Fullmight-BarelyBalancedSurvivors icon

BarelyBalancedSurvivors

Makes Survivors baller as fuck!

Last updated 4 years ago
Total downloads 3246
Total rating 1 
Categories Mods Tweaks
Dependency string Fullmight-BarelyBalancedSurvivors-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

bbepis-BepInExPack-1.3.1 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, game API, detour library

Preferred version: 1.3.1

README

Barely Balanced Survivors

by Fullmight

This balance mod is intended for use on monsoon difficulty with one or more other mods that improve difficulty.

Testing for balance changes is done with EnemyItemPlugin and Multitudes set to 6. The goal with balance changes is to make sure that survivors can make it through the first stage or two and start picking up items feasibly, as well as to make sure they don't fall off super hard end game.

The style in which the changes are done (individualized stats vs keeping stats uniform or skill changes) was chosen because I felt that having very nearly uniform base stats across survivors was both kind of boring and a huge wasted opportunity to further differentiate their playstyles.

As to why balance for difficulty increasing mods? Well I think that while turning up the scaling in multitudes and adding items to enemies gives the game a more frenetic feel and adds variety, some survivors have an excessively hard time actually surviving it. So I feel that a balance mod focused around this higher difficulty does actually improve the over all feel of gameplay combined with those mods.

The overall goal is to make all survivors feel fun and powerful even on somewhat "meh" item runs, while still keeping death as a threat unless you get a really op set of items.

I strongly recommend this mod in conjunction with other mods that add more risk/reward, like EnemyItemPlugin and Multitudes.

Features

  • Most survivors have had their stats altered to create a more distinct feel
  • In the base game most characters have the same speed, damage, etc.
  • Artificer is more nuke based, Mercenary is buffed to be tougher and have slightly higher damage to compensate for melee range, etc.

####Full List:

            ///Commando 
            {
                Commando - baseMoveSpeed = 7.5f;
                Commando - baseMaxHealth = 120f;
                Commando - baseAcceleration = 80f;
                Commando - baseDamage = 12f;
                Commando - baseAttackSpeed = 1.2f;
                Commando - baseArmor = 5f;
            }
			
            ///Engineer
            {
                Engineer - baseMoveSpeed = 7f;
                Engineer - baseMaxHealth = 130f;
                Engineer - baseDamage = 13f;
                Engineer - baseArmor = 10f;
            }
			
            ///Huntress
			
            {
                Huntress - baseMoveSpeed = 8f;
                Huntress - baseMaxHealth = 110f;
                Huntress - baseRegen = 1.5f;
                Huntress - baseMaxShield = 0f;
                Huntress - levelMaxShield = 0f;
                Huntress - baseJumpPower = 16f;
                Huntress - baseAcceleration = 100f;
                Huntress - baseDamage = 13f;
                Huntress - levelDamage = 2.6f;
                Huntress - baseCrit = 10f;
            }
			
            ///Artificer / Mage
            {
                Artificer - baseMoveSpeed = 7f;
                Artificer - baseMaxHealth = 100f;
                Artificer - baseRegen = 1.0f;
                Artificer - baseJumpPower = 16f;
                Artificer - baseAcceleration = 60f;
                Artificer - baseDamage = 15f;
                Artificer - levelDamage = 3.4f;
            }
			
            ///Mercenary
            {
                Mercenary - baseMoveSpeed = 9f;
                Mercenary - baseMaxHealth = 160f;
                Mercenary - baseRegen = 3f;
                Mercenary - baseJumpPower = 19f;
                Mercenary - baseAcceleration = 100f;
                Mercenary - baseDamage = 14f;
                Mercenary - baseAttackSpeed = 1.05f;
                Mercenary - baseCrit = 15f;
                Mercenary - baseArmor = 5f;
                Mercenary - levelDamage = 2.8f;
            }
			
			///Bandit
			{
			    Bandit - baseMoveSpeed = 7.5f;
                Bandit - baseDamage = 14f;
                Bandit - baseCrit = 20f;
                Bandit - levelDamage = 2.6f;
			}

Patch Notes:

1.0.1: Fixed incorrect mod description.

1.0.0: Forked from BetterBalancedSurvivors OLD BELOW:

1.2.0: Fixed Artificer nerf; I nerfed her jump height instead of damage by accident so she was way op. Added support for Bandit mod (ups his power level to compete with other survivors in this mod). Reduced Engineer armor a smidgen, still deciding what to do with him, probably requires skill editing.

1.1.0: Reworked code to be less spaghetto, fixed compatibility issue with custom survivors in the process, added support for balancing custom survivors within this mod (none that currently need it though). Code in this project should provide a better example of how to mod survivor stats now.

1.0.7: God damn it why do I always forget how markdown readmes work. Fixed readme (I hope), and added additional foreword.

1.0.5: Commando increased base attack speed by 0.05.

1.0.4: Yep, I goofed the formatting still.

1.0.3: Still fucked

1.0.2: oops, I fucked up the readme

1.0.1: Reduced Artificer base damage by 1, damage scaling per level by 0.2, base hp by 10, and base regen by 0.5.

Installation

  • Install
  • Copy the included BetterBalancedSurvivors.dll into your BepInEx plugins folder.