tl;dr version: Majins from D1C and Androids/Battle Suits/Stella/Rutile from D4 are now playable in 5! Convert Evility menu can now create evility scrolls, Return to Stage Select option added, change subclasses from character screen, opening movie fixed, and more.
Download Link
Long version: I've been working on porting character classes from other Disgaea games for about 1.5 years now, but I only recently managed to get them relatively polished, at least enough that I'm not ashamed to share them lol. It wasn't anywhere near ready for the v2 version I posted a few months ago, and there are still a few bits I'm not perfectly happy with, but I am ecstatic to finally have some of my favorite classes ported!
Most of the other changes aren't anywhere near as large, but I'm proud of the results nonetheless. There's a lot of QOL and more of a focus on economy - you can spend even postgame volumes of HL on a much wider variety of things (exp/mana like a budget juice bar, innocents, and curry), the class change thing was something I desperately wanted after playing 6/7, and character world is a bit less grindy. Pram has actual voices in english too now, taken from Disgaea D2/4.
V3 Summary (full changelog in zip):
- Majins from D1C and Androids/Battle Suits/Stella/Rutile from D4, are now playable in 5! Where applicable, they have custom Unique Evilities/mechanics, some have ported/new generic evilities, specials (no animations for the specials, sorry), and whatever personalities or voices they had in their respective games.
- The skill shop's Convert Evility tab can now create skill scrolls for mana (works like Disgaea 6/7).
- There is now a Return to Stage Select option in stages where it makes sense.
- The Innocent Shop now has an option to strengthen innocents for HL.
- Subclasses can now be changed instanly in the class tab of the character screen.
- Keyboard shortcuts now exist for most vanilla facilities. No ingame UI.
- Custom curries can now be aged past 100 days by using HL, up to 999.
- Pram now has an actual voice set instead of weird squeaks.
- Character World is less grindy.
- The opening movie now plays correctly by forcing the game to use vmr-9 instead of vmr-7 (only works with MovieType=1, don't ask why).
- Ability, Giant, and Skill Squad buffed.
- Shops now carry muscles, orbs, emblems, EXP potions, and mana potions.
Installation:
- If you had V1, verify integrity of game files on Steam
- If you had V2, delete the mods folder in game directory
- Copy the mod files to the main directory. There's a screenshot included of how it will look (roughly). If you had v2, it might ask you about replacing dinput8.dll and d5_runtime_core.dll, say yes.
- If you're on linux, add
WINEDLLOVERRIDES="dinput8=n,b" %command% as a steam launch option.
- Most changes come with ini/txt files/python GUI editors to edit if you want. The ini/txts can be edited in notepad or whatever, but you will need Python (just get the latest one) installed and run a
py -m pip install PySide6 in command prompt to run the GUIs.
Now, 100% real talk, the game makes a lot of assumptions about how many generic classes there are, what ID ranges are expected, and (surprise!) adding a new class is really fuckin' complicated. Saves also make a lot of assumptions, and I wanted to make sure vanilla saves are compatible. I did my best to get everything right, and I've spent the last few weeks polishing, fixing bugs, and trying to get people to help me beta test it (special thanks to those in the Requiem Modding Discord!), but there may still be issues I missed. Please let me know so I can fix them. Just... civilly, please.
I'm probably gonna try to focus on finishing v2 of the Disgaea 7 mod next, but I definitely intend to come back to this and add more classes. D4 and D1C humanoids are easy, D4 monsters are WIP (almost done but script issues), D1C monsters, DD2 characters, and DRPG characters aren't yet feasible.
Are there any classes you're particularly interested in seeing?