Hi, I can add this, possibly with an in-game editor as well. I've got a few days where I can fully focus on the mod, so I'm hoping to push some updates soon.
Dragauka
Creator of
Recent community posts
Progress is continuing, but I unfortunately had to delay the release again. Sorry to those who have been waiting.
Progress Update Three on V10 - Archipelagates Mod Pack by Dragauka
Hi! I work on the mod code locally. I can implement and add these ideas to the pack if you want, though main point 3 would have NPC consent similar to the base game sex system.
I am trying to get the next mod update out this weekend, so these would either be in that update or the next. Either way, I should be able to add these by 4/30 at the latest.
Edit: Progress Update Two on V10 - Archipelagates Mod Pack by Dragauka
The next major update is in 5-6 days and will include your suggestions.
Progress Update on V10 - Archipelagates Mod Pack by Dragauka
Hi, good to hear from you again. This is certainly possible to add and would be a fun addition. I'd probably implement it something like this:
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A new "Nemesis" mod tab for enabling/disabling.
Starting at gate level 15 or so, the highest level gate has a skull symbol added to it.
Upon entry, a visually modified and scaled enemy begins targeting and moving towards the player.
It can pull from all available attacks and can swap between them during combat.
It has greatly enhanced combat stats to start and is also immune to stun/ragdoll.
Upon defeat, it receives improvements to combat stats, which is saved on a per save file basis.
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I can add it to the pack, though I am still finishing some other requests first (mostly model work). Let me know if the proposed implementation seems decent or if there is anything you would add or alter.
The new mod update has options to adjust NPC/Enemy spawn rates. Lowering NPC spawns has a large positive impact on performance in island levels.
Otherwise, adding a graphics options menu would be best, but I still have other requests to fulfill at the moment. Possibly in a future update down the line though.
Just letting you know this change has been added to the most recent mod pack update. I assumed you meant lowering the area of effect for the fireball, so I added a slider under the "misc" tab in the mod menu that lets you adjust it. It may inadvertently affect a couple of other spells. Let me know if anything can use tuning.

