At long last, the day has come for my ultimate mod to be released, The Last Remnant mod for making enemy BR levels static and evenly scaled across the entire game! Say goodbye to annoying enemy scaling with your BR and possibilities of permanently ruining your save game!
It should be noted that many of the versions of this mod are not designed to make the game easier, but challenging and fair. Having to resort to excessive grinding is a sign of improvable character setups, strategy and training methods.
New vanilla style friendly versions and mass normal monsters versions have been added. Also including all monsters BR static extras for those who like those. All the versions have been packaged into a single zip file in order to conserve thread space.
Added new vanilla style static versions and two easier vanilla style versions!
Download
Www84.zippyshare.com (open in a new tab to avoid pop-ups)
Drive.google.com (password is "remnant") (When ZippyShare doesn't work)
Installing
Simply move the .dll file to \Steam\steamapps\common\The Last Remnant\Binaries. The mods can be freely removed/replaced during playthroughs. It should be noted that the file cannot be placed/replaced while the game is running.
The order of BR levels is as follows, X&Y = X is normal monsters and Y is bosses/rare/quest monsters, and with single values, it is for normal monsters and bosses/rare/quest monsters. Movement speed refers to the movement speed of Rush on maps outside of combat. The 106,4% movement speed is applied to prevent the bug of monsters getting stuck on Rush.
30 Steps
Design
The entire game is scaled and enemy BR levels are made static based on the earliest time you can encounter the enemies, access the areas and quests become available. Intended for full / 100% playthroughs.
Difficulty (assuming a new game from the start, may not apply for new game+ and mid-playthrough saves)
Custom Cubic Static 192&255 (9/10)
Custom Cubic Static 255&192 (8/10)
Custom Cubic Static 255 (9/10)
Dynamic 67% Linear Static 192&255 (9/10)
Dynamic 67% Linear Static 255&192 (8/10)
Dynamic 67% Linear Static 255 (9/10)
96&128 Linear Static (7/10)
128&96 Linear Static (6/10)
128 Linear Static (7/10)
192&255 Linear Static (10/10)
255&192 Linear Static (9/10)
255 Linear Static (10/10)
Vanilla Static
Design
Uses every enemy's base BR as their new static BR level. The closest to a vanilla experience. Exponential versions' numbers refer to the specific BR point of the mod, and it will continue to rise past the specific point. Version 1 is the lowest BR non-superboss monster in The Ancient Ruins. Version 2 is the lowest BR monster in The Ancient Ruins.
Difficulty (assuming new game)
Vanilla Base Level Exponential 192 Static (Version 1) (6/10)
Vanilla Base Level Exponential 192 Static (Version 2) (7/10)
Vanilla Base Level Exponential 255 Static (Version 1) (8/10)
Vanilla Base Level Exponential 255 Static (Version 2) (9/10)
Vanilla Base Level Static -50% (3/10)
Vanilla Base Level Static -25% (4/10)
Vanilla Base Level Static (5/10)
Vanilla Base Level Static +25% (6/10)
Vanilla Base Level Static +50% (7/10)
Vanilla Base Level Static +75% (8/10)
Vanilla Base Level Static +100% (9/10)
All Monsters
Design
Every enemy has the same static BR level. Intended for experimenting.
Difficulty (assuming new game)
1 (1/10)
128 (10+/10)
255 (10++/10)
Mass normal monster versions change every normal non-rare/non-boss/non-quest monster union to have five units per union for that intense fighting experience.
Miscellaneous
Here are graphical charts for a comparson between all the version.
Rescale 30 Steps: I.imgur.com
Rescale Vanilla: I.imgur.com
Original list for checking points for 30 steps versions: Pastebin.com
Vanilla game base BR for monsters, used for Vanilla Base Level Static versions: Pastebin.com
Bug reports, missing monster reports, feedback and ideas will be greatly appreciated, including scaling curves
I'm going for a 100% run and don't want to think about whether or not a random battle will negatively affect my BR.
And the version I'm using is "Vanilla Base Level Static (5/10)" in the readme. For my whole take on the matter [in 2020], see the quote below.