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I hope you enjoy it! This was fun to make and a nice conceptual break for me from heavily scripted, story-based mods. Come and discuss the mod in the dedicated channel in the Daughters of Ash Discord server if you'd like. I may update this mod from time to time, as there are a lot of knobs to balance and a few remaining non-critical bugs to address (see below), but keep in mind that this will take time away from the big DoA-style team project I'm working on right now ). invaders) before releasing it, but unfortunately I was quite sick throughout June and was lucky to fix the existing big issues for this under-the-gun release!
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I'd hoped to find time to add more content (e.g. I promised to release it in June if Lobos met his $200K goal, which his community smashed. My goal was to make something a little more replayable and attractive for a wider Souls audience, rather than another mod that was just fun to watch.
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This mod was created as a charity incentive for LobosJr for his St Jude charity event in May 2020, as a sequel to 2019's (very different) mod. This can sometimes lead to particularly brutal foes who get lucky and have most of their attacks sped up (the "Card Of" phenomenon), so you can either re-install the mod to roll the dice again, or use an installation option to disable enemy speed changes altogether. By default, enemy animation speeds are also randomized, with each animation potentially becoming slightly weaker + faster (up to a point) or stronger + slower. In addition, every time you install the mod, a fresh set of procedurally-generated weapons, armor, and spells will be created as loot. Allies you rescue (from fixed locations) will permanently reside at Firelink to provide gameplay-modifying bonuses, and certain game progression events will unlock more loot options, but nothing else will persist between journeys through Lordran. If you die five times, your progress in that run will be lost and you will be sent back to Firelink Shrine to start anew.
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In each "run" through Lordran, you are tasked with conquering a semi-random sequence of levels containing random enemy types in completely random positions (not just existing enemy positions), fresh random loot, and random bosses, as well as a few other random events and risk/reward scenario. Roguelike Souls overhauls the Dark Souls experience entirely by replacing the game's progression with a roguelike system not unlike The Binding of Isaac or Dead Cells.
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