For more Deltarune Master Mode, subscribe and ring the bell to keep up with any going-ons! Alternatively, I post smaller updates on the mod over on Twitter! (My handle there's also ChromiusMixin)
@@RainbwSpctrm hey, you can make a mobile port please? if you can yeah... i don't have a pc lol. Btw cool video, the master mode looks very hard and well done.
A suggestion. Jevil could perhaps have altered text, referencing the fact the game was changed to be harder, and comments on the player wanting “more games”. Perhaps even commenting on AUs, like Ribbit, Deltarune Sans, Deltafell, etc. Oh. And perhaps he could be called something like ‘Demonic Jevil’, or ‘Awakened Jevil’.
@@thazmania120yeah right, but it gets a bit balanced with enemies sometimes attacking the whole party, but they battles don't go long enough for them to deal much damage as you can finish it i often 1 to 3 turns
To be fair, deltarune is going to be (at least) 7 chapters long and we're only at chapter 2 so far, and even then there are some trickier parts so who knows how difficult chapter 7 will be.
It makes me happy to see a difficulty mod that doesn't only up the raw stats or weaken the party-it's awesome to see new/remixed attacks! Real excited to play when it comes out :D
I remember feeling a little disappoint when Toby Fox didn't finished the hard mode for undertale but maybe he save something like that for deltarune this here is exactly what I was wanting all along
Oh my god I've needed this. I thought it'd be cool if Toby did an April Fools where he made a hard mode for Deltarune Chapter 1 but this is way better. It's also really cool that it's not just that enemies deal more damage since that's what I expected at first. One suggestion though. While I am very happy with all the changes you've made for an increased difficulty, I know some people might not so perhaps adding a configuration menu that lets you adjust features like Savepoints.
Good one! Odds are, I could maybe- possibly- slip that in somewhere while starting a new game, while you're still making the vessel. Maybe Gaster inquires how confident you feel about your vessel, ha. Just gotta figure out how actually saving that to the save file would work, I've never dabbled in saving/loading DR save files in the code.
Ooo, This is very exciting news! Finally chapter 1 will be an actual challenge now! I wish you the best of luck going further in this project. Jevil EX 😱
Sounds interesting. (and really great, too) Can't wait to play it. Well, I can, because I have other things to worry about right now, but I'll be sure to play it in the future ! Especially excited about the Jevil one...
Hello guy that loves last breath jevil from my mod lol, I wanted to say Dat this mod looks awesome and have the same vision I had when making my mod lol
That's the plan hopefully, but I haven't explored Deltarune's ACT and mercy/spare systems yet. Being a novice coder, that might have to wait until a 1.x release, but I plan to make that happen whatever way I can!
No plans to cancel this! Maybe at worst, it might slow down a bit if I get other mod ideas I want to try out, but rest assured, it's not leaving anytime soon!
Man, this is super interesting. I've always loved the idea of a full Undertale Hard Mode, so to see Deltarune getting this treatment through mods interests me greatly I particularly love the idea of "Weaker" save points scattered around just to balance out the additional challenge The only thing I wish was more like Undertale's Hard Mode is the idea of the already-stronger enemy variants replacing the weaker ones. Like Head Hathy taking Hathy's place, for example. I feel like it'd help save a lot of time development-wise. I'm sure other people have already suggested this, though, and you might have already made up your mind about it Irregardless, I'm quite intrigued to see what you'll do with enemies like Jigsawry. I know you already showed off the stronger Bloxer design, but I'd be really interested to see what you could do creatively with whole new designs for the enhanced versions of them
It would definitely save some time, indeed! Ultimately however, replacing say, Rudinn with Rudinn Ranger- would also means largely not seeing the bullet patterns that make standard Rudinn stand out from its stronger variant. I wanted to keep that sense of individuality, so Rudinn EX was born from that! Design wise, just a Rudinn with the Head Hathy palette, but I want to get something original cooked up in a post-1.0 release! Anywho, I do have a bit planned for Jigsawry! Nothing big though, probably just a faster pattern, and probably using the same palette as say, the Jigsawry that runs the Dojo in Ch2. If easier than expected to port over as well, I'd probably include the Jigsawry pattern from the Graze Challenge where it shoots puzzle pieces directly at you as a possible bullet pattern. Pending name is "Master Jigsawry"!
