AsteriskAmpersand / Ice-Stable

Ice Stable Release Channel
173 stars 4 forks source link

Iceborne Community Edition

Welcome to the download page for Iceborne Community Edition. Join us at https://discord.gg/xPDVbhZgFJ to follow the development of this mod!

Iceborne Community Edition (ICE) is an overhaul mod for MHW: Iceborne, driven by community feedback and suggestions. ICE preserves the spirit of the game's core design and direction, but offers improvements to the game in an effort to provide a more balanced and diverse experience for all hunters.

This mod is a work-in-progress, and still in developement.

ICE is compatible with online play. ICE hunters are matched exclusively with other ICE hunters to prevent negatively affecting vanilla hunters.

Features:

Table of Contents

Setup Information

Information for the following topics can now be found on our GitHub Wiki here: https://github.com/AsteriskAmpersand/Ice-Stable/wiki

Change Log

General Changes

──────────【 Multiplayer / Matchmaking 】──────────

While ICE is installed and enabled, hunters will only be matched with other ICE hunters. This is true when using matchmaking to find sessions or when creating/joining SOS. This is done for compatibility reasons and also out of courtesy to non-ICE hunters, so that non-ICE lobbies are not negatively impacted by any changes or differences in gameplay. Unlike other gameplay altering mods, hunters can freely play online with ICE.

──────────【 Clutch Claw Rework 】──────────

The dominance of the Clutch Claw has been drastically reduced to bring back the original combat pacing from base World. The goal is for softening to be a strong optional tool for the Hunter to use as desired, rather than a required component in general play.

──────────【 Monster Hitzones 】──────────

Monster hitzone values (HZV) have been rebalanced in Master Rank to compensate for reduction in Clutch Claw power. All weapons have a primary weakzone to aim for, without the need for softening. Some secondary weakzones that previously required softening to active, are now either always weakzones or can still become weakzones through softening. Additionally, some monsters have had their existing element weakness amplified so that bringing element is more of an option.

Full details for individual monsters can be found on our HZV Rework spreadsheet: https://docs.google.com/spreadsheets/d/1nzN2zYD1VbeEuKGlrYPRDZPHjfyy0y-SawwSEaTZ8OQ/edit?usp=sharing

In addition, the following monsters received other changes that are worth calling out specifically.

──────────【 Progression 】──────────

【 Master Rank 】

Master Rank experience gain has been doubled between MR25 and MR100 to help reduce the long grind that is required to unlock augments and play with other players in their Guiding Lands. While this grind may have served a purpose early on in Iceborne, the existence of DLC content that can be accessed immediately at low MR makes this grind awkward and out of place.

【 Guiding Lands 】

The Guiding Lands total zone experience cap mechanic has been disabled. Normally, a hunter would have to complete around 7100+ hunts in Lv7 GL zones in order to level all their zones to 7. While this did add a long term goal and encouraged multiplayer sessions for sharing GL zones, we find this unnecessary as:

  1. The requirement was far too extreme for the vast majority of players to ever make a real dent in, let alone fully complete.
  2. The Iceborne multiplayer community is naturally diminishing over time.

【 Guaranteed Decorations 】

Certain Decorations are now guaranteed to drop at least once during game progression. These were added for decorations that are particularly game changing and considered mandatory for certain weapons or playstyles. https://cdn.discordapp.com/attachments/920464605367644200/1001848843232620625/unknown.png

【 Decoration Drop Rates 】

Decoration drop rates have been completely reworked and drastically improved.

【 Dracolites 】

Dracolites have been added to Guiding Lands drop tables, providing hunters the option to continue upgrading their Safi'Jiiva weapons outside of the siege should either the siege not be available, or because they want some more variety in their hunts.

【 Guiding Lands Materials 】

【 High Rank Augments 】

Smithy costs for the following have been adjusted to better balance material usage in High Rank, and allow Rarity 6 weapons to act as a stronger progression step before Rarity 7 or 8 augmented weapons.

New melding recipes have been added at the Elder Melder to allow hunters to trade Warrior's and Hero's Streamstones. See details for Elder Melder under Quality of Life for more details.

──────────【 Skills 】──────────

While a more comprehensive rework and rebalancing of skills is planned for ICE in the future, some skills have been tweaked in the mean time with the an emphasis on increasing the variety of competitive options for hunters. This is mainly accomplished by:

  1. Changing skills to have a more meaningful impact on gameplay.
  2. Increasing the value of skills at lower levels.

    Weapon-specific interactions with certain skills will be covered in each weapon's section instead of here.

【 General Changes 】

──────────【 Equipment 】──────────

【 Element/Status Balancing 】

Some weapon types have been rebalanced to increase the variety in competitive equipment options for hunters to choose from. Some weapons will be able to better take advantage of at least the element/status available on their weapon, despite optimizing for Attack overall. Other weapons may now be able to run full element builds for certain playstyles or specific matchups.

