StarstormSquared
An addon mod for Starstorm 2 that fixes, changes or rebalances parts of the mod, especially beta content.
| Last updated | a week ago |
| Total downloads | 4316 |
| Total rating | 0 |
| Categories | Mods Tweaks |
| Dependency string | LordVGames-StarstormSquared-1.4.0 |
| 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: 5.4.2121MonoDetour-MonoDetour_BepInEx_5
HarmonyX interop & BepInEx 5 logger integration for MonoDetour. Initializes MonoDetour early as a side effect.
Preferred version: 0.7.10RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.1.0TeamMoonstorm-Starstorm2
A sequel to Starstorm 1. Adds new survivors, mechanics, items, skills, enemies, and more!
Preferred version: 0.6.31README
StarstormSquared
Most of these changes were from my own build of SS2 that I've had for a while. With SS2 now having the beta content included via a config option I've moved all my changes to SS2 over into a separate mod. I did these changes because I want the SS2 beta to be the best it can currently be, and also because I personally want some things changed/rebalanced.
The majority of the changes here can be toggled on/off. Many of the changes that fill in placeholders will be removed once the placeholder is officially filled in.
Changes
Items
Item Changes (click to open dropdown)
| 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 another mod. 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. |
- The Scavenger's Fortune and Seismic Oscillator items have a proper name and description
Chirr
- Minions don't receive your healing items
- Enemies spawned from Relic of Termination are untamable
Cyborg
- Buffed default primary damage (200% > 320%)
- Given a new survivor icon
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- It's not super good but it's better than the placeholder
Knight
- Knight's skill descriptions have the numbers filled in
- Knight has his (currently unused) passive buff ward
- Given a new survivor icon
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- It's not super good but it's better than the placeholder
Empyrean Elites
- No longer drops shard(s) on death
- Cannot spawn during EnemiesReturns' judgement sequence
- The amount stages needed for empyreans to level up is now configurable
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
-
- 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
- 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
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- Not really a fix as I just made it use the vanilla potential that still works for clients instead of the cloned one
- Added option to make the ethereal sapling appear in some stage-specific spots
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- Will still go to newt altar spots on unsupported maps
- Added option to add a wandering chef to the stranger's hideout
- All enemies can now become ethereal and/or ultra, even when they normally can't be an elite
Ultra elites
- Have their subtitle from SS1
- The passive buff ward is now visible
- The 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 allies except for the ultra get a tiny amount of % hp regen (under separate config option that is off by default)
Event-Related
- Beta storms and elite events have new text
-
- 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
- Elite event objective has new text
Other
- The lunar gambler has text for its name and interaction prompts.
- Jellyfish and acid larva cannot become any lategame elite (those being empyrean, ethereal, and ultra)
Fixes
- A few items with broken unlock achievements have had their achievements removed (until the unlock achievements get fixed)
- Fixed shard-tier items not letting you pick them up while you have substandard duplicator
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- The way I did it may not be a perfect solution but it works
- Fixed stormborn TP effects not going away when the storm ends
- 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
- Fixed some pink textures in slate mines, including all the water
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- Others will be fixed later