@@PhantomOfficial07 Ch1 All Stars in Dojo is certainly being considered, but a lot of Ch1 enemies don't have data or their bullet patterns for Ch2 unfortunately
Omg!!!! This is soo cool! Imagine if the battle theme was a new theme called "red buster"! Idk why the characters are recolored through, it wouldve been cool if it was like, rudinn is replaced by rudinn ranger and the rudinn ranger was replaced with a new variant like rudinn elite or smthn like that, but your approach is still fine i guess, no big deal. Also, i wonder, are there gonna be bigger changes like susie and lancer using the thrash machine against you so its a 2v3 fight or lancer dodges susie's attacks in the prison fight AND lancer doesnt start missing his attacks or lancer stays in-battle for a longer time in his very first fight or lancer takes some attacks from his father or etc.? Ooo, and I wonder if the bosses will have new attacks too or if theres more stuff like a queen battle on the weird route or whatever, i really really really really like this concept and i'd love to see how much you'll expand on it, it could range from simple modified attacks mod to an actual deltarune hard mode concept, and i would like to know how it ends up like!
It's a bit much to ask out of me, I'm a pretty novice coder, still a lot to learn, and I'm not really much a pixelart or composition person. Whatever goes, goes I'd say, ha. Master Mode's going to be a long term thing, V1.0 is going to be more a first draft, a preview of things to come essentially. Regardless, a fair amount of people behind the scenes willing to contribute! So post-1.0, possible that this mod becomes truly special. You'll just have to subscribe or keep up with me elsewhere! I show smaller stuff more frequently elsewhere.
Ch2 did it, and that shall be the plan for Ch1! Just need to get that behavior ported over. Rudinn EX will probably have a one-turn spare in the form of X-Convince (Kris & Ralsei), but otherwise- no ideas for ACTs for now. 🤔
woah! this looks really cool!!!! if you're looking for suggestions to increase difficulty, i would recommend reducing TP gain from grazing bullets as well as requiring party members to act more than once to make an enemy sparable or tired. good luck on development, really looking forward to playing this!!!
TP gain is really easy to modify! A variable ingame called... well, grazepoints, determines TP from grazing on a per bullet basis. Mercy gain... a bit harder. Ch2's a good reference point, and technically ACTs in Ch1 already allow for mercy gains below 100% in code! But I need to figure out drawing the mercy % gauge in the battle HUD like Ch2 does. Either way: Both will happen!
Ch1 All Stars in the Dojo makes sense actually... only problem: Most code associated with Ch1 enemies doesn't have a Ch2 equivelent. The problem with the two chapters both practically being different games...
youre doing an amazing job for now, i hope it continues like dat i always wanted to replay the jevill boss fight but harder and thanks to you i will soon be able to
I already have in mind how I'm gonna make Bismuth Bloxer's spare ACT harder! Really just higher speed and range on the pieces. As for sparing in general, I'd have to port over the Mercy gauge from Ch2 first- and figure out how Ch2 typically handles enemies that gain mercy from ACTs.
Already in Ch2, no? He's likely staying in Ch2, where he will get his due buffs! (But, I'd have to play through the game many times, with different thrash machines... oh boy.)
Lancer and King are keeping up with family tradition... thus, King will be King EX! Jevil... not decided. His name's going to be a tad bit more creative! You'll just have to wait and see!
Sure do hope it wont be "stronger monsters" Ost every battle. But if so, maybe make soundtrack choosable? Like original, altered and something But also, the idea is really cool, since deltarune got a lot of stuff that makes you op, and simulatanepusly kinda hidden. Maybe make gold harder to get, too?
Rude Buster still exists and is called by the game! At least, in three instances I know of so far: Lancer EX, the dummy / tutorial and C.Round. TLDR that otherwise, it calls for Stronger Monsters. Slightly technical explanation: Rude Buster exists in the mus folder as battle(.)ogg. Stronger Monsters exists as battle2(.)ogg. battle2 is what the battle controller typically calls for in the mod. You could thus replace Stronger Monsters with also Rude Buster, but honestly the longer term plan is to find someone taking music comms willing to compose a new track entirely.
