The Gimmicks of Every Moon

Updated 2 weeks ago

Experimentation (Tier 1)

Explained within the mod pack's README or the custom data chip found at Experimentation's main entrance in the pack itself, just go read that. Real quick commentary on it though: I did what I did to make it as clear as day that what you are playing is not a normal Lethal Company modded experience. I absolutely could have been less brutal with it, but the entire point is keeping out people who don't take the game at least some-what seriously. I don't want people who only play this game to laugh at non-immersive mods or don't care about the general original vibe of Lethal Company to progress, because if they don't care about how the original game's immersion is, then there's no reason for them to play this mod pack, they're not going to get the value they seek out of it. So I decided to make that clear to those people, while also providing a clear example of just how different things could possibly be. I also hope it is an enjoyable gimmick, I can definitely get why it wouldn't be, and I'm sorry if you aren't a fan!

Assurance (Tier 2)

Primarily has the gimmick of only two-handed items. Forest Giants are now the primary outdoor spawn, and Bunker Spiders are able to spawn outside. There's a secondary gimmick that's fairly hard to notice, and it's that the only monsters capable of taking up the indoor diversity limit all have a spawn cap of 1.

Vow (Tier 2)

Not EXTREMELY different, Bunker Spiders are able to spawn outside here also, as a means of making the foliage more of a problem, and the scrap has a theme of scientist stuff. Butlers are also able to spawn inside, I guess. If I had to say anything, it's a shame how hard-coded Feiopar AI is, because it pretty much prevents me from using them anywhere besides two other moons. I'd have loved for them to be on Dine primarily, but sadly it was not meant to be.

Offense (Tier 3)

I made its name more truthful, as now all that spawns is stuff you are able to kill, with a couple exceptions. The biggest problem was making the outside feel different, because Offense by default is usually a Baboon Hawk moon, but nearly no other monster works very well due to how large the outside pathfinding capability is for monsters. There's a lot of times you may not actually have to deal with anything because there's a large chunk of open space that you most likely wouldn't be walking anywhere around, and there's nothing I could really do about that. Also, it's only modded scrap spawns here, so if you want to see more modded stuff then you should go here.

Artifice (Tier 3)

Another hard to notice change, where it only spawns scrap items and monsters (on the inside) added into the vanilla game after release (yes, homemade flashbangs, flasks, whoopie cushions, and yield signs were not added on launch). Since it's now a snowy environment though also, I thought I would give it a little bit of a "Dine-ification", so if you aren't a big fan of the body part scraps, sorry!

March (Tier 4)

It's largely just an alteration into being higher tiered, it can now be every interior though, and the outside spawns are Feiopars, Thumpers, and Barbers. This MAY have been a bad idea though because March has a bug in the vanilla game since launch where the closed ship doors have no collision for enemies, so they can just walk through it and that's pretty bad for Thumpers and Barbers... This moon and Adamance also mark the increasing prevalence of the Harbinger being amongst the indoor monsters. If you need more info on what they do, then check the "Modded Stuff Info" Wiki page.

Adamance (Tier 4)

Nearly the same as March, more traditional Lethal Company style redesigned to be higher tiered, but it has a more coherent scrap pool theme. It's probably the hardest one to notice though, so I wouldn't be surprised if you didn't realize what it is: Grave robbing. Monster spawns also try to reflect this idea, but yeah, it's pretty hard to properly portray something like this.

Rend (Tier 5)

Meant to be like a heavily guarded vault, the profit may be insanely high, but the items are really heavy and there's quite a lot of two-handed ones, combine this with Old Birds now spawning primarily outside and a primary interior of Mineshaft, and you get something that may not be very easy to play. Of course though, the risk comes with reward.

Embrion (Tier 5)

I based Embrion's edit off a lot of things. The first is the scrap spawns and the primary interiors being residential ones: This was based off the brainwashing theory, being that the toy robot has a very similar appearance and audio to the Old Bird, and it's meant to make you feel comfort around Old Birds from playing with it, making it easier for them to kill you, the Old Bird's sound cannon audios are literally called brainwashing signals in the files also. The monster spawns were based off the fact Embrion is SUPPOSED to have no biological life, according to the description of it. You could argue with me whether some inclusions are or are not, but frankly I see them as not, and that's just that. Besides the Hygrodere though, that IS biological, but I'd imagine they can survive the extreme temperature of Embrion.

Dine (Tier 6)

OH BOY, this one is definitely something, and I imagine the gimmick flies over a lot of people's heads, and they just see this as completely unplayable or unfair. You may not notice/have realized, but Dine is (almost) ALWAYS eclipsed in this mod pack, and it is so for the main gimmick. The way it's meant to go is the Harbinger will spawn immediately, followed by 3 Thumpers, and he's basically forcing you to have to fight them almost 100%. Once those 3 are dead, then of course there's one left, but also Masked start spawning afterwards, and those are ESPECIALLY designed in the vanilla game as something you basically must kill. Then... that's it, no more indoor spawns will happen! Outside spawns consist of the Bracken and Jester, the latter of which I felt fit with how small Dine's exterior is and how quick you can get into main entrance. If you can jive with all of that, you'll get a fun, unique experience, plus a pretty good profit return!

Titan (Tier 6)

Built off the idea of health management, you have lots of large scissors and roses, plus a good amount of monsters that will chew your health if not dealt with properly. There's quite a good amount of two-handed items in general also since Titan is the fastest moon to do transfers on in vanilla. I also built off the amount of scissors and roses and made Titan have the vibe of being a Barber Shop, which I thought was a really fun idea and I think I executed it very well!

Allure (Tier 7)

Ok, legitimately, this moon is gorgeous. It manages to blend the vibe of modded and vanilla so perfectly, and I have very little complaints about it in general aesthetics wise, which is why I chose it for being in this pack. I didn't want to have any modded moons originally, but I wanted a nice final note option, and having it be at the endgame forces people to see the main purpose of this mod pack enough, without presenting the option of modded moons for each tier, potentially taking away from them understanding the entire central idea. Anyways, I lowered the time speed on it because it's quite large, even comparatively to Embrion. It takes like 3 full stamina bars to get to the main entrance, and the beach fire exit is foolish to play on foot pretty much. This comes at the cost of monsters maybe lacking, but Allure has a pretty high spawn curve by default already. It is balanced around expectation of having jetpacks and/or the cruiser, featuring mostly modded scrap. You can also get two scraps that are fairly strong for their own reasons from here as well!