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Now with harder eclipse modifiers and removed level cap. Addresses major balance issues, fixes bugs, and adds QoL.
Last updated | 3 months ago |
Total downloads | 34157 |
Total rating | 31 |
Categories | Mods Tweaks |
Dependency string | Rein-GeneralFixes-2.5.0 |
Dependants | 21 other mods depend on this mod |
Unified BepInEx all-in-one modding pack - plugin framework, detour library
Preferred version: 5.3.1This mod contains a few (more to come) balance changes, QOL, and bugfixes for the base game, aimed at removing exploits and normalizing item strength while also smoothing out some of the rougher edges in gameplay.
- Added everything to readme
- Removed level cap for both players and monsters
- Added shatterspleen balance changes
- Various other tweaks, check the Whats Inside section for the up to date numbers
First and foremost, this mod is aimed at me. Meaning that the changes here are the things that I strongly dislike about the base game. You may have different opinions and that is fine, there are numerous other rebalance mods that you can install.
My general process for adding things to this mod is as follows:
- Find a problem that I think needs solving
- Attempt to resolve that problem through simple numbers adjustments
- If that fails, start modifying mechanics in subtle ways
- If that also fails, delete and replace with something conceptually similar.
(This change is disabled if you have equipment durability by jarlyk installed)
- Cooldown reduction for first stack: 50% -> 5%
- Cooldown reduction for extra stacks: 15% -> 5%
- Now does not attempt to autoactivate equipment that do not operate properly with it
- Crowdfunder
- Fuel cell
- Elite affixes
- Added everything to readme
- Removed level cap for both players and monsters
- Added shatterspleen balance changes
- Various other tweaks, check the Whats Inside section for the up to date numbers
New:
- :)
Adjustments:
- Eclipse 1 health boost: 30% -> 20%
- In eclipse 3, if the survivor does not have a doppelganger set up a commando doppelganger spawns instead (temporary fix until I do a larger thing here)
- Will o wisp starting damage: 400% -> 300%
- Will o wisp damage per stack: 100% -> 300%
This is actually from a weird typo and misunderstanding.
- Captain utility cooldown: 14s -> 18s
The buff given to utility was massive, a 50% damage increase. In order to keep captain from falling back into utility and M1 spamming this is 100% required.
Bugfixes:
- Improved compatibility with other mods that use the eclipse modifiers
- Razor wire now properly scales bleed damage instead of duration
- Shatterspleen no longer applies two stacks of bleed on crit (still stacks properly with tri tip)
Removed:
- Removed fix for captain repeat scrapping passive item as it was added to base game.
New:
- Razor Wire:
Now inflicts bleed for 2 seconds
Damage multiplier on the bleed scales from 1.0 to 0.25 based on distance relative to max range of razor wire
No longer deals damage
No longer can crit
No longer has a proc coef
This should give razor wire a more clearly defined use than just "Imp overlord/void delete button"
In particular, characters that tend to take hits at close range such as Acrid, Loader, Mercenary, and MulT (saw) will benefit greatly
Adjustments:
- Captain:
Utility damage reverted to vanilla values
Utility cooldown: 12s -> 14s
Primary base minimum charge time: 0.1s -> 0.05s
Primary base max charge time: 1.2s -> 1s
Primary delay: 0.9s -> 1.05s
Bugfixes:
- Updated to match the r2api standard for networkmodlist entry format
- Fixed error with shock beacons after death
New:
- Captain:
Shocked enemies now take 400% damage when the shock ends from damage. (1.0 proc coef, also can hit nearby enemies)
The damage portion of shock works against bosses
Shocked now counts as a debuff for death mark
Shock beacon now deals 100% damage with 1.0 proc coef per tick
Primary damage per pellet: 120% -> 100%
Primary proc coef: 0.75 -> 0.7
Utility cooldown: 11s -> 12s
Utility damage: (1500% | 500% | 500%) -> (750% | 750% | 750%)
Passive: Now only given on the first stage (Scrap it once and its gone forever, your drones still get it though)
The goal here is to spread strength from utility and primary to M2 and beacons, without destroying his core identity of limited use zone control.
I am looking in to changes to the other beacons, but for now know that running even double shock is totally viable with this setup.
Adjustments:
- Gesture break chance removed
- Gesture no longer grants any equipment cooldown reduction
Gesture currently is an extremely unhealthy item. Its upside (the extremely high cooldown reduction) and its downside (auto cast) interact with eachother far too much.
Auto cast is only a downside on some equipment, and the cooldown reduction is so powerful that rather than auto cast being seen as the downside of gesture, it effectively becomes a downside attached to all equipment that can't make use of the auto casting.
In fact, some equipment like tonic end up with the auto cast being an upside in its own right.
Decoupling the auto cast from the cooldown reduction is the best way to approach this issue without massively interfering with existing builds.
- This mod now has an interaction with Equipment Durability by Jarlyk.
If Equipment Durability is present, gesture keeps its vanilla cooldown reduction
- Blight stacks applied for poisoning skills: 2 -> 1
Bite retains ability to apply 2 stacks
- Blight damage multiplier: 1.0 -> 0.5
- Blight duration: 3s -> 4s
These changes are actually not a significant nerf. Enemies tended to die far too quickly before you could really stack blight up, this addresses that.