Ch1 is! Not Ch2 though. I was working on an unofficial continuation of the previous 60 FPS mod that covers Ch2- but, honestly, felt it was pretty boring to work on, with not enough upside to warrant it. Most I have is a port of that old mod to the latest mainline Steam version! (1.10) That's available on Gamebanana.
Not quite! I could never be Paper Mario: Master Quest, ha. That mod's crazy, sooo much new stuff in it. For now, this is a more straightforward "hard mode" mod!
@@RainbwSpctrm Wow, I didn't think I would be credited into a major Deltarune mod, especially for a small attention detail, but if I will get credited and have my name be seen, then I would like to be credited as FrenzyHoshi
@@dylanzlol7293 Red Buster as a name will indeed happen! For now though, probably up until 1.0 and possibly future 1.x releases, since I only have one fan theme rn that's getting refined(?), Stronger Monsters is currently there as a placeholder.
I love this. I always felt that the game was too easy and most of the most just either made it stupidly hard or made it hard artificially by just making the enemies hit harder. I like this, having more bullet paterns, more combo attacks combinations, and the fully incapacitated mechanic and some save not healing points seems like a very interesting idea given how I always thought healing in battle ended up being very easy (specially given how much Ralsei could heal with the right equipment and that you could just defend with 2 party members in the same turn to get enough tp for half or almost full HP heal. And they also healing incapacitated party members less also makes it feel more important to keep all of the party members up at the same time.
Umm... Well Rudinn and RRanger are mechanically quite different. Head Hathy's more like a remixed Hathy. I didn't just want to discard what separates Rudinn from its Ranger counterpart. Ranger kinda lives on anyway with its upgraded counterpart. (Rudinn duelist)
@@maximumforce8275 If it was Toby Fox he'd cut it off after K.Round probably lmao Yeah, no idea what happened to Undertale Hard Mode, it's like his child he just let sink to the ocean floor lol
One step ahead of you! That idea got proposed to me post-upload and I thought it was a great one. It even has an internal name in the files already, Dark Ponman!
Some of the new enemies have new dialogue, as does King EX, but otherwise, partially. New dialogue isn't finished, and probably won't be finished for the upcoming alpha release. Look out for that btw, I might release that this Friday.
Could you add an option to change the music? I don’t mean to ask for much, as this must already be pretty difficult to make but I don’t think the hard mode theme fits in deltarune.
That certainly seems to be a popular suggestion! I really want a proper theme yeah, and that name even makes sense within ingame context. Only problem is me not knowing any composers, let alone ones doing commissions. Money's a bit fickle too.
It is, yes! Chapter 1 anyway. Ported an older 60 FPS mod to the latest main Steam build with some changes and small fixes, and I was doing Ch2 for a bit- but found it was actually proving to be quite boring to work on, honestly.
As someome who's been clamoring for a DR hard mode for ages, I can finally die happy P. S. There are plenty of unused Spamton NEO attacks leftover in the files so are you able to work those in?
@@RainbwSpctrm I can't tell you exactly how easy it is but this person here was able to reimplement the attacks for this mod ua-cam.com/video/DUtGJWJnh98/v-deo.htmlsi=HF5c5wNmDkrBUrON
Oh boy... So, I've said a time or two ago: Ch1 All Stars in a similar vein to Ch2 All Stars would be pretty cool, but Ch1 and Ch2 essentially being different games kinda makes that idea incredibly difficult... You'd basically have to port every single Ch1 enemy and bullet pattern to Ch2. Right now, it's out of my scope unfortunately.
@@RainbwSpctrm that makes sense, ch2 IS much more complex than one after all, gonna try this when i have free time , no hit the entire ch1 in one go once so i’m excited to see how much this spices ch1 up
For more Deltarune Master Mode, subscribe and ring the bell to keep up with any going-ons!
Alternatively, I post smaller updates on the mod over on Twitter! (My handle there's also ChromiusMixin)
how to get mod
@@missrae1869 It is not out yet, sorry 😶
@@RainbwSpctrm woops my bad lol
i will def get it when its released!!