【 Armor Changes 】

While a more comprehensive rework and rebalancing of armors is planned for ICE to increase the variety in build options for hunters that have meaningful impact on gameplay (with effects like Frostcraft from Velkhana), some specific sets have been adjusted in the mean time to preserve the limited options the game already did offer.

Dev Comment: We understand these changes result in a decrease in the endgame power of hunters. While these endgame sets served as a nice final reward from Capcom for "finishing" the game, we don't think the power creep introduced by these sets are healthy in the context of ICE where we will be continually adding to the game. If/when we get around to incorporating additional endgame content, we may come back to revisit these changes when it's appropriate to have gear at these power levels.

【 Weapon Changes 】

Safi'Jiiva Light Bowguns:

Fatalis Rarity 12 Weapons (All, except for LBG):

【 Augments and Upgrades 】

【 Stat Limits 】

──────────【 Quality of Life 】──────────

【 User Interface Changes 】

【 Systems Changes 】

【 Combat Changes 】

──────────【 Bug Fixes 】──────────

──────────【 Monster Changes 】──────────

──────────【 Monster Hitzones / Softening 】──────────

Details for Monster Hitzone changes and Clutch Claw Softening are found near the top of General Changes.

──────────【 Alatreon 】──────────

Due to element damage output increasing significantly on many weapon types, Alatreon's weapon-specific element topple multipliers have been adjusted. A lower multiplier means a weapon's element damage will count for less and the hunter will need to deal more total element damage to reach each topple.

Weapon Changes (Stable Build)

──────────【 Slinger 】──────────

The following changes to Slinger damage are intended to address one or more of the following goals:

  1. Incorporate damage scaling on all Slinger ammos to allow them to not fall behind as the Hunter progresses through the game.
  2. Balance Slinger Burst damage so it doesn't completely overshadow other options in early-game, due to Slinger Burst being balanced specifically around Master Rank.
  3. Maintain "Field" ammos as niche utility options with the most value in early game, but ultimately low damage options due to their availability.
  4. Balance "Monster" ammos to all have good value throughout progression, without being overpowered in early game.
    • Pierce Pods will continue to be the highest damage option.
    • Thorn Pods will continue to be high damage, with added Stun and Exhaust Buildup.
    • Bomb Pods will continue to be good against low HZV targets.
    • Dragon pods will continue to be best for Dragon damage and Elderseal Buildup, but will provide good general damage as well.
  5. Remove some inconsistencies between normal and burst variants of some ammos.
    • Brightmoss now deals Thunder damage on both versions.
    • Bomb Pod now deals Fire damage on both versions.

──────────【 Clutch Claw 】──────────

──────────【 Great Sword 】──────────

【 New Alternate Playstyle: Combo Great Sword 】

The following changes are intended to offer a new playstyle option for GS that is competitive with the current TCS-focused playstyle, without replacing it. Combat will be focused around utilizing non-charging combo attacks to lead into Jumping Wide Slash as a powerful combo finisher. Finding openings to fit powered-up Jumping Wide Slashes safely, will be core to mastering this playstyle. This playstyle will favor elemental builds.

【 General Changes 】

──────────【 Sword & Shield 】──────────

【 New Move: Parry 】

The following changes are intended to give Hunters an additional defensive option that fits the theme of the weapon (parrying with a buckler shield). Hunters that master this new technique will be able to weave counter-attacks into their existing play when confronting Monsters' light attacks (such as quick swipes and roars).

【 Helm Breaker 】

The Helm Breaker attack (aka Helm Splitter) has been reworked to offer a sword-based alternative to Falling Bash. This change provides Hunters with additional combo choices and allows them to choose between the benefits of sword vs shield attacks, just as they can for ground-based moves.

【 Quality of Life 】

【 General Changes 】

Many of the following changes are targeted at one or more of the following goals:

──────────【 Dual Blades 】──────────

【 Demon Mode & Archdemon Mode 】

Demon Gauge generation and consumption has been reworked in an effort to make the management of Demon vs Archdemon Mode a more impactful component of Dual Blades gameplay. These changes should provide Hunters more options for combos as they flow back and forth between the two modes. Demon Mode will continue to be the primary method of dealing high damage at the cost of stamina, while Archdemon Mode will offer supplemental damage while stamina regenerates.

【 Status Buildup Modifiers 】

Each attack's Status Modifier has been increased to match their Element Modifier.

To understand the reasoning for this change, it is best to cover the history of these modifiers.

While Iceborne did receive some significant increases in element-based build power (examples include additional Element Up skill levels, buffs to Critical Element multipliers, massive element multiplier on Purple Sharpness), the same cannot be said of status-based builds. As such, it is likely Capcom simply overlooked these Status Modifiers when they decided to go back and partially revert the Element Modifier nerfs.

