—FAQ—Q: Does this work on Wii U console?
A: Somewhat. Due to the sheer size of the mod, the result is unstable because the software used hasn't been reinforced in a long time. I can only recommend playing this on computer, but if you're determined to get it to work (flimsily), dump your game, build the mod with BCML, and export it as graphicpack to get it to work on console. Remove Bootup.pack, as it will crash the console.
Q: Will this become available on Switch someday?
A: Maybe. I will not be the one to make it.
Q: Does this work with Crafting Project? Linkle? Survival of the Wild? Etc?
A: Most likely. Use your common sense when merging mods.
For mods that change Link's appearance, you cannot use the Dye module. A dye module was made specifically for the Linkle mod.
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 – the Thunder Helm is not reobtainable in the base game.
Q: I've found a bug/inconsistency in your crummy mod. Can you fix it?
A: I don't think I will. Refer to the Discord server for assistance, but also search through the comments down below, as there's chances the issue has been solved previously.
Q: I have a suggestion to improve the game balance. Would you like to hear it?
A: I'd rather move on from modding BotW. If you'd like to implement it yourself, get in touch with me.
Q: Is there a more detailed list of changes out there?
A: This spreadsheet records some useful information about weapons, materials, armour and enemies.
—SUMMARY OF MODIFICATIONS—
- Rebalanced damage taken – armour and enemy power work together to maintain a stable and flatter difficulty curve throughout the game;
- Rebalanced loot – enemy health and wildlife health is directly proportional to the worth of the loot they're expected to yield;
- Rebalanced weapon attributes – all weapons of a "family" (Soldier, Gerudo, etc.) have equal total damage. Stats are rounded to the nearest multiple of 5 for simplicity. Base durability is shown in the item description;
- Rebalanced materials and economy – potency and price are directly proportional to how rare materials are. Potency is shown in the item description;
- All armour is fully upgradeable, some sets were given armour effects, and jewelry can complete certain set bonuses. Items required for upgrade are listed in the armour's description;
- Weapons have more varied characteristics – bow range and rate-of-fire change according to the bow's power, and new traits were given to some weapons (Zora, Gerudo, etc.);
- All shields deal damage when bashing. Shields may individually focus on bashing power, durability, or surfing ability. The unused Shield Surf Up effect has been enabled;
- Equipment bonuses like Attack Up and Durability Up are balanced across all weapons (they each extend a weapon's life by 100/200 damage). The unused Shield Surf Up bonus has been enabled, and the less valuable Long Throw and Shield Guard Up bonuses were disabled;
- Weaker enemies are spiced up slightly – Chuchus split in two when slain, Stals have a chance of being reborn as floating skulls, and Keese and Octoroks can take more than one hit;
- Stronger enemies have less health overall, but they are less prone to staggering, which allowed the player to stunlock them. Elemental enemies take extra damage from the opposite element, instead of suffering instant death;
- Charged attacks deal more damage (×1.5 for swords, ×1.2 for spears, ×2 for katanas). Chain attack finishers deal ×1.2 damage;
- Pots, barrels and crates contain a wider variety of materials. Crates may also drop weapons;
- Roasted materials can now grant short but powerful special effects;
- Swim faster, climb in rain more reliably;
- To limit overreliance, Remote Bombs have a slightly longer recharge delay, and are less effective on weak enemies, wildlife and tree logs;
- Bugs are bigger, to make them easier to spot;
- Quest and minigame NPCs hand out balanced rewards. The sidequest that requires 55 Rushrooms now only requires 20. Inns are cheaper and give more extra hearts. The Old Man on the Great Plateau can give fairies;
- Merchants' inventories are more plentiful – town merchants sell rare items, and travelling merchants focus on volume;
- Chests in the Trial of the Sword hold several pieces of armour to make the trials less treacherous;
- Tier 1 status effects are more potent. Some effects (Guardian Resist, Shock Resist, Speed Up) are more potent overall;
- Weapons no longer rank up (Traveler -> Soldier, etc.) as you progress through the game, to prevent some weapons from becoming completely unobtainable;
- Critters and fish were redistributed in each area to ensure none is underrepresented;
- NPCs are more frightened of Tingle;
- 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), whereas others 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);
- There is no major issue known currently.
—INSTALLING—Install the first file provided below with BCML. You will be prompted to choose modules to disable during the installation, if you so choose.
The second file does not require BCML, but does not let you disable optional features.
Thank you for trying out the rebalance!