- Acrid base jump power: 15 -> 20
So you can hit wisps just a bit more easily
- Doppelganger health bonus: 900% -> 500% (only on eclipse)
- Doppelganger damage multiplier: 0.04 -> 0.08 (only on eclipse)
Bugfixes:
- Fixed character select errors with eclipse 3
- Fixed doppelgangers dropping 2 items
- Some general networking stuff
- Things that I likely am forgetting right now
New:
- Bleed:
Tri tip chance per stack 15% -> 7%
Its not a purely early game item anymore, so it should take a bit more to get going
Tri tip duration proc coef scaling now works off the square root of your proc coef.
This is a substantial buff for attacks that have lower proc coefs.
Tri tip chance proc coef multiplier now works off the square root of your proc coef.
This is also a substantial buff
Some odd stacking mechanics removed with sawmerang
This should have minimal impact, it may be a very slight nerf in some cases, but once you start stacking tri tip and shatterspleen it is a buff
- Burn:
Ignite, PercentBurn, and Fire Affix now all apply their burns independently instead of overwriting eachother.
Arti is now able to use wake of vultures nicely, fire blazing elder lemurians are scarier.
- Blight:
Blight now resets stack timers on application (Just like bleed)
Blight duration 5s -> 3s
Blight is now applied by acrids primary
2 stacks of blight are applied by poisoning abilities
Adjustments:
- Elite base cost multiplier: 5.5 -> 5.75
5.5 was just a bit too extreme
Bugfixes:
- Fixed fall damage issues
- Fixed networking
- Fixed acrid blight not working
New:
- Elite base cost multiplier: 6 -> 5.5
Their health is just too low for their massive cost compared to normal enemies, so rather than reverting the health changes I made them a bit less expensive. This means you will see them a bit more often. (for every 12 elites you will see 1 more)
- Eclipse 1: Starting health reduction removed. Monsters now have +30% max health.
Starting health reduction is very low impact, especially for some characters (rex) switching to boosting enemy health has meaningful impact at all times and also doesn't lead to annoying deaths when your survivor pod lands on a flock of golems.
- Eclipse 3: Instead of enabling frailty, it enables vengance.
Unity's physics engine was not all designed for games with lethal fall damage. You can launch yourself to orbit just by looking at a wall the wrong way and pressing spacebar. Generally speaking, all frailty does is kill you when the physics decides to bug out, and this is boring. Vengance is at least interactive.
- Eclipse 8: Permanant damage removed, replaced with heavy exponential enemy scaling.
The purpose of eclipse 8 for me is to loop as far as I possibly can, Permanant damage makes going past a few stages completely impractical, and effectivley kills the whole point of the mode in my opinion. While yes, this can be thought of as being a bit easier, that is only the case when your goal is the final boss. Generally speaking, at stage 14 the strength of all enemies is twice what it would be on monsoon with this change, and it keeps getting more insane from there. Reaching 30-40 stages should be borderline impossible, and thats what makes it fun.
Adjustments:
- Removed commando roll changes (Now in vanilla game)
- Removed death mark changes (Now in vanilla game)
- Disabled DoT stacking until I have a chance to fully test the major code changes in the base game in this area.
- Merged Hopoo's OSP changes and my own. (so now it has a maximum protection, works vs clustered hits, and treats your shield as barrier instead of health)
Please note that the install buttons only work if you have compatible client software installed, such as the Thunderstore Mod Manager. Otherwise use the zip download links instead.
Upload date | Version number | Downloads | Download link | |
---|---|---|---|---|
2021-1-10 | 2.5.0 | 8451 | Version 2.5.0 | Install |
2020-11-3 | 2.4.5 | 4150 | Version 2.4.5 | Install |
2020-9-1 | 2.4.4 | 5538 | Version 2.4.4 | Install |
2020-8-20 | 2.4.3 | 2650 | Version 2.4.3 | Install |
2020-8-17 | 2.4.2 | 1030 | Version 2.4.2 | Install |
2020-8-15 | 2.4.1 | 1063 | Version 2.4.1 | Install |
2020-8-13 | 2.4.0 | 895 | Version 2.4.0 | Install |
2020-5-16 | 2.3.4 | 2077 | Version 2.3.4 | Install |
2020-4-21 | 2.3.3 | 2036 | Version 2.3.3 | Install |
2020-4-21 | 2.3.2 | 117 | Version 2.3.2 | Install |
2020-4-21 | 2.3.1 | 107 | Version 2.3.1 | Install |
2020-4-8 | 2.3.0 | 1538 | Version 2.3.0 | Install |
2020-2-27 | 2.2.1 | 1677 | Version 2.2.1 | Install |
2020-1-29 | 2.2.0 | 707 | Version 2.2.0 | Install |
2020-1-22 | 2.1.0 | 389 | Version 2.1.0 | Install |
2020-1-16 | 2.0.0 | 299 | Version 2.0.0 | Install |
2019-10-10 | 1.0.1 | 836 | Version 1.0.1 | Install |