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- Custom Quest Update time bros!!!! Its been a month and a half since the last one!
- The first guy who had originally started making these for /mhg/ has gone missing as far as I can tell, so from now on it’s probably just me, but I’ve learned a lot since last time and not only fixed that annoying glitch where quests would sometimes have crazy low or high attack and HP values some times(sorry, very embarrassing), but also improved many aspects as well as nerfed/buffed certain quests! All feedback is welcome either in the threads or in the feedback link provided in the pastebin, I have read every single one and listened to most of them as they were great ideas.
- First and foremost due to the quests no longer obeying the laws of numerical order and being all over the place in the quest log, I HAVE PLACED ALL SINGLE-MONSTER FIGHTS THAT TAKE PLACE IN A LOCALE UNDER THE 4 STAR MASTER RANK CATEGORY REGARDLESS OF WHAT MONSTER TIER THEY INCLUDE.
- Tier 1+2 MONSTER quests are in the MR5 category, and ANY quest that includes a tier 3 monster is in the MR6 category.
- All previous High Rank quests that didn’t have HR exclusive monsters (original Jho/Nergi/Vaal Hazak) have been moved to MR because there’s no point to having them down in HR.
- The remaining HR quests are all under 9 star HR category as a result also. It REALLY bugs me that I can’t get the quests to sort according to quest ID like they previously were and I can’t figure out why, so until I find a solution to that you have to deal with kind of a mess of a quest log in the meantime.
- I did not remove a single quest from the original pack, but rather gave them more fitting names because the numerical names no longer made sense with the new category adjustments. I also decided to remove The Greatest Jagras quest because his AI wouldnt work properly with the editor, he instead now has his own arena fight with a similar sized Jagras.
- A few of the Seliana cache fights have been switched to the large arena as well due to the same issue, only Nergigante and I think Lunastra have Seliana fights now. Apologies to anyone who really loved the old fights.
- All quests have a new multiplayer modifier that isn’t used in any ingame quests, so instead of the typical 2.4-2.5 difficulty modifier for 4 players, ALL quests new and old now use a new value that gives them almost 3.0 health in multiplayer AND increases their part break damage so that not only are they fair and challenging for solo play, but also a bit less of a stomping in 2-4 player quests
- All monsters in ALL quests both new and old have had their exhaust modifier turned all the way to 500% (which is max) so they should now very rarely just sit there out of breath and let you slap them for free, this does not affect clagger unfortunately
- The AT Fatalis has been renamed to (extreme) Fatalis and now is much more of a fair fight, hats off to the brave few that took the old AT Fatalis fight on for the challenge, but it ended up being far too insane for the vast majority of people to beat and proved to be not very fun for multiplayer in the rooms, the new version boasts roughly 86k HP solo (up from 66k in the vanilla) and only hits slightly harder as opposed to one shotting you with almost every attack, this means that he makes you really sweat when he starts shooting fireballs, and god have mercy on you if you get to phase 3 without breaking his head. It is also now a VERY fair and challenging fight solo as the timer is unchanged, I’d recommend it if you find the normal Fatalis to be a bit easy. The rewards for beating him now include a chance at dracolite, lots of decorations, and handfuls of great spirit vein gems, On top of the normal rewards you would get from the Capcom Fatty quest.
- Ancient Leshen comes to MR with multiplayer scaling also! He is mostly balanced around four players but still scales down to solo and duo levels. Solo his HP is slightly lower than the High Rank Capcom quest, but he deals more damage to you as a tradeoff, dust off your Igni runes from the Witcher quest and give it a shot, it’s possible to solo it as the “grab” attack will typically deal around 90% of your health in full Fatalis gear, drink mega armorskin for that extra defense when fighting all the monsters in this pack! And good luck dealing with the Jagras it spawns. The only thing thats changed in this fight, is the fact that I cant get the music to play properly without editing the .exe of MHW which is not something im going to do for just one quest.
- Behemoth also returns with MR power with multiplayer scaling too! Same with Ancient Leshen he has less HP than the Capcom quest if you choose to solo him and he is mostly balanced around 4 players, but also hits you for more damage especially in later phases. All his mechanics should be identical to the original quest except for the casting messages that would normally pop up. To offset this change in the fight, he now allows for one extra cart for a little extra forgiveness on his ecliptic meteors and the fact that there’s no longer a pop-up message if one of the comets breaks. The Final Fantasy jump emote is HEAVILY recommended from the original HR quest before attempting this, if you slot the emote in your radial menu and use it just as the meteor hits full size out of his summoning cloud, you will dodge it every time with some practice. It’s tight timing but if I can do it, so can you. He still spams ecliptic meteors in phases 3+4 if you don’t deal enough damage fast enough, and holds enmity (aggro) the same as before similar to Safi if you shoot some pods at his face. And he still takes a separate route to Nergi's lair if you can manage break his horns twice In the first two phases.
- AT Namielle was released pre-fatalis and as a result hardly feels like an arch-tempered fight if you go up against it now. So there is now an Extreme version of Namielle that functions the same as the original, only now with slightly more health and a decent bonus to its attack power, no more face-tanking 6 water guns in a row! Has both an arena version and a Coral Highlands version.
