This package has been marked as deprecated, and it's suggested another
alternative is used.
SimulacrumRework
Changes to make simulacrum feel less sluggish and more tower defense-y. Compatible with Wolfo's SimulacrumAdditions.
By Nuxlar
Last updated | 8 months ago |
Total downloads | 6084 |
Total rating | 2 |
Categories | Mods Tweaks Gamemodes |
Dependency string | Nuxlar-SimulacrumRework-1.0.0 |
Dependants | 4 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: 5.4.2111README
Simulacrum Rework
Icon image background by Kloir on Reddit
The Changes
- Stages are in order for the first 5 stages (20 waves), then randomized
- Stage transitions happen every 5 waves instead of 10
- The move phase is removed
- There are no world spawn interactables
- Each stage you get 1 green printer, 1 white printer, 1 equip barrel, and a scrapper inside of the radius
The Whys
- Stage order (initially) so you don't get stuck with elder lemurians stage 1 or high credit (slow spawn) enemies
- More stage transitions to feel more fast paced (also more printers/equips)
- Move phase feels pointless without world interactables
- No world spawn interactables mainly to remove the downtime of trying to print/scrap in the void (also reduce the chance of snowballing)
- Adding 2 printers and a scrapper gives the option of inventory management instead of removing it completely
Mod Compatibility
- Briefly tested with Wolfo's SimulacrumAdditons, looks like it still applies the changes without breaking anything.
Changelog
1.0.0
- Release