Horizon's Gate

Horizon's Gate

30 ratings
GrOverhaul
   
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File Size
Posted
Updated
3.935 MB
14 Mar, 2022 @ 2:58pm
11 Dec, 2022 @ 3:30pm
21 Change Notes ( view )

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GrOverhaul

Description
This mod:
Makes all groves bigger, randomized, deadlier, and with more treasure.

Load Order

Features:
  • Groves now each contain ~6 battles
  • Battles are randomized
  • Every Grove spawns a plant/fossil but also a chance for a good prize (action tablet, blueprint for exotic weapons)
  • Groves are recolored
  • Terrain is slightly randomized
  • Elemental monsters (from my Resource Library)
  • Replayability!
  • More challenge, better rewards!

Details:
Groves are now 3x3 "mini-dungeons", each containing:
  • the "normal" encounter you find in the vanilla game
  • a plant or a fossil (for "technical math reasons" - the first 12 groves will provide plants and the rest will provide fossils)
  • a "prize" room from a pool of 10 possible rooms (40% random loot, 30% action tablet, 30% blueprint for exotic weapons)
  • 6 random battles

Warning
Starting a new game with this mod (or resetting your procgen) will cause the game to freeze for up to 2 or more minutes! This is because it is recreating all 29 groves and giving them 9 rooms each! This is totally normal.
As with any big mod -- BACK UP YOUR SAVE.

Not compatible with Bigger Groves mod!
This mod was made to replace and add more content over Bigger Groves.
As with Bigger groves, you may wish to use Disable Autosave In Groves.

New Game preferred but not required
- to perform on a current save:
open debugger with shift+~ and type (no quotes) 'resetprocgen' to recreate all new groves.

Behind the Scenes
  • Every encounter has a chance to spawn 1 of 2 possible battles...
  • ... and every battle pulls its actors from one of many pre-defined pools.
  • Battles contain playable races, humanoids (Vineman, Jarfs, Maskheads, Myconids, Automatons, Mantis), and some of my own enemies (elemental versions of existing enemies).
  • Some battles will have friendly characters assist you or have enemy teams that are hostile to each other.
  • Groves get "harder" as you progress, and as you discover more groves, earlier encounters will be pulled out of rotation and new encounters added.
  • Around grove #12, enemies will STOP being lootable. This is a design choice on my part to avoid flooding the economy with gear. However: all items (and gear) that were NOT EQUIPPED will drop after the battle if you leave and come back.

Tips
This mod makes the game much HARDER in the beginning (and hopefully throughout)!
You won't be able to complete even the first grove without a full party and some gear and enemies will often outnumber you.
Go make some money trading, find some alternative xp sources (ray battles, xp gems), get some gear (just buy steel or hunt for mythril). Once you're ready, dive in.

It's ok to skip battles ... if you can get by without getting caught.

You may wish to TURN DOWN your xp gain. Having 5-6 extra battles per grove is going to have you swimming in xp, especially if you play with other location mods, like Prom's excellent work. I can't control how much XP is awarded and some battles will give a lot just based on the number, type, and level of the enemies that spawn.


Addons for this mod:

My Other Mods


Acknowledgements
As always, none of this would have been possible alone.
Special thanks to ParadiseBell for doing a lot of testing and feedback!
Check out all these cool people and their work!

34 Comments
King Joshington  [author] 20 Oct, 2024 @ 8:37am 
Ah, if you have all the plants (or if it thinks you already do), it will change to money. That's how the base game works with random order spawning one-time loot.
I am very out of touch with this mod (it's been 2 years) and it does sound like there's something wonky with your save, so I'm not sure I can really help.
You could join the discord and ask in the modding channel. They are very friendly peeps.
Relm (they/she) 20 Oct, 2024 @ 2:56am 
No. I'm running Prominence's mods, a couple of little tweaks, some class mods, your weapon's mod. Nothing that should interfere.

I did some testing though, and it seems like maybe something has just gone weird with my savegame? I think loot_plants is spawning just fine, but upon entering the room it turns into money because it thinks I've already got all the plants for some reason. Very strange.
King Joshington  [author] 19 Oct, 2024 @ 1:06am 
Are you using any other grove mods?
Relm (they/she) 18 Oct, 2024 @ 3:03pm 
For some reason plants and fossils aren't spawning for me. As far as I can tell, the room where they should be spawning, there's usually just a pile of money in the middle instead.
King Joshington  [author] 2 Dec, 2023 @ 11:58am 
Thanks. Like I said earlier, I haven't touched this in a year, so I've forgotten how to do any modding. But I was quite proud of what I did at the time! Glad some people are still enjoying it.
Applefritter 2 Dec, 2023 @ 9:56am 
Sounds good. Excellent mod btw!
King Joshington  [author] 2 Dec, 2023 @ 1:28am 
If it's not causing a problem, ignore it. It may be because I had planned to have Galf appear later again but it didn't end up happening. It's definitely coming from this mod though, as that's my variable.
Applefritter 30 Nov, 2023 @ 5:31am 
Say, are other players getting "No global formula modified_spGroveEnc found" in the upper left screen upon encountering Galf and his crew in the groves? I have a ton of mods so it may just be my configuration. I do have GrOverhaul just below the resource packs at the top of my mod list.
King Joshington  [author] 17 Nov, 2023 @ 3:25am 
It's not ... they are linked.
Also, I haven't touched anything in almost a year and I've forgotten how most of it works.
Deason Red 16 Nov, 2023 @ 6:04pm 
I wonder if it might be possible to get a version of this that doesn't require Total Weapon Package?