Some mods may be broken due to the recent Alloyed Collective update.
LordsStarstormEdits
A collection of my edits for the Starstorm 2 mod to fix, change or rebalance some features, especially beta features.
| Last updated | 10 hours ago |
| Total downloads | 480 |
| Total rating | 0 |
| Categories | Mods Tweaks |
| Dependency string | LordVGames-LordsStarstormEdits-1.2.0 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2121RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0TeamMoonstorm-Starstorm2
Updated for Alloyed Collective! A sequel to Starstorm 1. Adds new survivors, mechanics, items, skills, enemies, and more!
Preferred version: 0.6.26MonoDetour-MonoDetour_BepInEx_5
HarmonyX interop & BepInEx 5 logger integration for MonoDetour. Initializes MonoDetour early as a side effect.
Preferred version: 0.7.7README
LordsStarstormEdits
Most of these edits were from my own build of SS2 that I've had for a while, but a few are from other mods of mine. With SS2 now having the beta content included via a config option I've moved all my edits over into one mod. I made these edits because I want the SS2 beta to be the best it can currently be, and also because I personally want a few things rebalanced.
Just about all edits here can be toggled on/off. Many of the edits that fill in placeholders will be removed once the placeholder is officially filled in.
Changes
Item Edits
Item Edits
| Item | New Description |
|---|---|
| Armed Backpack |
NO IN-GAME DESCRIPTION CHANGE I've made the missiles work more like plasma shrimp, where they have a much shorter time to fly to the targeted enemy and are much less of a burden on performance compared to normal missiles. Won't help as much on this compared to this change on ATG, but it could still help in some scenarios. |
| Erratic Gadget Edit 1 |
This doubles lighting damage instead of doubling lightning procs to help performance some. Also, void lightning (a.k.a polylute) was never affected by erratic gadget, so I've added it to the description so it's known. |
| Erratic Gadget Edit 2 |
This is for when you also don't want the special on-hit procs from erratic gadget too, now being just a big lightning damage multiplier similar to Pocket I.C.B.M from LordsItemEdits. Will help performance even more. |
| Portable Reactor |
I don't like how portable reactor is just a free win pass while active, and especially when it's stacked. I've changed the invulnerability to +100 armor, making it more of a constant oddly shaped opal effect while active so while you're still more tanky, the start of a stage isn't completely free. The speed gain can stay though. |
Chirr
- Minions don't receive your healing items
- Enemies spawned from Relic of Termination are untamable
- Fixed Chirr's tame lingering past the debuff's expiration
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- Just a bandaid fix, idrk how to fully fix the problem
Empyrean Elites
- No longer drops shard(s) on death
- Cannot spawn during EnemiesReturns' judgement sequence
Toxic Elites
- Can be disabled
Ethereal-Related
- Shards have actual icons along with new names/descriptions
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- With how much I was getting the shards I did this to do this to make them feel more complete
- Most shard drops have been restored
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- The storm shard item isn't in the current SS2 build however
- "New" message for when the Zanzan portal spawns
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- The message exists in the mod, it's just not used
- Ultra elites have their subtitle from SS1
- The ultra elites' buff ward is now visible
- The ultra elites' passive buff is a lil different
-
- The 20% more movement speed and 10% more damage is given also given to the ultra itself
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- All alies except for the ultra get a tiny amount of % hp regen (under separate config option)
- Zanzan's trade menu & trade teleporter menus have new text for their menu titles
- Swapped around some of the text for the ethereal sapling to make it more apparent you need to hit it twice
- Item potential drops from the trade teleporter show for clients now
-
- Not really a fix as I just made it use the vanilla potential that still works for clients instead of the cloned one
Event-Related
- Beta storms and elite events have new text
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- I know the existing text are silly placeholders, but eventually I wanted actual text for the events
- Super elites have new subtitles
- Super elite aspects have new(ish) names
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- I've gotten one via rerolling a dropped aspect so it's possible to get these with other mods
- Fixed stormborn TP effects not going away when the storm ends
Other
- The lunar gambler has text for its name and interaction prompts.
- The Scavenger's Fortune and Seismic Oscillator items have a proper name and description
- Knight's skill descriptions have the numbers filled in
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- The banner numbers might seem super specific, but the % increases I saw ingame were different from what the code said so I went with what I saw ingame
- Knight has his (currently unused) passive buff ward