—FAQ—Q: Does this work on Wii U console?
A: Yes. It has some quirks due to the sheer size of the mod (and due to the console modding tools' limitations). I've provided a graphicpack file because it's easy to do with BCML, but be aware that the game may be subject to random crashing after lengthy play sessions.
Q: Will this become available on Switch someday?
A: I hope so, though I will not be working on it myself, since I own the Wii U version only.
Q: What BCML priority should I give this mod?
A: It seems HyRe has the best compatibility with other mods when it's set to the lowest priority.
Q: Does this work with Crafting Project? Linkle Mod? Survival of the Wild?
A1: Yes, although Crafting Project is intended to be used without Beedle's weapon inventory.
A2: Yes, but as with any mod that changes Link's appearance, using the Dyes module will break the armour.
A3: Yes – keep HyRe at a lower priority.
Q: Does this work on normal mode or master mode?
Q: Do I have to start a new game for this mod to work?
A: No, you can pick it up anytime you want.
Q: Will I lose anything from uninstalling this mod?
A: New armour upgrades will not carry over to your regular file – Thunder Helm is not reobtainable in the base game. I have no knowledge of any other lasting effect.
Q: Why don't I get extra stamina from eating roasted food?
A: Unfortunately, roasted food does not work well with stamina recovery items – the items will, however, fully replenish your stamina wheel.
Q: Why is my armour completely red?
A: Do not use the dye module if you're modifying Link's appearance with another mod. It also happens to me when I give the Dyes module a lower priority than the Main module.
Q: Why is it that some armour doesn't become equipped sometimes?
A: The cause is unknown to me, but to avoid this, try undressing and putting the piece one at a time. If the issue persists, try saving and reloading.
Q: Is it normal that some armour have glitched graphics/shadows?
A: This issue should be fixed now. If you see anything of the sort, please report it.
Q: Is there a more detailed list of changes out there?
A: Yes, I've released a spreadsheet that lists several of the numeric changes. You may find it here. If you spot inconsistencies between the spreadsheet and the game, I invite you to report them to me.
—SUMMARY OF MODIFICATIONS—
- Rebalanced armour rating, price and upgrade requirements – armour rating AND enemy strength are function of how much health the player is expected to have, making difficulty more even throughout the whole game;
- Rebalanced enemy and wildlife strength, health and drops – an enemy with 80HP is expected to drop 10 rupees' worth in materials and weapons. An enemy with 800HP should drop 100 rupees' worth;
- Rebalanced material price and attributes – these stats are function of how common the materials are on the overworld. If there are 600 specimens, it sells for 2 rupees. If there are 300 specimens, it sells for 4 rupees. Potency is shown in the item description;
- Rebalanced weapon attributes and price – all weapons of a "family" have equal total damage. Attack power and durability are simplified to the nearest multiplier of 5 to make them easier to understand. Base durability is shown in the item description;
- All shields deal damage when bashing;
- Removed Long Throw and Shield Guard Up effects – added the unused Shield Surf Up effect;
- Stronger enemy variants do not suffer stagger from standard attacks;
- Chuchus split in two when slain, and Stals become cursed floating skulls when defeated;
- Every armour in the game is fully upgradeable;
- Roasted materials now grant short but powerful special effects;
- Swim faster, climb in rain more reliably;
- Chain attack finishers and charged attacks deal more damage;
- Pots, barrels and crates contain random collectibles;
- Bugs are bigger, to make them easier to spot;
- The Old Man on the Great Plateau can give fairies. Some NPCs have altered rewards, inns are cheaper and give more extra hearts, and travelling merchants' inventories are more plentiful;
- Enemy weapons and Traveler/Soldier/Knight/Royal weapons no longer rank up as you progress through the game, which prevents some weapons from becoming completely inaccessible;
- Low-level status effects are stronger, and some effects (Guardian Resist, Shock Resist, Climb Speed Up) are stronger overall;
- Critters and fish were redistributed in each area to ensure none is underrepresented;
- Beedle carries weapons – his inventory changes depending on the location (OPTIONAL);
- Every armour in the game is dyeable, with the exception of jewelry (OPTIONAL);
- Stamina regenerates slower and some actions cost more stamina (gliding, claymore spin) and some cost less (sprinting, charged attacks) (OPTIONAL);
- Flurry Rush only lets you hit 1-2 times, and the activation window is tighter (OPTIONAL);
- Climates are more varied and temperature damage is replaced with increased stamina cost (OPTIONAL);
- Remote bombs no longer deal damage to prevent general over-reliance and propel things more easily (OPTIONAL).
—INSTALLING—You must use BCML to download the .bnp files (full rebalance and modules). A graphicpack file setup is also available for Wii U console users, although it is not modular. BCML also allows for an easier process and maximum compatibility with other mods, so I strongly recommend using it.
Report issues and feel free to ask for more detailed explanations on how the mod handles balance. Thank you for giving the rebalance a try!