TitleID: 01003D90058FC000
I recommend using SimpleModManager.
CrossCode is extremely open to modding. If you have any interest I suggest you check it out. There's room to modify a huge proportion of the game and basically make whatever you want. There's a Discord server dedicated to the topic.
[v1.0.10 / v393216] 80% enemy hitpoints (excluding bosses)
files affected: data\enemies\*.json
I've found the balance is haphazard and some enemies are sponges.
HP is changed on Analysis and I get the feeling the changes are in effect but there's unaltered values in database.json that I'm unsure about. There's a lot of redundancy in the game files and it's hard to know what's actually used. Feel free to confirm this mod works.
I've attempted to exclude all bosses (but not Blazehoof, he felt like a load of crap fighting him recently) but I may've missed some. The naming of enemies is an inconsistent mess.
You can change the scale to whatever you want and edit which enemies are excluded with this.
[v1.0.10 / v393216] Alternate map stamps and better cave map icon
files affected: media\gui\area-icons.png, media\gui\menu.png
There are now three stamps for chests, for bronze, silver, and gold. Clarified the question and exclamation marks, added one for switches / buttons, replaced the diagonal arrows with numbers 1-2-3-4. I would've made both a ground and floating switch stamp but 7x7 doesn't really allow it.
Slightly improved the cave icon.
[v1.0.10 / v393216] Literal skill names
files affected: data\lang\sc\gui.en_US.json
No more having to check what skill names mean, or nearly as often. Almost all skill names as seen on equipment and in the skill-tree / circuit have been renamed to more memorable alternatives. e.g. Brawler has become Melee+, Flash Step is Dash Invinc.+, Legwork is Aim Move Spd+. Had to work with a limited character count and some choices could be better.
[v1.0.10 / v393216] 50% faster slow dash
files affected: data\players\lea.json
This is the slow, half-arsed dash you attempt after exhausting your dashes.
WIP [v1.0.10 / v393216] Literal consumable names
files affected: data\item-database.json
A number of consumables need their names shortened dramatically to fit within the character limit.
WIP [v1.0.10 / v393216] Conspicuous botanics
files affected: media\entity\objects\autumn-destructibles.png, media\map\bergen-trail.png, media\map\jungle-props.png
Gaia's Garden and Sapphire Ridge are complete.
Comes in either 'full glow' or 'white glow' versions. Either a much more obvious periodic scanning animation or a slightly more one.
WIP [v1.0.10 / v393216] Differentiated cliff heights
I haven't committed to this yet. Seems like it'll require creating a parallel set of cliff graphics with some choice of subtle but noticeable visual cue for different heights, and writing an automated process to generate a new layer from each heightmap and existing tiles that corresponds to the new graphics. Not sure I care that much to do this but then again, the depth perception issue in this game is a big one.
WIP [v1.0.10 / v393216] Simplified trade
I've found the trading system convoluted and I'm thinking of significantly simplifying it and making it more rewarding to engage with.
Somewhat related, you can find my experience successfully transferring a PC savegame to Switch here.
I recommend using SimpleModManager.
CrossCode is extremely open to modding. If you have any interest I suggest you check it out. There's room to modify a huge proportion of the game and basically make whatever you want. There's a Discord server dedicated to the topic.
[v1.0.10 / v393216] 80% enemy hitpoints (excluding bosses)
files affected: data\enemies\*.json
I've found the balance is haphazard and some enemies are sponges.
HP is changed on Analysis and I get the feeling the changes are in effect but there's unaltered values in database.json that I'm unsure about. There's a lot of redundancy in the game files and it's hard to know what's actually used. Feel free to confirm this mod works.
I've attempted to exclude all bosses (but not Blazehoof, he felt like a load of crap fighting him recently) but I may've missed some. The naming of enemies is an inconsistent mess.
You can change the scale to whatever you want and edit which enemies are excluded with this.
[v1.0.10 / v393216] Alternate map stamps and better cave map icon
files affected: media\gui\area-icons.png, media\gui\menu.png
Slightly improved the cave icon.
[v1.0.10 / v393216] Literal skill names
files affected: data\lang\sc\gui.en_US.json
No more having to check what skill names mean, or nearly as often. Almost all skill names as seen on equipment and in the skill-tree / circuit have been renamed to more memorable alternatives. e.g. Brawler has become Melee+, Flash Step is Dash Invinc.+, Legwork is Aim Move Spd+. Had to work with a limited character count and some choices could be better.
[v1.0.10 / v393216] 50% faster slow dash
files affected: data\players\lea.json
This is the slow, half-arsed dash you attempt after exhausting your dashes.
WIP [v1.0.10 / v393216] Literal consumable names
files affected: data\item-database.json
A number of consumables need their names shortened dramatically to fit within the character limit.
WIP [v1.0.10 / v393216] Conspicuous botanics
files affected: media\entity\objects\autumn-destructibles.png, media\map\bergen-trail.png, media\map\jungle-props.png
Comes in either 'full glow' or 'white glow' versions. Either a much more obvious periodic scanning animation or a slightly more one.
WIP [v1.0.10 / v393216] Differentiated cliff heights
I haven't committed to this yet. Seems like it'll require creating a parallel set of cliff graphics with some choice of subtle but noticeable visual cue for different heights, and writing an automated process to generate a new layer from each heightmap and existing tiles that corresponds to the new graphics. Not sure I care that much to do this but then again, the depth perception issue in this game is a big one.
WIP [v1.0.10 / v393216] Simplified trade
I've found the trading system convoluted and I'm thinking of significantly simplifying it and making it more rewarding to engage with.
Somewhat related, you can find my experience successfully transferring a PC savegame to Switch here.
Attachments
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80pc enemy HP sans bosses for v1.0.10 v393216.rar1.1 MB · Views: 223
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alternate stamps and map cave icon for v1.0.10 v393216.rar73.9 KB · Views: 201
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50pc faster slow dash for v1.0.10 v393216.rar58.4 KB · Views: 178
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renamed consumables for v1.0.10 v393216.rar133 KB · Views: 153
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conspicuous botanics forest fullglow for v1.0.10 v393216.rar261.8 KB · Views: 134
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conspicuous botanics forest whiteglow for v1.0.10 v393216.rar263.1 KB · Views: 97
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conspicuous botanics jungle fullglow for v1.0.10 v393216.rar142.8 KB · Views: 141
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conspicuous botanics jungle whiteglow for v1.0.10 v393216.rar146.3 KB · Views: 102
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renamed skills for v1.0.10 v393216.rar30.7 KB · Views: 159
Last edited by falcorr,