@@RainbwSpctrm hey, you can make a mobile port please? if you can yeah... i don't have a pc lol. Btw cool video, the master mode looks very hard and well done.
@@lucianomichel3698 Mobile port is unlikely, sorry. Actually, this is my first time hearing of such a port
A suggestion.
Jevil could perhaps have altered text, referencing the fact the game was changed to be harder, and comments on the player wanting “more games”. Perhaps even commenting on AUs, like Ribbit, Deltarune Sans, Deltafell, etc.
Oh. And perhaps he could be called something like ‘Demonic Jevil’, or ‘Awakened Jevil’.
1/10 chance for jevil to be replaced with everyname and if you die to them your save is deleted 🙃
it’s everyman
Thats actually very cool because for some people deltarune way too easy
I think It comes down to having 3 people in your party, Undertale was much harder due to the fact that options were more limited each turn
@@thazmania120yeah right, but it gets a bit balanced with enemies sometimes attacking the whole party, but they battles don't go long enough for them to deal much damage as you can finish it i often 1 to 3 turns
To be fair, deltarune is going to be (at least) 7 chapters long and we're only at chapter 2 so far, and even then there are some trickier parts so who knows how difficult chapter 7 will be.
can't wait to play this!
CIBLES????? Hello!! OML I am so shocked to see you here, that's amazing! So glad you're excited for this!!
Oh wow, Hi Cibles.
hi cibles
OMG Cibles
It makes me happy to see a difficulty mod that doesn't only up the raw stats or weaken the party-it's awesome to see new/remixed attacks! Real excited to play when it comes out :D
Looking on Gamebanana and seeing a mod calling itself "Deltarune Hardmode" and the banner just has a TP bar saying "NOP". I feel you...
I remember feeling a little disappoint when Toby Fox didn't finished the hard mode for undertale but maybe he save something like that for deltarune this here is exactly what I was wanting all along
Glad to please! Yeah Toby sure dropped the ball with Undertale Hard Mode lol
Oh my god I've needed this. I thought it'd be cool if Toby did an April Fools where he made a hard mode for Deltarune Chapter 1 but this is way better. It's also really cool that it's not just that enemies deal more damage since that's what I expected at first.
One suggestion though. While I am very happy with all the changes you've made for an increased difficulty, I know some people might not so perhaps adding a configuration menu that lets you adjust features like Savepoints.
Good one! Odds are, I could maybe- possibly- slip that in somewhere while starting a new game, while you're still making the vessel. Maybe Gaster inquires how confident you feel about your vessel, ha. Just gotta figure out how actually saving that to the save file would work, I've never dabbled in saving/loading DR save files in the code.
@@RainbwSpctrm Can't wait for the secret Master Master Mode that happens if you name yourself a certain way... (totally real for sure)
So essentially ribbit without the ribbit.
Kinda? Well, it's not NEARLY as crazy as Ribbit, that's the most impressive mod I'd ever seen.
(For real, props to the dev, like wow.)
Using the Bloxer fists like Roulxs' boxes? That's really clever!
Rudinn Duelists got that Hanmer Bros throwing move- 😭
cant wait to see what spamton will be like!
Well, a small little hint: For his regular fight, it's still just Spamton.
However, his secret boss name is being updated to Spamton ZENITH!
@@RainbwSpctrm 😶
How hard will snowgrave spam neo be ? :’]
Ooo, This is very exciting news! Finally chapter 1 will be an actual challenge now! I wish you the best of luck going further in this project.
Jevil EX 😱
Chapter 2 as well! That will be done as well! And...! _Well, the trailer says it. Don't wanna spoil that from the get-go in comments!_
I can't wait for harder K.round, that would be intersting
Sounds interesting. (and really great, too)
Can't wait to play it.
Well, I can, because I have other things to worry about right now, but I'll be sure to play it in the future !
Especially excited about the Jevil one...
Hello guy that loves last breath jevil from my mod lol, I wanted to say Dat this mod looks awesome and have the same vision I had when making my mod lol
You know I'm expecting the word "Master Mode" to appear and make the Bzz sound and fade away. But I supposed that would do.
Oh! Which sound is that referring to?
I think this is in reference to the opening menu saying “DELTARUNE” when starting the game.