【 General Changes 】

Most following changes are targeted at increasing the variety of combos and options available to Hunters:

──────────【 Long Sword 】──────────

【 Spirit Economy Rework 】

Spirit generation and consumption has been reworked in an effort to make Spirit management a more impactful component of Long Sword gameplay. The new Spirit changes will offer Hunters a deeper system that better ties together the LS moveset. A summary of the biggest changes are listed here, but full details can be found in the General Changes section, along with explanations of the changes.

【 General Changes 】

The following changes generally fall in one of a few categories:

【 Quality of Life 】

──────────【 Hammer 】──────────

【 Quality of Life 】

Certain moves for Hammer lacked the necessary innate knockback resistance needed to be appropriately used in multiplayer, despite their core role in Hammer gameplay. The following moves will now grant the Hunter innate minor knockback resistance (roughly equivalent to Flinch Free III):

──────────【 Hunting Horn 】──────────

【 Draw Attack 】

Forward Smash (aka Forward Slam) will no longer be performed when drawing the weapon while moving. Instead, the Hunter will now simply perform a draw motion to unsheathe the weapon onto their shoulder. The Hunter can choose to continue moving, or input an attack during the draw motion. This allows Hunters to perform any of their normal moves (to play a note they desire) or perform various recitals, greatly enhancing the flexibility of the weapon.

Known Issues: The animations and transitions for the new draw animation is unfinished, and will not look smooth for the time being. This will be addressed later.

【 Melody Changes 】

【 General Changes 】

Hunting Horn has a lot of untapped potential, mainly as a result of poor damage tuning across its kit. While it has many interesting and unique attacks, most of them are too weak or situational to see much use. ICE aims to address these issues in the following ways:

The full details can be found below:

──────────【 Lance 】──────────

【 General Changes 】

Lance has a solid playstyle and was only lacking damage to compete with other weapons. As such, most attacks were simply increased in power to an appropriate level relative to other weapons. In addition, the Raw vs Element balance of its attack was adjusted to increase the variety of competitive weapon options.

──────────【 Gunlance 】──────────

【 XanSamHi's Omnilance Rework 】

Gunlance has received a significant rework with four major changes:

The details for these changes are below:

【 Sharpness Changes 】

The following changes were made to reduce the significant sharpness consumption of Gunlance that generally makes Razor Sharp mandatory on every build. We believe this is an excessive restriction on build variety, given the high quantity of skills that Gunlance Hunters want to use already.

──────────【 Switch Axe 】──────────

【 Sword Gauge Rework 】

Sword Gauge generation has been changed to be focused around the active use of Axe Mode attacks, instead of either waiting for Sword Gauge or only using Morph Attacks. In addition, gauge generation and consumption has been increased to reduce resource pooling and encourage more proactive switching between modes to manage Sword Gauge and Amp Charge.

【 Morph vs Morph Slash 】

Morph Slashes have been enabled where previously only a normal Morph was possible, to provide Hunters more ways to fluidly weave between Sword and Axe Mode attacks.

【 Phial Type Rebalancing 】

Too much of Switch Axe's damage output was locked behind phial bonuses (especially Power Phial), thus limiting the number of competitive weapons to choose from. To correct this, phial effects have been rebalanced, with much of their original power now baked directly into Sword Mode attacks instead.

【 Zero Sum Discharge Rework 】

Iceborne introduced a convenient new way to access ZSD through the Clutch Claw. However, this could be combined with Health Regen Augment and certain mantles (such as Rocksteady or Temporal) to create a problematic gameplay loop of repeatedly using Claw ZSD to trivialize even the hardest content in the game. To prevent this, the following changes were made to bring back World's version of ZSD as a situational punishing tool or finisher.

【 General Changes 】

──────────【 Charge Blade 】──────────

【 General Changes 】

──────────【 Insect Glaive 】──────────

[ Equipment ]

【 Kinsect Changes 】

【 General Changes 】

The changes below are mainly intended to bring up underpowered moves to increase the variety of useful attacks available to Hunters, or are intended to address Element damage balance to increase the variety of competitive weapon options.

【 Bug Fixes 】

──────────【 Gunner Changes 】──────────

──────────【 Bow 】──────────

【 General Changes 】

【 Bug Fixes 】

──────────【 Bowgun Ammos 】──────────

Many of the following changes are intended to address ammo-to-ammo balance, with the intent of giving Hunters more competitive options when choosing an ammo for a particular matchup.

──────────【 Heavy Bowgun 】──────────

【 Melee Attack Hyper Armor 】

The following changes are targeted at providing HBG a way of dealing with calculated trades at short range, without invalidating its roll.

【 Numerical Changes 】

──────────【 Light Bowgun 】──────────