## 2.1

- General rebalance of NG+ enemy stats. Increased NG+ HP and damage multipliers for enemies so that NG+1 remains at a more comparable level of difficulty to NG throughout the game, when considering the player's expected power level at each stage. Earlier bosses get the largest buffs, which decrease as you progress through the tiers. The higher scaling tiers (and the DLC by extension) are unchanged from vanilla as it's unnecessary to make them harder (also need to leave some margin for the higher game-wide NG+ multipliers in later game cycles, to avoid them being too overtuned).

- Removed the bosses' attack multiplier for Standard damage type in all NG+ cycles. The vanilla game applies a multiplier on both physical *and* standard damage, despite standard being a subset of physical, while slash/thrust/strike have no multiplier. This effectively means that standard type damage from enemies is multiplied twice in NG+ cycles, which I have to assume is an oversight that was never fixed.

- Increased rune rewards for all bosses that got buffed in NG+ cycles, roughly proportional to their HP increase, and also increased all base rune rewards by 15% to compensate for the fact that you only fight bosses with this mod. This is meaningless in the current version of the mod (unless you use the modifier to restore level up costs) but it will be relevant in an upcoming mode that will focus on progression.

- Added the Black Knife Assassin outside Sainted Hero's Grave as an Overworld Boss. Hopefully *now* every base game boss is included, but no guarantees I'm not still missing some random thing somewhere.

- Enabled use of Torrent against Elden Beast, in line with the vanilla game.

- Added a "Random" submenu to the boss selection menu with various categories to select a random boss from.

- Added two sorting options to the boss selection menu:

- By default, bosses are now ordered by ascending level within each category, and then alphabetically within each level. This level is mostly based on their internal scaling tier, with some manual adjustment where it makes sense (DLC NPC tiers are still weird, like Rakshasa having a higher tier than Bayle, I'll probably adjust this in the future). Said level has been added to the boss names in the selection menu as well, regardless of the sorting method selected.

- The other option is to sort alphabetically first, and then by  ascending level for enemies with the same base name.

- Known issue: the sorting options menu is currently a bit buggy in the way it interacts with the Leave option or the cancel button, so it takes two attempts to exit the menu completely after selecting an option there (or alternatively, just walk away).

- Combined the Gods, Demigods and Legends categories into a single "Remembrance Bosses" one. Also combined the Tunnel and Ruins categories in Minor Bosses.

- Modified boss selection menu code so the default selection for submenus starts closer to the top. I haven't figured out yet how to make the cursor always default to the first option, but this should be significantly better for now (no more defaulting to some random boss in the middle of the list).

- Added a warning to the NG+ menu as the first entry, to prevent accidentally triggering the next game cycle.

- Added support for all languages that the game supports, so that custom text strings now appear instead of showing ?EventTextForTalk? when the game is set to languages other than English. They will still be in English, but at least they display.

- Known issue: when the game is set to non-Latin alphabet languages, the font used for Latin characters is larger and causes some longer text strings to get cut off. The only way to get around this is by switching the game to English on Steam.

- Removed some walls that were placed to keep players from exploring outside the intended scope of the mod. While doing so is still discouraged due to the potential of bugs, this allows access to some Sites of Grace which can be used to respawn closer to bosses, when other nearby respawn locations are unavailable or not working properly.

- (DLC version only) Dying to the final boss of the DLC will now respawn you at the nearby Site of Grace. Unfortunately the same method will not work for most DLC bosses, so you need to either activate the grace manually to respawn there or select the boss again at the Roundtable.

- Rearranged Kale's shop menu options to remove unnecessary menu nesting.

- Various internal changes to make the mod a tiny bit friendlier to use together with other mods (it still requires to know what you're doing and may not be possible in many cases, this is really just changing event flag ranges and SpEffect IDs so they're less likely to cause conflicts).

## 2.0.3

- Added Ghostflame Dragon (Gravesite Plain) back to the boss list.

## 2.0.2

- Fixed warp location for Dancer of Ranah.

- Removed Ghostflame Dragon (Gravesite Plains) while I figure out what's causing the warp to spawn the player off bounds.

## 2.0.1

- Fixed wrong respawn location for Putrescent Knight.