This is actually insanely cool, I always thought the game could do with being more difficult combat wise.
Excited to see this come to fruition!
A suggestion
Make pacifist more harder, like, don't make it just "Select the only option available and boom, the enemy can be spared"
That's the plan hopefully, but I haven't explored Deltarune's ACT and mercy/spare systems yet. Being a novice coder, that might have to wait until a 1.x release, but I plan to make that happen whatever way I can!
@@RainbwSpctrm Excited to see how it turns out
hope this doesnt get discontinued horribly like other mods that make games more difficult
seems to be a curse
No plans to cancel this! Maybe at worst, it might slow down a bit if I get other mod ideas I want to try out, but rest assured, it's not leaving anytime soon!
@@RainbwSpctrm fingers crossed it stays at that pace
I really like the idea cuz after beating undertale, deltarune was a piece of cake
Fellow Omega Flowey and Undyne the Undying survivor, I see?
Man, this is super interesting. I've always loved the idea of a full Undertale Hard Mode, so to see Deltarune getting this treatment through mods interests me greatly
I particularly love the idea of "Weaker" save points scattered around just to balance out the additional challenge
The only thing I wish was more like Undertale's Hard Mode is the idea of the already-stronger enemy variants replacing the weaker ones. Like Head Hathy taking Hathy's place, for example. I feel like it'd help save a lot of time development-wise. I'm sure other people have already suggested this, though, and you might have already made up your mind about it
Irregardless, I'm quite intrigued to see what you'll do with enemies like Jigsawry. I know you already showed off the stronger Bloxer design, but I'd be really interested to see what you could do creatively with whole new designs for the enhanced versions of them
It would definitely save some time, indeed! Ultimately however, replacing say, Rudinn with Rudinn Ranger- would also means largely not seeing the bullet patterns that make standard Rudinn stand out from its stronger variant. I wanted to keep that sense of individuality, so Rudinn EX was born from that! Design wise, just a Rudinn with the Head Hathy palette, but I want to get something original cooked up in a post-1.0 release!
Anywho, I do have a bit planned for Jigsawry! Nothing big though, probably just a faster pattern, and probably using the same palette as say, the Jigsawry that runs the Dojo in Ch2. If easier than expected to port over as well, I'd probably include the Jigsawry pattern from the Graze Challenge where it shoots puzzle pieces directly at you as a possible bullet pattern.
Pending name is "Master Jigsawry"!
Wait, speaking of dojo, suggestion: maybe add an ability to refight any previous enemy in the dojo? That would be kinda cool.
@@PhantomOfficial07 Ch1 All Stars in Dojo is certainly being considered, but a lot of Ch1 enemies don't have data or their bullet patterns for Ch2 unfortunately
this is a deltarune save where you put Gaster as the creator name and it was allowed
Omg!!!! This is soo cool! Imagine if the battle theme was a new theme called "red buster"! Idk why the characters are recolored through, it wouldve been cool if it was like, rudinn is replaced by rudinn ranger and the rudinn ranger was replaced with a new variant like rudinn elite or smthn like that, but your approach is still fine i guess, no big deal. Also, i wonder, are there gonna be bigger changes like susie and lancer using the thrash machine against you so its a 2v3 fight or lancer dodges susie's attacks in the prison fight AND lancer doesnt start missing his attacks or lancer stays in-battle for a longer time in his very first fight or lancer takes some attacks from his father or etc.? Ooo, and I wonder if the bosses will have new attacks too or if theres more stuff like a queen battle on the weird route or whatever, i really really really really like this concept and i'd love to see how much you'll expand on it, it could range from simple modified attacks mod to an actual deltarune hard mode concept, and i would like to know how it ends up like!
It's a bit much to ask out of me, I'm a pretty novice coder, still a lot to learn, and I'm not really much a pixelart or composition person. Whatever goes, goes I'd say, ha. Master Mode's going to be a long term thing, V1.0 is going to be more a first draft, a preview of things to come essentially. Regardless, a fair amount of people behind the scenes willing to contribute! So post-1.0, possible that this mod becomes truly special.
You'll just have to subscribe or keep up with me elsewhere! I show smaller stuff more frequently elsewhere.
