土豆兄弟(Brotato)

土豆兄弟(Brotato)

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Balance Mod
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355.975 KB
2023 年 10 月 22 日 下午 8:13
11 月 20 日 下午 11:42
25 项改动说明 ( 查看 )

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Balance Mod

描述
Overview
More items are worth using and fewer choices are overpowered. Range and Luck stats are better. Mixed-weapon builds are easier to manage and more build styles are viable; Tier-4 weapons are cheaper. Several tweaks to make things feel better to use and encourage more varied gameplay. Tooltips are more accurate and detailed. Overall difficulty is similar, with the easiest runs made modestly harder and the hardest runs made a bit easier.

The full list of all changes is here: https://github.com/DarkTwinge/Brotato-BalanceMod/#full-changelog - Below is a summary of the major changes you should know about.

(Dozens of changes from previous Balance Mod versions have been implemented directly into the base game; A summary of those is at the very end.)

Note: Altered/New descriptions will currently not display for non-English languages. (If anyone wants to help me make a translation set for another language, let me know! ~90 text keys, but most are simply tweaks of vanilla text which already has translations to reference.)


Change Summary
Mechanics
  • Easier to have mixed-weapon builds: The chances of being offered one of the exact weapons you already have is higher the more weapon types you have. Additionally, shop weapon set favoring is now based on how many of that set you have (so a single off-set weapon doesn't impact your weapon pool as much).
  • Armor is slightly less effective (~7% worse).
  • Range gained/lost from level-ups & items is ~15% higher.
  • Other level-ups: Tier 2-4 Luck is stronger; Tier-1 Harvesting dropped to 4; weaker Tier-4 level-ups are more worthwhile.
  • Horde Waves give ~8% fewer materials.
  • Enemies can now drop partial material amounts instead of all or nothing (average amount is the same).
  • Several tooltips cleaned up to be more accurate, hidden mechanics are detailed, & character descriptions take up less room. Guaranteed level-ups are color-coded. Cyborg's transition has unique SFX. Which items are 'structures' is indicated in the shop. Tooltips show explosion sizes.

Weapons
  • Primitive set bonus is worse; Blunt set bonus is better. Gun set bonus changed to Attack Speed in order to make the Range stat more relevant.
  • Most Tier-4 weapons are cheaper (slightly buffs Luck and mixed weapon builds). Other weapon prices slightly tweaked for more logical/consistent progression.
  • Hand partially reworked to make Tier-3/4 worth buying.
  • Screwdriver partially reworked+buffed so it cares more about Crit.
  • Sharp Tooth reworked to only have one Set and to be less awful early.
  • Minigun, Hammer, and Sledge now have Knockback Piercing, meaning their Knockback is more effective against resistant enemies like Chargers.
  • Sickle removed from the game.
  • SMG, Spear & Thief Dagger are nerfed; Mace is buffed.
  • Ghost Flint, Hatchet, Laser Gun, Obliterator, Plank, Plasma Sledge, Potato Thrower, Scissors, Sword, Wand, Cacti Club, Hammer, and War Hammer receive minor buffs.
  • Chain-gun, Flaming Brass Knuckles, Fist, Lightning Shiv, Nuclear Launcher, Revolver, and Thief Dagger receive minor nerfs.
  • Chopper, Harpoon Gun, and Sniper Gun get minor buffs+nerfs.

Items
Tons of items receive small buffs or nerfs: overall more items are useful in more situations, and the strongest give less power for their cost. Note that the goal is not to make everything equally strong; there is still plenty of variance and build-specific decision-making. Some highlights:
  • Tardigrade is no longer wasted by Bloody Hand/Donation.
  • Ricochet is now friendlier with already-piercing weapons.
  • Power Generator now reduces your HP as it powers up.
  • Fairy gives less HP Regen and gives negative HP for Tier-4s instead of negative HP Regen.
  • Chameleon reworked to provide Luck.
  • Utility Crit items (Pile of Books, Eyepatch) come with more Crit Chance to work better as speculative picks.
  • Early economy items (Fertilizer, Coupon, Bag, Dangerous Bunny, Recycling Machine) are a little worse (but still strong).
  • Purple delayed-value items (Wheat, Blood Donation, Bowler Hat, Vigilante Ring) are better (as you have less time to profit from them).
  • Ghost Outfit significantly buffed. Wandering Bot and Lucky Coin significantly cheaper. Hedgehog, Mutation, Duct Tape, Sausage, and Bone Dice cheaper. Saltwater more impactful.
  • Candle is cheaper and now reduces enemy damage.
  • Heavy Bullets now stronger overall but lowers Accuracy.

Characters
As with items, the goal is not for characters to be equal strength. The focus is instead on making the easiest options less 'free', as well as tweaks to make decisions more interesting and characters more variable.
  • (DLC) Druid reworked to care more about poisoned fruit.
  • (DLC) Creature reworked to have stronger curses rather than weapon scaling.
  • Baby can more reliably hit Level 2 after Wave 1.
  • Mage can better run an Engineering build (turrets + Sausage) and also handles Gun builds better (extra Sausage). Engineer can better combo with Elemental Damage.
  • Lucky and Speedy now care more about raising their thematic stats. Soldier cares more about Pickup Range.
  • Crazy now works with Crossbows properly; Brawler works with Claw properly.
  • One-armed and Baby receive moderate buffs. Hiker, Fisher, and Farmer get minor buffs.
  • Masochist, Knight, Doctor, Loud, Renegade, Bull, Cryptid, Explorer, Demon, King, Mutant, Gladiator, Engineer, Entrepreneur, and Brawler receive nerfs.
  • Most automatic starting weapons (e.g. Wildling, Crazy) are removed, making your chosen starter more meaningful.

