EclipseRefurbished
Changes to Eclipse gamemode for a faster, more aggressive experience. Configurable
By Puporongod
Last updated | a week ago |
Total downloads | 614 |
Total rating | 0 |
Categories | Tweaks Gamemodes Seekers of the Storm Update |
Dependency string | Puporongod-EclipseRefurbished-1.0.5 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
RiskofThunder-R2API_Language
API for modifying the language localisation of the game
Preferred version: 1.0.1bbepis-BepInExPack
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.4.2113README
Eclipse Refurbished
Inspired by Nuxlar's EclipseRevamped and EclipseAugments, Eclipse Refurbished tweaks eclipse levels for a faster, less-frustrating-but-similar-in-difficulty experience (tm). Most values are configurable (either via config file or Risk of Options if you have it), though some will require a game restart, including the level descriptions.
Changes/Additions
-Directors get a 15% boost to credits for continuous spawns, and an extra 20% for a total of 35% in stages 1 and 2. Also applies to Gilded Coast separately. Teleporter director gets credits multiplied by half of this increase or 1, whichever is greater (to avoid reductions to below vanilla values).
-E1: Starting HP increased 50% -> 75%
-E2: Holdout Zones radius increased 50% -> 65%
-NEW E4: Added 25% attack speed to enemies (does not replace vanilla E4)
-E5: Ally healing -50% -> -33%
-E6: Enemy Gold Drops -20% -> 0% (no penalty)
-NEW E6: Difficulty Scaling 3 -> 3,6 (Drizzle=1, Rainstorm=2, Monsoon/VanillaEclipse= 3 (this value is used in the difficultyCoeff formula for a given run, and determines scaling for ambient level, chest prices and so on)
-E7: Does not affect Alloy Worship Unit's Special skill cooldown as much, CD 7 -> 10,5s (downtime between shield activations when at half HP is 4.5s instead of vanilla's 1.5s). Other skills are unaffected
-E4 and E7 now also applies to enemies on team Void. In vanilla, only regular monsters were affected.
In short:
Credits
- Nuxlar for his work on EarlySpawnBoost and EclipseAugments, used these mods as a base.
Changelog
1.0.5
- Fixed void team getting an additive 0.4 to movement speed instead of 40% multiplicative.
- The director in charge of spawning monsters constantly (not the Bosses themselves) during teleporter events now gets its credits multiplied by half of the value that the other directors use for that stage, unless it would reduce credits (if directorBoost/2 would be less than 1), in which case it uses vanilla values. Previously it gained the full amount.
1.0.4
- Fixed mod not loading if Risk of Options was not installed (oops)
- Added a debug option to print to chat a comparison between current run coeff and ambient level against monsoon values (with +5 +10 or +15 minutes)
1.0.1
- Fixed credit boost not actually working
1.0.0
- Initial Release