@@RainbwSpctrm i understand, i was just happy to see this vid, im excited to see what comes next
All in good faith! More to come soon hopefully!
This should be quite interesting once it comes out. Can't wait!
Super glad to hear it! I talk about the mod more in my Discord server, which is also a general hangout place and welcomes artists of all trades! :]
The color palette changes reminds me of Terraria Eternity mode..
They're due for eventually being given new artwork! Not for V1.0 though.
That reminds me that I should buy Terraria at some point...
Idea, what if sparing enemies took more than a single turn?
Ch2 did it, and that shall be the plan for Ch1! Just need to get that behavior ported over.
Rudinn EX will probably have a one-turn spare in the form of X-Convince (Kris & Ralsei), but otherwise- no ideas for ACTs for now.
🤔
perfect for a person like me that has played too much deltarune
woah! this looks really cool!!!!
if you're looking for suggestions to increase difficulty, i would recommend reducing TP gain from grazing bullets as well as requiring party members to act more than once to make an enemy sparable or tired. good luck on development, really looking forward to playing this!!!
TP gain is really easy to modify! A variable ingame called... well, grazepoints, determines TP from grazing on a per bullet basis. Mercy gain... a bit harder. Ch2's a good reference point, and technically ACTs in Ch1 already allow for mercy gains below 100% in code! But I need to figure out drawing the mercy % gauge in the battle HUD like Ch2 does.
Either way: Both will happen!
Hope that this mod changes up acts
Hoooopefully. That's something I want to figure out. If I do, expect Ch2-esque ACT behavior where you're not guaranteed 100% mercy in one go.
I predict how would be Master mode Solis
Can’t wait for *S* pamton *[[EX]]*
Incredibly hyped
Cant wait to build an arena to fight the rudins
Ch1 All Stars in the Dojo makes sense actually... only problem: Most code associated with Ch1 enemies doesn't have a Ch2 equivelent. The problem with the two chapters both practically being different games...
I always wondered why toby fox did that. Is Deltarune just gonna be like, 7 different games stitched into one by the time chapter 7 releases? lol
im a extremely good undertale player and im excited to play something that wont be that hard but atleast will be a tiny challenge :D
Hope I can find the right balance with this! Don't wanna be grouped in with Sans fangame number 5829 lol.
youre doing an amazing job for now, i hope it continues like dat i always wanted to replay the jevill boss fight but harder and thanks to you i will soon be able to
Very hyped for this, chapter 1 and 2 were too easy
They delta'd the rune
When are they gonna alpha my tablet?
I wonder if that it will be harder to spare or pacify the enemies, or that the interactable ACTs will be harder to do (if that’s even possible).
I already have in mind how I'm gonna make Bismuth Bloxer's spare ACT harder! Really just higher speed and range on the pieces. As for sparing in general, I'd have to port over the Mercy gauge from Ch2 first- and figure out how Ch2 typically handles enemies that gain mercy from ACTs.
I really hope this is gonna just make the combat more engaging, not frustrating.
I’m scared of pre-spamton ex hell carrousel.
That's the plan, yeah '3'
Idea : instend of K. Round rematch, make Roulx fight (would be cool + fits hard mode theme)
Already in Ch2, no? He's likely staying in Ch2, where he will get his due buffs! (But, I'd have to play through the game many times, with different thrash machines... oh boy.)
@@RainbwSpctrm I kinda realise its gonna be stupid, but thanks for responding :)
He could use some of his attacks in k. Round's rematch, like the occasional puzzle box falling into the battle box and whatever
@@dylanzlol7293 that was my idea :)
What if you call Jevil: JEVIL NEO?
King could be Darker King
Lancer and King are keeping up with family tradition... thus, King will be King EX!
Jevil... not decided. His name's going to be a tad bit more creative! You'll just have to wait and see!
Deltarune is too easy... i want this!
there is no ribbit in your deltarune master mode
That's cause this isn't Ribbit silly lol
I could never be the Ribbit dev, they've done so many things with that mod I would never have expected
I want it now !
Sure do hope it wont be "stronger monsters" Ost every battle. But if so, maybe make soundtrack choosable? Like original, altered and something
But also, the idea is really cool, since deltarune got a lot of stuff that makes you op, and simulatanepusly kinda hidden. Maybe make gold harder to get, too?