Enemies & Waves
  • (DLC) Pufferfish now spawn 4 projectiles when killed by melee (instead of 0).
  • (DLC) Stargazers are now stronger when you kill their Incubators first.
  • (DLC) Spider Crab Elite summons harder to deal with. Turtle Elite attacks sooner and is tankier.
  • (DLC) Guaranteed Seapigs now spawn on the Crash Zone map, letting you opt into Curse.
  • Hivemind/Colossus Elite slightly nerfed.
  • Mantis Elite tweaked to be more unique and slightly harder. Butcher Elite attacks are harder to run from.
  • Crash Zone: Wave 14 slightly easier. Wave 16 harder. Wave 12 slightly harder. Wave 20 has additional small enemies, making it slightly harder and helping enemy/material synergies. Wave 14/15 Horde Waves scarier.
  • Knockback a bit more effective against resistant enemies.



Support Me
Tune into my stream where I play a wide variety of indie games: https://www.twitch.tv/darktwinge

If you'd like to directly support my ability to make and maintain mods like this, you can do so on Patreon: http://www.patreon.com/DarkTwinge or directly: https://paypal.me/DarkTwinge

Other Resources
You might also enjoy my FTL Balance Mod: https://www.darktwinge.com/ftl-balance/index.php

Recommended Quality of Life Mods
Bait & Wave Reminder: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3029249900
Piggy Bank Reminder: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3005196583
Revamped Icons: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3003721761
Advanced Statistics: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3025488976

Thanks To
Inschato, ArosRising, Hyphen-ated, Pasha, WL, Lady Lynn, and everyone else that's assisted with feedback, suggestions, or coding!
Also thanks to Blobfish for being receptive to feedback, implementing many previous Balance Mod changes directly into the base game.

License
You are free to use Balance Mod concepts & code with attribution. Just link back to the Balance Mod and/or to my Twitch stream.
热门讨论 查看全部(1)
4
5 月 7 日 下午 2:01
Is Chinese translation for this mod still needed?
SOMA
104 条留言
DarkTwinge  [作者] 11 月 20 日 下午 11:58 
@AzrealPlays2 @I_y_D Okay, think I've found a way to fix Tardigrade mod compatibility! Briefly tested Catato and they could take multiple hits (weirdly they seemed to have more like 4-5 lives instead of 9, but this was also the case for me with Balance Mod off). Let me know if there's still any issues there.
Bert Sampson 11 月 11 日 下午 7:55 
having it removed is fine, but i feel like it could just scale with melee and have bonus stat of something like gaining +1 harvesting on killing x amount of enemies, like ethereal weapons, or giving you +1 harvesting if you kill x amount of enemies with one attack, like how dwarf works. or something else probably more creative that you could have in mind, the consumable healing thing sounds fun. i'd d be fine with whatever, honestly just like having another melee option with the support tag. wouldn't mind it having bonus damage against enemies below x% health. not a priority though, everything else in the mod is great.
AzrealPlays2 11 月 11 日 下午 6:37 
Is there a way to add a config that can readd the Sickle and readjust some of the other changes, to make it more tailored to the user's liking? I know there's a Mod Options menu mod for things like that.
DarkTwinge  [作者] 11 月 11 日 下午 5:57 
@Bert Sampson Currently I'm happy with it simply being removed from the game — I don't want any weapon to directly scale with Harvesting because it's just too inherently problematic to have damage output and economy so directly entwined. If an interestingly unique route comes to mind and I have time to test it, then it's still possible it'll come back.

(Scaling with the 'Consumable Healing' stat was one cute possibility; probably a little too discreet, but I might try it sometime.)
Bert Sampson 11 月 11 日 下午 2:25 
will resickle be reworked and readded?
AzrealPlays2 11 月 10 日 下午 9:29 
Made it to R41 before I decided to...end it on my own terms with Bloody Hand.
Well, that was fun! Time to have this mod on now.
AzrealPlays2 11 月 10 日 下午 8:41 
Ah, good to know.

In the meantime though, I'll have one last play-through of Cat, on the Abyss...with my first time in Endless! I'll let y'all know how it goes. :3
DarkTwinge  [作者] 11 月 10 日 下午 4:06 
@AzrealPlays2 That would be ideal. Definitely up for code suggestions if anyone knows a good way to implement it to ignore self-damage instead; last time I looked at it I couldn't figure out a way to code it that way, alas.
AzrealPlays2 11 月 10 日 下午 12:35 
I think there's still the issue of certain characters that rely on Tardigrades rather than health (mainly Cat from Patamods) dying in one hit despite shields.

It might just be better Tardigrade ignore self-damage items, instead of the 2+ damage requirement.
DarkTwinge  [作者] 11 月 8 日 上午 12:52 
@Vernyak and others: Balance Mod and Improved Tooltips should now work together; got a fix implemented with WL's help.