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Zelda Sword Skills - Notes for possible future inclusion #20

@Shahelion

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@Shahelion

A number of aspects of this mod are fine and should probably just be left alone, so as not to risk breaking anything. In this I will only mention things that should be changed from the latest version (quentin's fork). If I don't list it here, either I thought it was already working perfectly fine, or I just forgot about it.

1: Replaceable items. These are things that have a strictly better version available in Rift Flux already, or are simply redundant.

-Heart Containers and Heart Pieces. Simple duplication of mechanics. Note that ZSS has multiple achievements tied to using these.
-Small Hearts that drop from mobs and grass. LegendGear/RiftFlux ones work just as well, and have a better sound anyway.
-Emerald drops from grass. LegendGear's emerald shard drops are better than whole emeralds (would require a rebalance of emerald upgrades, see section 3).

2: Items that have an alternate in Rift Flux, but the ZSS version is still worth keeping as well.

-Hookshot. ZSS one has upgrades that improve it, and it doesn't have the bungee-cord feel to it that the LG one does.
-Boomerang. Rift Explorer one is better, but this one can stun mobs.
-Magic Boomerang. LegendGear one is faster and has more reach, but this one can stun mobs and multihit.
-Bomb Flowers. ZSS bombs have variants for different environments, such as underwater.
-Smashable clay jars. ZSS jars only hold a single item, but generate in clusters in the world and may drop items when broken.
-Slingshots. They use seed ammo instead of blocks, and the ZSS upgraded one fires a spread of projectiles.
-Shields. The ZSS shields are unique, but if they could use the Asgard system that would be neat. The Hylian and Mirror shields need to be unbreakable, and the Mirror Shield reflects magic projectiles. The Deku Shield can be destroyed if set on fire, but can catch arrows.

3: Improvements and other changes.

-Reducing the cost in emeralds for upgrading items. The costs are clearly balanced around abundant grass/mob drops, but it skews everything else using emeralds. Would be better to use LegendGear's shards/pieces.
-A new system for upgrading items. Fairy fountains are absurdly rare and/or hard to find, and the mechanic is very obscure. Better to use something like the LegendGear rituals (maybe a new ritual requiring only one block instead of two, and no keystone block).
-A number of NPC interactions use a mixture of left and right click with certain items, might be worth taking a look at. It's not exactly intuitive to left-click with a bomb on a villager to see the bomb shop...

4: Bug fixes.

-ZSS villagers often cannot be created from modded villager types. Minor issue.
-Grand Wizzrobe doesn't spawn as the boss in some dungeons. Instead, if the Wizzrobe was going to be the boss, the dungeon just instantly completes and gives the rewards. Quentin's fork broke this in some way, the Grand Wizzrobe seems to no longer exist somehow.
-Shields are weird in the offhand (using Backhand with Battlegear-for-Backhand). Converting them to use the Asgard system might solve a number of issues.

I may update this later if I think of anything else. Quentin's fork fixed a large number of issues, specifically crashes with backhand/battlegear, and should probably be the version that forks are based on.

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