Rude Buster still exists and is called by the game! At least, in three instances I know of so far: Lancer EX, the dummy / tutorial and C.Round. TLDR that otherwise, it calls for Stronger Monsters.
Slightly technical explanation: Rude Buster exists in the mus folder as battle(.)ogg. Stronger Monsters exists as battle2(.)ogg. battle2 is what the battle controller typically calls for in the mod. You could thus replace Stronger Monsters with also Rude Buster, but honestly the longer term plan is to find someone taking music comms willing to compose a new track entirely.
A track called “red buster” to fully replace rude buster would be pretty nice :)
@@PhantomOfficial07 Guess what! (You probably already knew lol, but still)
Was it just me or was it running at a higher fps than the vanilla game does
Ch1 is! Not Ch2 though. I was working on an unofficial continuation of the previous 60 FPS mod that covers Ch2- but, honestly, felt it was pretty boring to work on, with not enough upside to warrant it. Most I have is a port of that old mod to the latest mainline Steam version! (1.10) That's available on Gamebanana.
Is calling it the Paper Mario: Master Quest of Deltarune appropriate?
Not quite! I could never be Paper Mario: Master Quest, ha. That mod's crazy, sooo much new stuff in it. For now, this is a more straightforward "hard mode" mod!
@@RainbwSpctrm It does have this vibe though, and it's still great :)
@@JezElectro13 Hey, thanks! It's a very nice little compliment!
@@RainbwSpctrm No problem :)
Small Question about a minor detail, will there only be 1 candy obtainable from the trees due to UT:HM's Hellish World rules about the Candy Bowl?
That is actually a very nice catch! I didn't even remember that myself, ha. That shall be done, credit for the idea being given to you and all!
@@RainbwSpctrm Wow, I didn't think I would be credited into a major Deltarune mod, especially for a small attention detail, but if I will get credited and have my name be seen, then I would like to be credited as FrenzyHoshi
I think you should make jevil attacks almost one shot and reduce the damage the player does
And for ch2, Spamton Neo 2.0, extremely unfair
Though the mod will make the game harder, it's going to try avoiding near-impossible status, for most players hopefully. ^^'
Hey this mod actually looks pretty good! I wonder tho, will you release this on PC and mobile or just PC? Just asking
PC Only. If I'm feeling particularly extra, Switch too maybe, but that's unlikely.
@@RainbwSpctrm oh, well thanks for telling me 👍
I don’t think Deltarune is on mobile
@@PhantomOfficial07 there is an unofficial port that can be downloaded on gamejolt
Maybe make a Stronger Monster equivalent to Rude Buster, something like a Ruder Buster?
It's in planning! I don't know any musicians/composers taking comms though unfortunately, so Stronger Monsters will have to do atm
@@RainbwSpctrm understandable have a great day
Red buster would be the name of a hard mode rude buster tbh
@@dylanzlol7293 makes sense
@@dylanzlol7293 Red Buster as a name will indeed happen! For now though, probably up until 1.0 and possibly future 1.x releases, since I only have one fan theme rn that's getting refined(?), Stronger Monsters is currently there as a placeholder.
I love this. I always felt that the game was too easy and most of the most just either made it stupidly hard or made it hard artificially by just making the enemies hit harder.
I like this, having more bullet paterns, more combo attacks combinations, and the fully incapacitated mechanic and some save not healing points seems like a very interesting idea given how I always thought healing in battle ended up being very easy (specially given how much Ralsei could heal with the right equipment and that you could just defend with 2 party members in the same turn to get enough tp for half or almost full HP heal. And they also healing incapacitated party members less also makes it feel more important to keep all of the party members up at the same time.
WHYYYYYYY DID YOU NOT USE RUDIN RANGER AS A RUDIN REPLACEMENT YOU DID IT WITH HATHY WHY HAVE YOU DONE THIS TO MY BOY, MY SLAVE, MY WHO ASKEDER
Umm...
