Wartales

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Olamide7

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Olamide7

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About this mod

Tired of being unable to find recipes despite searching every corner of the map? Look no further!

Permissions and credits
There are tons of cool stuff in the world of Wartales, but because the game is not linear it is very possible for players to spend 100s of hours before acquiring some basic camp gear, cooking recipes, etc. that could improve/enhance their troop's performance. That's why this mod was created. Instead of requiring you to find recipes throughout the world, it makes EVERYTHING* available from the start, all you have to do is spend knowledge points (which you naturally obtain by playing) to acquire it. This mod also has some quality of life elements from changing the weight of salt, to allowing you to brew wines you can only buy, to allowing you to craft weapons and tools that are in the game files but not currently available in the vanilla game. In my opinion, this mod doesn't make you OP so you can still enjoy the game as intended, but it just allows you to enjoy some of the cooler elements of the game at your own pace. I am also always open to suggestions if feasible to implement. Thanks,

*The mod does not unlock story-specific or path-specific recipes nor does it remove the requirement for your companions to reach a certain profession level before being able to craft items that you have unlocked. 

Known bug: I know my mod prevents the Arena of Legends from loading. I haven't figured out why this is happening yet, but will resolve it when I do. Until then, just revert to vanilla version of the mod, beat the Arena of Legends, and then reinstall this mod.

Armors Expanded DLC:
The Armors Expanded DLC version of A La Carte 3.2 now adds the ability to craft 90 different enemy armor and helmets. For each armor type (Light, Medium, Heavy), the DLC includes 5 different versions at the 3 rarity types (Common, Uncommon, and Rare). This results in 30 armors and helmets per armor type for a total of 90 to choose from. Unlocking these armors and helmets does not require knowledge points, instead access to them is granted by unlocking and crafting the regular Armor and Helmet bundles AND by having a blacksmith with the requisite level of expertise (Common armors require Experienced, Uncommon require Journeymen, and Rare require Masters).

The recipes for these armors and helmets are entirely made up, though where I could incorporate some logical component that corresponds to a bonus the armor or helmet provides I did (e.g., requiring a Saddlebag to craft armor that grants carry weight bonus). I also tried to be somewhat consistent, so that higher tier versions of the same armor require more of the same components, but please give me feedback if something seems out of whack. 

Finally, to organize your Anvil section with all of these new armors, I categorized them by their armor type (Light, Medium, Heavy). To prevent any errors with this, please replace both the "export" and "text" xml files in your Wartales folder with the ones found in the zip file. These files are translated into the game's many languages, so replace yours with the appropriate titled versions that I have in the zip file. 

Version 3.4: Increased the rarity of the type of weapons and armors that traveling merchants sell. Now, instead of all common items, they will sell mostly unusual items and some rare items. Additionally, the weapon merchants and gold-star merchants will sell sheet music of the three songs that must be unlocked, Jean Bon, Naked People, and Undying. So, instead of fulfilling the requirements to gain the song, you may be able to find sheet music of the song on a merchant for purchase.

Version 3.3: Updated to incorporate the new Pirates DLC. This version also unlocks all the base level ship upgrades (ballista, hull, siren, etc.) but further upgrades still require Boat Construction books found throughout the Archipelago. Also, the DLC introduces 4 new armor layers. Instead of making these immediately available, this mod requires that you craft the corresponding Colossal armor layer to gain the recipe (for example, the armor later that increases strength requires the Colossal armor layer that increases strength). 

Version 3.2:
Added the ability to craft armors, helmets, and weapons from enemy factions (2 of each -- heavy armor, medium armor, etc. and 2 per weapon type)
Added the ability to craft some legendary and arena weapons

Version 3.0:
Updated to v. 1.0.28909. Retains all the previous revisions of past versions except the XP level scaling. It seems the devs changed the amount of XP needed levels 9, 10, 11, and 12 on their own and their numbers are more favorable than mine, so this mod uses theirs. Also, the Devs added some perks that require 2 or 3 knowledge points to unlock. I am not yet sure if I need to further increase the amount of Discovery obtained via this mod to accommodate that new feature (this mod already doubles the amount of discovery you typically receive). If determined to be necessary in the future, will update.