## 2.0

- (DLC version only) Added most of the DLC bosses, 40 out of 42 in total. The only ones still missing are Ymir and Needle Knight Leda, as I haven't been able to figure out how to set/reset the flag triggers for their fights due to the complexity in their event scripts. If I ever figure out how to implement them in the future, I will, but I wouldn't count on it given the complexity involved (Leda's in particular works under completely different mechanics as it's not a "real" boss, but rather an NPC invasion sequence).

- (DLC version only) Removed the need for Shadow Tree Blessings by reducing the bloated stat multipliers on DLC bosses to be more in line with the late base game. An alternative regulation.bin file is offered to restore the vanilla stats while also adding Scadutree Fragments and Revered Spirit Ashes to Kale's shop. Check out the sticky on the Posts tab on Nexus if you want more detailed information on these changes.

- Added the Misbegotten Warrior + Crucible Knight boss fight at Redmane Castle, which was missing from the original mod. I don't think there's any bosses left to implement from the base game, but let me know if anything is missing (remember only bosses with a big named HP bar at the bottom are within the scope of this mod).

- Removed the changes that enabled summoning Spirit Ashes anywhere, as it was causing some unintended behaviors. The vast majority of boss arenas allow summoning anyway, so that modification was not really necessary.

- (DLC version only) Fixed Rakshasa and Verdigris armor sets not showing up in Kale's shop (thanks to CallMeLolo and DustyFukuyama for reporting these).

- (DLC version only) Fixed DLC arrows at Kale's shop.

- Added all base game altered armor pieces directly to Kale's shop. You can still manually perform alterations at a Site of Grace.

- Upgrading weapons and Spirit Ashes now costs 0 runes. This basically makes Jar-Bairn's option to give you runes pointless as everything is free, but I'm leaving it in just in case.

- More shop inventory cleanup.

## 1.6

- The mod now has 2 variants, a DLC version with support for DLC content, and a legacy version for players who do not own the DLC. This is done to ensure there are no issues when receiving DLC-only items for the latter players, as I have no easy way of testing that behavior.

- (DLC only)  Added all meaningful DLC items to Kale's shop. They can all be found in a separate "DLC Items" category. If you notice anything missing, please let me know.

- (DLC only) All DLC cookbooks and map fragments are now awarded automatically when starting a new character. For existing characters, you can still buy these at Kale's shop.

- Note that Scadutree Fragments and Revered Spirit Ash have not been added, as they will most likely be useless with this mod since they cannot normally be used outside a DLC site of grace. I'm still looking into how to handle this aspect for when DLC bosses are implemented, but I'm leaning towards scrapping the mechanic entirely and just using the regular enemy scaling.

- Decluttered Kale's shop by removing many items which have no actual use with the mod (such as most key items or multiplayer items) or are redundant (such as remembrances or most rune consumables).

- Re-categorized some items in Kale's shop to better suit their actual nature. For example, infinite use items and special upgrade items like Golden Seeds or Memory Stones are now in Tools/Misc rather than Consumables, leaving the latter for items that better fit that definition.

- Minor text changes.

## 1.5

- General overhaul to support the post-DLC version 1.12 of Elden Ring. DLC bosses and items are not included yet, but I hope to add them over the next few weeks.

- Removed level scaling options, as the system was very buggy and was causing unintended side effects (such as changing your stats in abnormal ways when you equipped certain pieces of equipment). I recommend using the tools that the mod already provides to customize your difficulty, such as being able to level up and upgrade weapons freely, as well as increasing the NG+ cycle by interacing with Morgott.
I also plan to include a rebalanced NG+ mode as an optional regulation.bin in the near future, that will attempt to equalize difficulty across bosses in NG+ cycles (as the vanilla balancing still has early bosses being fairly weak for an NG endgame character, even in NG+7). The idea is to make it unnecessary to intentionally nerf yourself in order to still have a reasonable challenge against the earlier bosses in NG+ cycles, as is the case now.

- Fixed the infinite HP/FP/stamina effects not applying in many areas of the game.

- Added the Pumpkin Head duo in Caelem Ruins as a Ruins Boss. With this, every single boss in the base game should be included now.

- Modified the player's spawn location for some overworld bosses, in order to spawn closer to the boss.

- Modified the warp destination to the Roundtable Hold after defeating a boss, to spawn next to the Malformed Star rather than near the grace. This makes fighting multiple bosses in succession more fluid.

- Fixed Nox Flowing Sword appearing in the wrong weapon category.

- Various minor text changes.

- Added an alternative regulation.bin as an option to disable free level-ups, for players who want to keep a sense of progression when using this mod.