Well Rudinn and RRanger are mechanically quite different. Head Hathy's more like a remixed Hathy. I didn't just want to discard what separates Rudinn from its Ranger counterpart. Ranger kinda lives on anyway with its upgraded counterpart. (Rudinn duelist)
@@RainbwSpctrm true i guess 😔
Ah man they got rid of rude buster.😢
Not wholly! Rude Buster still plays in some earlier battles. Namely: Lancer EX, Ralsei's dummy and C. Round!
New terraria update looking awesome 😎
?
Look up Terraria master mode, and you’ll be enlightened
Also thx for responding!
UEE HEE HEE!
Now do it for only chapter 1 then never update the mod again.
Why?
@ChromiusMixin to fit with Toby's hardmode.
@@maximumforce8275 If it was Toby Fox he'd cut it off after K.Round probably lmao
Yeah, no idea what happened to Undertale Hard Mode, it's like his child he just let sink to the ocean floor lol
Can you turn Ponman into a black pawn?
One step ahead of you! That idea got proposed to me post-upload and I thought it was a great one. It even has an internal name in the files already, Dark Ponman!
Would there be any dialogue changes in-game about the new changes?
Some of the new enemies have new dialogue, as does King EX, but otherwise, partially. New dialogue isn't finished, and probably won't be finished for the upcoming alpha release. Look out for that btw, I might release that this Friday.
Could you add an option to change the music?
I don’t mean to ask for much, as this must already be pretty difficult to make but I don’t think the hard mode theme fits in deltarune.
I'll look into it! Ideally, I'll have that put in the ingame Config menu. But, we'll see!
@@RainbwSpctrmOk, thanks.
instead of reusing harder monsters, why not get a remix of rude buster and call it red buster?
That certainly seems to be a popular suggestion! I really want a proper theme yeah, and that name even makes sense within ingame context. Only problem is me not knowing any composers, let alone ones doing commissions. Money's a bit fickle too.
It happened lol. I'm so glad it did too tbh
Is it just me or is the game running at 60 FPS?
It is, yes! Chapter 1 anyway. Ported an older 60 FPS mod to the latest main Steam build with some changes and small fixes, and I was doing Ch2 for a bit- but found it was actually proving to be quite boring to work on, honestly.
Oh! Well that is sure cool, would love to also see a standalone version for the 60 fps mod, it looks really nice!
@@HDMI-17 It exists over on Gamebanana! I don't have the link handy rn though, I'm actually about to take a nap as of posting this. (Not at my PC rn)
Well then i will try to find ot in my own time, good nights sleep!
As someome who's been clamoring for a DR hard mode for ages, I can finally die happy
P. S. There are plenty of unused Spamton NEO attacks leftover in the files so are you able to work those in?
I think I've seen those! They're still in the game. How easy to reimplement though? Genuinely not sure.
@@RainbwSpctrm I can't tell you exactly how easy it is but this person here was able to reimplement the attacks for this mod ua-cam.com/video/DUtGJWJnh98/v-deo.htmlsi=HF5c5wNmDkrBUrON
Although, most of them were cut for a good reason.
Discount Purple SOUL is not exactly the most fun attack ever...
@@RainbwSpctrm i think there was a dojo mod that had the bosses with their unused stuff so its possible
There was a cool-looking unused wall attack which was reused (and balanced) in deltarune a different snowgrave, so maybe...?
Gaster mode
*(OH HELL!! Is that Nubert?!)*
He didn't take you successfully typing the "R" in "GASTER" lightly at all
Cant wait to fight jevil ex cuz jevil is wayyy too easy
Please tell me this has an arena please
Oh boy...
So, I've said a time or two ago: Ch1 All Stars in a similar vein to Ch2 All Stars would be pretty cool, but Ch1 and Ch2 essentially being different games kinda makes that idea incredibly difficult...
You'd basically have to port every single Ch1 enemy and bullet pattern to Ch2. Right now, it's out of my scope unfortunately.
@@RainbwSpctrm that makes sense, ch2 IS much more complex than one after all, gonna try this when i have free time , no hit the entire ch1 in one go once so i’m excited to see how much this spices ch1 up
@@RainbwSpctrm also i just realised i commented on this and not the release trailer
need
It's being patched up for a public beta release! The beta will only have Ch1 done (In its initial 1.0 form), with only preliminary Ch2 changes.