Note: It appears that this mod no longer works with EA saves.
 
Version 2.9:
Updated to v.1.0.26636 and includes option to upgrade all weapons, armors, and helmets. Also, added ability to brew Edoran Wine (3 Cider) and Gosenberg Wine (3 Wine). 

Version 2.8:
Updated to v1.0.26457 (helmet update), contains all content except ability to upgrade weapons and armor. Will include update for weapons and armor upgrading in later version (at first glance, it appears they have slightly changed the weapon flag system, so need to do testing to ensure upgrade all capability works properly). Even though this Wartales Update addresses the XP grind, this mod still increases the Training Dummy XP and its troop XP multiplier. It also makes it harder for prisoners to escape and more easy to recruit prisoners.

Version 2.7:
Updated mod for v. 1.0.25851 (released May 24, 2023), fixes bug with ghost and rimsteel petrifying sickle recipes, and eliminates need to use knowledge to unlock Oil belt accessories (how smart do you have to be to just strap a bottle of oil to your belt?)

Version 2.6:
Unlocked poisoned, petrifying, and powerful throwing weapons in the Apothecary (thanks Olto). Removed them as mission rewards. Also, added ability to read recipes for knowledge points that can be used to unlock said recipe or other recipes (thanks Olto). 

Version 2.5:
Still can't figure out how to unlock poisoned, petrifying, and powerful throwing weapons in the Apothecary, so just made them rewards for completing main story missions. For example, when you complete a main story mission in Tiltren, you receive 20% to the region completion. Now, you will also receive 20 poisoned throwing knives, petrifying sickles, or powerful axes per mission. In Arthes, they will be tier 2 and x25 since the missions are worth 25%. In Vertuse, they will be tier 3, and in Harag, Grinmeer, and Alazar, they will be tier 4. I tried to reward them somewhat evenly, between knives, sickles, and axes, but I'm not exactly sure what the community's preference on these items are, so feedback is welcome.

Version 2.4:
Adds grappling hook to the game as a craftable item with the anvil
Unlocks all bard songs

Version 2.3:
Allows you to upgrade all armors and weapons

Version 2.2:
Adds XP smoothing to make leveling easier

Version 2.1: 
Adds Discovery Bonus to make gaining knowledge easier

Version 2.0:
1. Unlocks all class specializations
2. Unlocks the Mastery Knowledges (Bleed, Burn, and Poison)
3. Unlocks all meals (except for meals that automatically unlock once you cook something else)*
4. Unlocks all Armor Layers*
5. Unlocks all Camp Gear (except for the upgrades)*
6. Unlocks all Oils and other Apothecary items (except for the ones based on path unlocks or that require you to craft a component of it first, i.e., oil accessories)*
7. Unlocks all Tinkerer items (including items with no recipe in the game)*
8. Unlocks all Forge items (except ones that require you to build a lower-tier version first)*
9. Reduces the weight of salt from 0.3 lbs to 0.1 lbs
10. Doubles the base amount of XP generated by Training Dummy

*Keep in mind that your characters still have to meet other requirements to unlock them, such as reaching the appropriate level in the profession.

**The amount of XP needed to level in the vanilla game varies wildly between x1.1 to x2.2 the previous level (e.g., 5,000 XP is needed for lvl 11 and x1.1, or 5,500 XP, is needed to reach lvl 12). The highest variables are found between lvls 3-7, which is unsurprisingly the levels that people complain about the most. This mod smooths that multiplier to approximately 1.4 per level (give or take) so that it requires increasingly more XP, but it is significantly less XP than the vanilla version except to go from lvls 2 to 3, and 11 to 12. 

Installation:
Just replace the res.pak file in your Wartales folder with this res.pak. Restore a copy of the old res.pak version or Verify Integrity of Game Files to delete mod.