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CarefullyBalancedQueryPack

This modpack is curated for a longer cross session cross run progression

By Query

CHANGELOG

v1.5.0 Changelog

  • Updated Existing Mods
  • Removed nonfunctional moon price display mod
  • Added Locker as an enemy, it's rare and a bit underwhelming, but still fun. I wish these would spawn more along the lines of turrets and mines, but there's not really an option for that.
  • Reduced config bloat (minor)
  • Route Random was not behaving like a roulette, so it is now just regular route random.
  • Jump Height is overall a very underwhelming stat to upgrade, but fall damage resistance is still something that sounds fun. Values tweaked for Strong Legs - Price (100, 150, 250, 500) -> (50, 50, 50, 1500)
  • I was very unsure if the medkit was healing at all, so the values for it have been temporarily buffed while I figure out if it does heal, or if it's broken.
  • NV Goggles were originally supposed to stay when you die, but go when you're spaced. There is not currently a setting for that (they stay even when you lose a run), so NV Goggles now cost more per pair (100) -> (250). May increase this further in future updates.
  • Getting LGUs currently feels pretty luck-based, as it is very determined by what items are on sale and for how much. As such I have comletely removed the chance of sales on LGUs and all associated upgrades (Lethal Deals, Market Influence, and Bargain Connections). If I had more control over how much things go on sale by, I would decrease that and increase sale chance, but that is not currently an option. The hope is that this change makes it so each LGU is more of a choice rather than a happenstance.
  • Inventory size feels very limiting on what sorts of things you decide to bring with you when going into the facility. As such I have added a 5th inventory slot with HotbarPlus, that should not have an effect on any other game elements. This should hopefully be a buff to things like walkie talkies, portable teleporters, and other tools which were seeing minimal use for this reason.
  • Locksmith is far too useful for its price, and it completely invalidates the lockpicker tool from the store. Consequentially, the price has been raised for the LGU (1500) -> (2000), and the price of the lockpicker tool has been lowered (20) -> (5).
  • Boomboxes are fun, and I want them to be more than just a cosmetic hygrodere attractor, so I have lowered the price of boomboxes (30) -> (25), and increased the range of Sick Beats (20) -> (50).
  • It was far too easy to get Hunter rewards from having an enemy step on a landmine. Now Bunker Spiders will watch their footing around mines, and Hoarding Bugs will fly over them.
  • Baboon Hawk goop is also nerfed (75 - 125) -> (25 - 50) due to their spawn chance on Aquatis.
  • Bracken goop is also nerfed (150 - 225) -> (80 - 125) because they can still step on mines (may change this in the future).
  • Turret AI has been updated to damage more types of mobs. Even if it won't target them, mobs can now get caught in the crossfire.
  • With an additional inventory slot, I want to keep Back Muscles in a reasonable spot, so I increased the price (250, 500, 500, 750) -> (500, 500, 750, 1000)
  • Discombobulator was stunning enemies for a little too long. Nerfed stun duration scaling (5s/level) -> (2.5s/level)
  • Turns out dealing additional damage is kinda OP. Protein Powder costs more (500, 1000, 1000, 1500) -> (1000, 1250, 1500, 2000)
  • Terminal now has some new QoL commands (door, teleport, lights, launch)

v1.4.1 Changelog

  • Fix for configs not shipping with pack

v1.4.0 Changelog

  • Updated LGU to add new features - finer balancing coming later
  • Added a couple modded moons now that ImmersiveScrap has native support for them
  • Reduced some vanilla tool prices to put focus more on permanent/LGU upgrades
  • Added a RouteRandom roulette (any moon regardless of price with appropriate weather is possible, but once you use the command you will immediately begin to land)
  • Helped the terminal UI out by showing moon prices on the moon list
  • Turrets will no longer target most enemies (mimics exempt)
  • Re-enabled Peepers now that they are fixed
  • Reduced base sale chance with the addition of sale upgrades in LGU (Dev Thoughts: Prices for LGU might be too low this patch, especially with the vanilla tool price decreases. Probably going to think about increasing them slightly next patch, although not by more than 250 per patch from now on.)

v1.3.0 Changelog

  • Removed several mods that were bloating file size, and potentially causing other issues.
    • Removed Skill Points (They bugged out way too often)
    • Removed SCP interior (Reportedly causes backend issues)
    • Removed less optimized scrap mods (still have some scrap mods in pack)
    • Removed a couple of unused suit mods (May add back, who knows)
  • Added some custom Cosmetics (More Company and More Suits!)
  • Masked enemies now drop their mask on defeat
  • Enemies can now step on mines
  • Weather Multipliers were toned down slightly
  • Enabled LGU contracts
  • Prices for Lategame Upgrades were reduced so they emphasize final upgrade powerspikes, and are more likely to go on sale (Dev Thoughts: The goal here was to make LGU more obtainable, and make resetting runs less punishing with more capital to go around for vanilla QoL with the nerfs to value by removing skill points and reducing weather multipliers. Between this and contracts, it should feel easier to obtain most upgrades overall, and if it doesn't then the prices will be adjusted again next patch.)

v1.1.0 Changelog

  • Skill points rebalanced to be more meaningful
  • Added Weather Multipliers
  • Changed Emote mod
  • Added some QoL
    • Walkies and presents can now be teleported back to the ship manually
  • Hoarding bugs can now use items
  • All Lategame upgrades are now shared
    • Prices adjusted to reflect this
  • Added some more cosmetics