
HighQuotaRebalance Beta
Attempt to make high quota more balanced and fun
CHANGELOG
v0.7.1 - Luck Update
I accidentally uploaded 0.6.4 as 0.7.0 oops!
New luck system
The vanilla game has a luck system that makes it more likely to get lower quotas if you had furniture out when the previous quota as rolled (only for acquired furniture), but it doesn't do enough unless you have a lot of furniture and by the time you have money to buy said furniture in a high quota run high rolls would be more desirable than low rolls. So the whole system has been fliped and now positive luck gives high rolls and negative luck gives lowrolls
- How it works
Instead of giving each furniture a small luck bonus unique to it, each buyable furniture now contributes with one point of luck, except for Signal Translator which contributes with one point of negative luck. Luck points impact your quota increase much more directly using this formula:
NewQuota = PreviousQuota + 100*(timesFulfilled²/16)*Clamp(1 + quotaCurve(randomNumber) + luckFactor, 0.497, 1.503)
luckFactor = 13/7700 * luckPoints² + 64/7700 * luckPoints
for positive luck pointsluckFactor = -0.1
for negative luck points This ensures you're never exceeding the boundaries of thequotaCurve()
and also that each new furniture bought impacts the quota roll more than the last, with all furniture guaranteeing a max roll if all furniture is bought
v0.6.4 / v0.7.0
- New maneater crying logic to make sure clients have the correct maneater state
- Bodies no longer increase the total value shown at the end of the day (for real this time)
- Fixed maneater having extra spawning chance for the first time it spawns if it's mineshaft
- Changed
scan
command back to how it was in 0.6.0
v0.6.3
- Slight adjustment to Titan's spawn curve to delay when spawns happen but keep the general amount of total spawns
- Slight adjustment to Titan's spawn chances
- Changed how
scan
value works so that it shows ~2x value when the day starts and is gets more precise as the amount of items outside decreases - Fixed a bug that would make it so infestation changes were lower if butlers or nutcrackers weren't in the spawn poll of the moon
v0.6.2
- Bodies no longer increase the total value shown at the end of the day
v0.6.1
- The total value shown at the end of the day now properly counts knives of alive butlers
v0.6.0 - The Revamp update
New features
-
Paid moons
Now routing to Rend, Dine or Titan will promt the player with a different screen for the
Cold Moon Pass
that will make those 3 moons free for the duration of the quota, this allows the team to strategize what moon to go next day instead of locking them into what the decided at the start of the quota. -
Difficulty Scaling
Lethal Company has a couple ways of ramping up the difficulty as the game progresses:
- After the crew suvived for 5 days in a row with no deaths, the game will attempt to spawn at least 1 enemy every wave regardless of the moon's spawn curve.
- Every third day, after the crew has survived for 3 days in a row with no deaths (including this 3rd day), the game will, on average choose more moons to give weather effects.
- The amount of spawns is scaled up based on how many days have elapsed this quota (so day 3 has more spawns than day 2 and day 2 has more spawns than day 1).
They have all been revamped:
- All the vanilla forms of difficulty scaling have been either disabled or changed.
- After 3 days of the crew retrieving at least 85% of total value of the day (including spawned value from enemies), the game will boost infestation chances from 4% to 20%, until the crew fails to retrive 85% which will return them to 4%.
- The amount of spawns is now scaled up based on how many quotas have been fulfilled and increses slower than before.
-
Infestations
Infestations now can only target Nutcrackers and Butlers with a 50/50 split for them. Now when spawning new enemies the game will keep the moon's spawn distribution and have a 60% chance to spawn the infested enemy or 40% chance to pull from the moon's regular spawn distribution.
Changes
scan
now only shows double value when object count is at least 5- The player is now hindered when going through water caves, but speed is almost the same as regular crouching
v0.5.1
- Changed how the terminal's
scan
command works to be more accurate to the actual value (more accurately 2x the actual value)
v0.5.0 - Artifice second update
Previously Artifice was balanced around sids being very common and became very mediocre after they were disabled, so a second balance patch was needed, and a third is on the way for non-lootpool related balances
- Rebalanced Artifice's lootpool
- Added radar icons to alive butler's knives
- Added new logic to total value available of the day to also count knives, bees and eggs
- Fixed the player being faster underwater in the dungeon when it wasn't mineshaft (aka mansion pool)
v0.4.5
- Slightly adjusted Rend's indoor spawn curve to allow for more early spawns
v0.4.4
- Removed the +6 from mineshaft that was added by accident on 0.4.2
0.4.3
- Adjusted Adamance's lootpolls to be slightly better in order to compete with offense
v0.4.2
- Reworked how lootpolls are changed
- Disabled SIDs (temporary change, they are quite a nightmare to balance)
- Increased Kiwi Bird on offense again
- Increased Circuit Bees on March
- Added Butler to Titan
- Removed increased chance of Maneater when interior is mineshaft
- Slightly changed the proportions of mineshaft generation
v0.4.1
- Removed doubling on follow timer for Jester on solo
- Incresed chance of Kiwi Bird on offense
v0.4.0 - Titan and Artifice update
- Fixed a bug where new spawn curves were not being applied properly
- Changed SID logic (again)
- Changes to Offense, Dine, Titan and Artifice's spawns
- Changes to Titan and Artifice's loot pool
- Changes to all moons' interior chances (again again except March)
v0.3.2
- Removed "No signal" effect when players are inside caves
v0.3.1 - v70 compatibility
- Fixed mod not working properly in v70
v0.3.0 - Dine update
- Changes to all tier 3 moons' hazards (again)
- Changes to all tier 3 moons' interior chances (again)
- Changes to Dine loot pool
- Changes to Dine's and Rend's spawn chances
v0.2.1
- Fixed a bug that would break the game when starting a game for the second time
v0.2.0 - Rend update
- New SID value boost funtion
newValue = value*(3*value+330)/(4*value+120)
- Changes to Rend loot pool
- Changes to Rend and Dine's item range
- Changes to all tier 3 moons' hazards
v0.1.0
- Release