright or dark, and as time advances and you do stuff inside those they will become darker or brighter. There is also a weather system, which defines the rules for certain items spawning and adds new hazards to the zone. And all the spawns/respawns are handled by the "Debris", a magical formation which can spawn biomass in the form of sentient beings, trees, etc.

Inside, you will find plethora of new gathering points and resources: Trees, Bone piles, Shrooms, Ore formations, etc. Among enemies, of course. While a good chunk of those can spawn trought the zones magical Debris, others generate trought they own rules, like the Shrooms and Beehives.

The Alchemy system
Among the many systems of the mod, one of the biggest ones for the player is Alchemy: Being able to mix stuff from inside the Groves to make a new kind of unique consummable: Potions (among certain items and new bombs).

This entire system is easy to start. Combine a "gigantic bone" with a "gigantic ore" to generate a portable cauldron. "Looking" at it opens the alchemy ui, in where you will be able to pick materials to mix and see the valid ingredients you have. This entire system is based on player experimentation, so expect to fail a lot till you find the right combinations. But worry not, as with each failure, comes the option to make future recipes easier... But I wont talk more, I will let you to discover the intricacies of this mod and its systems!


Summary
  • An expansion to the basegame Groves system that offers infinite Groves to explore that are always randomized each time you visit one
  • Those Groves feature dynamic systems for things like day and night cycle, weather, nature and mobs spawning, etc. All handled trought a complex web of triggers called "The Director".
  • The possibility to upgrade the base game Silk, Lattice, Iron, Steel, Wood and Corpryst tools and armor, offering new upgraded items with new stats and mechanics
  • Alchemy system that offers 21 potions with strong effects, but that must be used with caution to avoid an overdose (which will instakill you if you abuse them)

Tech-bits
This mod must be loaded below every other mod to ensure it will work properly. This is due to the fact the crafts inside are done with "cloneFrom", a way to add propieties to an item witouth overriding it. However, if another mod does override the core vanilla definition, then the clone stops working. Loading it below all ensures the clone always gets loaded no matter who overrides a vanilla definition.

Credits
- Eldiran (Radcodex), the wonderful human that made this incredible game and that helped a lot with its debugging proccess
- Furdabip for helping to debug the logic for the director triggers and making the palette tools that make modding miles easier
- King Joshington, for helping me with my bad english.
- Paul, the Wizard modder that saved me everytime I had tech issues
- Prominence, for being an inspiration into giving this game more repeteable content
11 Comments
Welk 12 Dec, 2024 @ 6:09am 
Okay thanks for the reply mafe!
Mafe  [author] 12 Dec, 2024 @ 6:08am 
Yes, it is Welk. Mods are compatible in 99% of cases, unless they override the same thing in the base game. All modders have the good practice of using our own IDs for stuff.
Welk 12 Dec, 2024 @ 4:22am 
Good day Mafe!

Is this mod compatible with ports of ill repute mod potion making?

Will it conflict if i use the prominence potion and your alchemy potion grove mod both at the same time?

That is all.
king patric did nothing wrong 17 Oct, 2024 @ 1:20pm 
Gracias :steamthumbsup::steamhappy:
Mafe  [author] 17 Oct, 2024 @ 12:50pm 
Those generate randomly, so pretty much any piece of land in Eral is a valid spot to find them.
king patric did nothing wrong 16 Oct, 2024 @ 11:57pm 
Coordinates would be nice :steamhappy:
Mafe  [author] 29 Jul, 2024 @ 11:12pm 
Yes, it does.
ahcastro 29 Jul, 2024 @ 10:09pm 
does this work with the GrOverhaul mod?
chel 6 May, 2024 @ 8:10pm 
these games scratch very similar itches for me lmaooo. its always encouraging when i see familiar names in different places, usually means i'm on to something good :reheart:
Mafe  [author] 6 May, 2024 @ 7:49pm 
Aww, thanks you a lot! I really apreciatte the kind words ^^ glad to see other fellow Darkest Dungeon player, hehe.