EDF 5.9x mod for EDF5 Ver1.91 Requirement: 1.DLC1 and DLC2 installed 2.Must start with a new savedata !!Fixed ModLoader compatibility issue after ver1.90!!

Post tutorial Report RSS Basic ways to enjoy this MOD

Basic ways to enjoy this MOD Writing in progress...

Posted by on - Basic Design/Concepts

Basic ways to enjoy this MOD:
-There is an appropriate weapon level for each mission at each difficulty level, so we recommend checking the weapon level limit once in multiplayer mode.
-Weapon drop levels are also based on this, so the best way to enjoy the game is to use the dropped weapons to conquer the game.
-Of course, there is no weapon level limit in solo, so feel free to enjoy it as you like.
-As stated above, the difficulty of this MOD is demonstrated at the inferno level of the multiplayer mode, so the other difficulty levels have been adjusted to be lower than vanilla.

Concept of this mod:
-Significant increase in number of enemies
-Significantly strengthened enemy attack effects
-But keep fps drop to a minimum
-But minimize light pollution
-Reduced the mobility difference between all classes
-Reduced the mobility difference between the enemy and the player
-Increased solo difficulty
-Incorporated the loop concept of EDF6
-DLC1 mission history changes (modification level) are small
-DLC2 mission history changes (modification level) are large
-Enhanced performance of key missions

History of MOD Development:
-Development of this mod began in June 2020, but was halted in August 2021 when player weapon performance and enemy damage became so inflated that it was almost impossible to adjust.
-At the time of discontinuation, a total of 215 weapons had been added and 77 new missions had been added.
-In February 2023, the SGOTT tool was updated. At the same time, my friend who had been developing the Barotrauma mod were also taking a break, so I decided to resume the mod development.
-Since solving the inflation problem required precise adjustments, I decided to tear everything down and develop it from scratch, since it would be even more difficult to do so if the past foundation remained in place.
-I decided on a development plan where past weapons and missions would be treated as materials and introduced if necessary. However, around the middle of DLC2, friend who was helping with the testing told me that he felt another inflationary trend.
-This made me realize that I seriously needed to fix the inflation problem. Since then I have spent the last 3 months or so tweaking weapon damage and enemy durability, etc. and I believe I have finally made the adjustment.
-So I envy Sandlot's sense of balance in not restricting the player too much and not making the enemy too strong. At the same time, I have decided that that is the final place I am aiming for.

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