- The Alatreon quests have been made a bit stronger also, in the future I might make the Extreme version of Alatreon built for 4 players because there isnt a multiplayer value in the game that would make that DPS check tough to hit in 4 player combat, I recommend trying these fights solo if you want a real challenge of stamina and strength against this bad boy. Also added a version where an Odogaron will antagonize you during the entire fight while you still have to hit his DPS check to avoid a wipe, and while you don’t need to kill it to clear the quest, it does however take 50% more damage than a normal Odogaron so you can use it to heal in a pinch with Health Augment or just ignore him completely.
- Every. Single. Monster. In. The. Game. Now. Has. It’s. Own. Arena.
- Even shittier fights such as Barroth and Kulu yaku have their own fights, although in order to make them even a remote challenge, their attacks will be very unforgiving. Some fights like Jagras and Dodogama have large monster sizes just to make them more interesting.
- Both Kulve Taroth and Raging Brachydios have quests that nobody in all of Nexusmods have been able to get correct without crashing the game or running into a wall and glitching, so as a sneaky workaround I will include a second download link with 2 files in it to replace the Capcom versions of both the MR Kulve event quest and the Capcom optional Raging Brachydios mission in the CQ pastebin.
- Since everyone has these quests, only the person hosing the quest has their version loaded for everyone else, meaning if you download this then anytime you post these quests in a room or call for an SOS, the people that join your quests whether it’s in-progress or from the hub loading in as a team, will load into an “AT” version of both these fights with unchanged AI, rewards, and multiplayer modifiers. The only things that has changed in these quests are the Health value, the part break value, and the attack value.
- This means that if you download these optional files then anytime you host, it will be the “AT” version , but also anytime you join someone else it will just be the standard version completely unchanged, as long as they haven’t downloaded these files. Meaning if you want to fight the normal versions of these monsters you will have to have someone else who doesn’t have the file to host the quest for you, or simply remove the quest from your Nativepc->quest folder. There will be full instructions on how to do this in the pastebin but I kept these two separate so that nobody downloads them by accident and is confused when the monsters start dealing way more damage than you would be used to And take an extra ten minutes to kill.
- Raging Brach and KT’s final phases are now just as intense as the first day you fought them.
- (As of writing this, Kulve just rotated out for Safi, so I cant test the quest so KT's file will be available in 2 weeks when it rotates back in and I have a chance to get the numbers right)
- Safi’jiiva gets its own quest too now, with multiplayer scaling! It’s HP has been drastically decreased as well as it’s defense, which means that a full clear should take about 15-20 minutes because you deal increased damage to it, but it also dishes the damage out right back at you at dangerous levels. Rewards include a shit-Ton of dracolite as a quest clear on top of the usual Safi materials used to craft the armor.
- No more multiple runs, it’s kill or be killed.
- No more rotating out for Kulve every two weeks.
- No more weapon rewards, you have to meld them all through this method.
- No extra dracolite for breaking parts, no siege mechanics apply in this version.
- Safi still absorbs energy on all phases of the fight but due to both a smaller health pool and lowered defense, it is not as drastic of a heal. I also threw in an extra cart because of the damage it’s capable of dealing out in later phases, the Instantkill Nova is unchanged, and since I couldn’t figure out how to adjust the amount of rocks that fall from the ceiling in phase 2/3, every rock now falls so dying to the nova should be non-existent, however if you get knocked down by one of these rocks when it falls, you are very likely to get hit with a combo attack while you are knocked down, so it’s a fair tradeoff, eyes up when it shoots a beam into the air!
- Threw in 3 very tough and long quests in the arena for any psychopaths that want an hour-long challenge of 5 full-power and full-health elder dragons in a row using only the supplies they can carry and supplies in the box, they take 10% decreased damage too so don’t try and trade attacks with them! 5 faints each, if you dare.
- there are numerous quests that use a monster combined with its variant in “muscle monkey madness” style spawning. For example you start by fighting a Zinogre, and when it hits 30% HP a larger stronger Stygian Zinogre will emerge and start running around the arena also, same with Yian/scarred, Tobi/viper, barioth/frostfang etc.
- Added an extra faint to all of the “crown marathon” quests from both HR and MR just to make them a bit more fair, it’s not fun to fail a quest this long due to carting you the last monster so I threw in an extra, thank me later when Savage Jho gets a triple kill in the Wildspire one.
- On top of ALL OF THE ABOVE I also included a handful of what I consider “fun” multi monster quests, some of these follow an elemental theme like coral pukei+Namielle or the 5-Kirins-at-once quest, to style themes like tigrex+diablos+banbaro constantly charging around the arena at you and many more combinations!
- I look forward to playing with all of you guys when these are posted for one last burst of fun before half of you jump ship for Rise in a month or so, see you in the rooms bros!
- and Happy early Valentine's Day <3
- P.S. if a quest's description makes you cringe, that means its working as intended
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