Some mods may be broken due to the recent Alloyed Collective update.
Difficulty - Run Scaling
Updated a month agoRun Scaling
- Monster levels have been uncapped. Now instead of stopping at Lv. 99, they will continue to scale all the way up to 9999. This doesn't have a huge impact but means that you can't just wait around forever and still get by (cough cough Acrid).
- Gold scaling has been adjusted. Gold drops from monsters at the start of the game have been increased by 20%. However, the rate at which gold drops scale with the difficulty coefficient has been raised to the 0.7 power.
- This means that as the run goes on, and more and more enemies spawn, the amount of gold each enemy drops will decrease. At the start of the game, you need to kill a few beetles to open a single chest, but after a loop you might need to kill a couple elder lemurians to get that same money.
- This both serves to force players to continue engaging with the central mechanics of the game even after looping, as well as indirectly buffing other sources of money that usually become obsolete (Roll of Pennies/Ghor's Tome, Shrines of Blood, etc).
Pages
- Difficulty - Eclipse
- Difficulty - Run Scaling
- General - SOTS Adjustments
- Items - Boss
- Items - Common
- Items - Equipment
- Items - Legendary
- Items - Lunar
- Items - Uncommon
- Items - Void
- Survivors - Acrid
- Survivors - Artificer
- Survivors - Bandit
- Survivors - Captain
- Survivors - CHEF
- Survivors - Commando
- Survivors - Engineer
- Survivors - False Son
- Survivors - Huntress
- Survivors - Loader
- Survivors - Mercenary
- Survivors - MUL-T
- Survivors - Railgunner
- Survivors - REX
- Survivors - Seeker
- Survivors - Void Fiend