Mod idea
Name of the mod: "freedom and democracy"
What it does: if you have a full stack of crude oil in a base, the base will be attaked by helicopters and your oil will be stolen
Name of the mod: "freedom and democracy"
What it does: if you have a full stack of crude oil in a base, the base will be attaked by helicopters and your oil will be stolen
So I'm doing a total overhaul for katana, beam sword and laser swords as well as partner skills related to melee it's still a work-in-progress proposal. Nothing here is final, and numbers and ranks still need balancing. I’d like to hear what you think: what sounds fun, what sounds overpowered, and what you’d change.
The rework is built around the mod's two main features.
Aim with a sword to guard against front hits. Time it right before a hit to parry: no damage, no stamina cost, and your sword hits land on weak points for a few seconds. A late guard is a normal block: reduced damage, costs stamina.
Hold the Iai stance for 2 seconds to charge it. The charged strike hits several times in a wide area, dashes further, hits weak points and refills some stamina.
In vanilla, Pals that change your attack element (Wixen, Anubis, Wixen, Frostallion…) only do it while mounted or when you activate their skill. That's not so practical for melee: you can't fight well while riding, and the endgame meta mostly will go with ranged weapons.
Proposal: selected Pals give your melee weapons an element while the Pal is fighting alongside you (summoned). This applies to all melee weapons, not just swords: bats, spears, etc. No activation and no riding needed.
Each element (except Neutral and Dragon) gets two or maybe more Pal options, with two styles:
| Style | What it does while fighting alongside |
|---|---|
| Parry style | Melee becomes that element. Parrying an attack applies that element's ailment to the attacker, at any distance. Activating the Pal's skill still gives its vanilla attack bonus. |
| Buildup style | Melee becomes that element and your melee hits get a much stronger ailment buildup than vanilla (vanilla buildup is only 2–6 per hit). If the Pal already has a vanilla "in party" buildup, the melee version replaces it on melee hits. |
| Element | Ailment | Parry style | Buildup style |
|---|---|---|---|
| Electric | Shock | Prixter Lux | Snock |
| Ground | Muddy | Anubis | Warsect Terra |
| Fire | Burn | Wixen | Renjishi |
| Ice | Freeze | Icelyn | Loupmoon Cryst (maybe) |
| Grass | Ivy Cling | Elgrove | Verdash |
| Water | Wet | Finsider | Ophydia |
| Dark | Darkness | Wixen Noct | Venusa |
Example, Prixter Lux:
| Pal | Change |
|---|---|
| Pupperai | Keeps its melee damage bonus. New: widens the parry window and increases damage. |
| Bushi Noct | Its +30–65% melee damage currently works in combat too, which is too strong. It goes back to vanilla (out of combat only), or the bonus gets removed. |
| Warsect | Its barrier is underwhelming (breaks after 1 hit). Ideas: the barrier takes 2–3 hits, and/or parrying raises your defense. It will get a parry mechanic; details are open. |
| Warsect Terra | Ground melee + Muddy buildup (see the table). Parry idea: a defense bonus based on your defense, or damage reflected back. Open. |
| Skutlass / Skutlass Ignis | Already turned into a proper Weapon Arts sword: rank-based speed, no longer incapacitated, only a charged Iai ends the skill. New: the charged Iai becomes Water (Skutlass) or Fire (Ignis); normal hits stay elementless. Active time 10 s → 15 s. |
| Loupmoon / Loupmoon Cryst | Its attack speed bonus stays removed (sword rank now gives attack speed). It keeps triple jump + air dash. It needs something else to make it special; still being designed. |
| Verdash | Triple jump + air dash buffed to match Loupmoon (they don't stack), plus Grass melee + Ivy Cling buildup. |
Any discussion or advice from you would be appreciated for the mod's development.
I've got almost 2,000 pals across my boxes and got tired of tabbing between a breeding calculator and the game to figure out what I could actually make. So I built a site that reads my save and answers that directly. It's a personal project and still rough in places, so I'd love feedback from people who breed more seriously than I do. this is more of a personal project i know there are a lot of tools that already does this but its just a side project i started a while ago and wanted to finish it
What it does
- Reads your save locally. It parses the save on your own machine and never writes to it. Every pal comes in with its IVs, passives, active skills, level and where it's stored (party, base, Pal Box, dimensional storage).
- Paldex home. All 289 species as a grid. Ones you own are in colour with a count, ones you can breed right now glow, and the rest are silhouettes. There's a completion ring and a rotating spotlight of your highest-IV pals.
- Species pages. Partner skill, work suitability, your copies sorted by IVs, every parent pair (the ones you can do right now listed first), and a family tree of the shortest route from pals you already own.
- Breeding gaps. "28 new species within reach", grouped by how many generations away each one is, plus the species where you only have one sex.
- Passive planner. Pick a species and up to 4 passives, and it builds a lineage tree from your own pals. It tells you which pals to grab and where they're stored, the order to breed in, and which passives only one of your pals carries (so you don't lose it halfway through).
- 3D chibi models with five animations (Rest, Idle, Walk, Sleep, Petting).
- Four themes based on Palworld places: Palpagos, Mount Obsidian, Sakurajima and Feybreak.
What I'd like feedback on
The planner. Right now it finds a chain that *can* work and shows how diluted each parent pool is, but it doesn't give odds, because I couldn't find sourced inheritance rates I trust. Is "possible + pool size" useful, or do you really want a number? If you know of solid data on passive inheritance rates, please point me at it.
What's missing for you? I've been going off my own habits: IV hunting and getting 4-passive workers. Things like mount speed, cake cost or time estimates would all be possible.
Breeding gaps. Is "steps away" the right way to group them, or would you rather sort by how rare or useful the target is?
Which theme would you actually use?
It isn't public yet. I'm still deciding how to package it so people can run it on their own saves without me hosting any proprietary game files.
Theres literally only 1 use for the mill. turn wheat into flour. no other use for wheat either. there is no reason for it to not be automatic like the farms are.