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Enemies
Updated a day agoEnemies
General
- Fixed some enemies' melee attacks immediately triggering if interrupted or killed during the wind-up.
* This change affects Blind Vermin, Gup (including descendants) and Halcyonite.
Very annoying quirk. Stunning those enemies should now stop the attack from going off.
Alloy Hunter
- Laser skill cooldown now begins when the skill ends.
This is a fix for E7, where the laser's cooldown is short enough for Alloy Hunter to perpetually stay perched and laser you.
Alloy Worship Unit
- Reduced shield duration while performing the super attack. (6s -> 5s)
- Super attack cooldown begins 5s after execution.
Makes the AWU fight less annoying, especially on E7 where it can spam shields with little downtime.
Alpha Construct
- Now has the ability to teleport near a target on a 30s cooldown.
* The target must be farther than 75m.
Tired of them AFKing on the other side of the map? Groan no longer! They will eventually take the fight directly to you.
Beetle
- Spawn duration decreased. (5s -> 3.5s)
- Headbutt damage coefficient increased. (200% -> 250%)
One of a myriad other ways to make them slightly more threatening. They're still pushovers with just these changes alone, so I would recommend pairing with other mods that buff Beetles.
Bighorn Bison
- Charge speed coefficient is configurable.
No change, but the option's here if you so desire.
Clay Apothecary
- Director credit cost decreased. (150 -> 125)
- Tar ball attack range increased. (65m -> 75m)
- Will now use the slam/mortar attack at range regardless of health percentage.
- Slam/mortar attack no longer incurs self-damage.
- Mortar sorting algorithm changed from "distance and angle" to angle only.
Credit cost & attack range now match the Clay Templar's. Since its skinner cousin remains the more threatening of the two, the Clay Apothecary can now launch its mortar from long range even when not injured, which ups their threat level a little bit.
False Son
- Enemy count during Phase 2 is directly proportional to stage count.
* Effectively amounts to 4 (+5 per loop).
- Halcyonites may spawn during Phase 2 when looping.
Adds a little bit of spice to looped runs, since looping tends to make this fight a little easy anyways.
Geep
- Director credit cost increased. (35 -> 50)
The health-to-cost ratio (including descendants) is obscene on Geep, the highest in the entire game in fact. 50 brings it more in line with Gip & Gup.
Grandparent
- Director credit cost decreased. (1150 -> 1000)
- Rock throw range increased (300m -> 1500m) and has improved targeting.
- Gravity orb pull force increased. (-1000 -> -4000)
- Rock & gravity orb speed dynamically scales with target distance.
- Reduced the duration of the "rotate to target" behaviors (4s -> 2s), reducing overall downtime.
These changes will hopefully give them more of a presence, allowing them to be the stage hazards they were meant to be. That rock & gravity orb can go real fast now, you have been warned.
Greater Wisp
- Increased attack range. (50m -> 75m)
Ups their threat level a little bit. I'd lower their credit cost myself, but EnemiesPlusPlus takes care of that for me already.
Gup
- Added a small delay between spawning and throwing out its first attack.
Normally, you have about 1.5s between Gup spawning and filling the entire general vicinity with Big Hitboxes. This is a very cruel fate if you lack mobility or were just surprised by a Horde of Many event, so this change will give you a chance to maneuver out of reach.
Halcyonite
- Now spawns on Prime Meridian pre-loop.
- Is now properly categorized as a Miniboss on every vanilla stage where it's categorized as Champion.
* This is every stage except Gilded Coast & Prime Meridian.
- Credit cost decreased. (200 -> 125)
- Removed that weird little pause they do upon starting their laser attack.
- Whirlwind tickrate now scales with attack speed.
- Whirlwind now has a small proc coefficient. (0 -> 0.2)
- Whirlwind now steadily tracks its target instead of calculating the target's position once at the beginning.
Weird inconsistencies make this enemy a little less common than it should be. Combine that with a cost reduction, and you should start seeing regular Halcyonites more regularly. The other noteworthy change is that their spin attack will actually track you as you move, which makes them a little scarier; the only time they ever pose a threat is when the Halcyon Shrine bloats their stats to hell.
Imp
- Now spawns on Helminth Hatchery.
I don't know, they feel right at home here. A Steam screenshot of SotS suggests that they were at one point considered to be part of this map's spawnpool.
Lemurian
- Fireball range increased. (30m -> 45m)
* Strafing range is still capped at 30m.
They deserve to be a little more threatening. Attack range now matches that of the Stone Golem.
Lunar Exploder
- Director credit cost decreased. (80 -> 40)
As enemies, they are horribly overpriced for their actual threat level, which becomes very apparent in situations where they spawn alongside regular enemies. The sole threat they pose comes from the on-death fire pools while charging Pillars. Worry not, this change won't make charging Pillars obnoxious; on top of adjustments I have made to the Pillars, the amount of fire pools is paradoxically kept in check by the simple fact that Perfected Lunar Exploders are cheaper to spawn.
Lunar Wisp
- Director credit cost decreased outside of Commencement. (550 -> 450)
Truth be told, I find them a little lacking when fought outside of their home stage; cover is much more plentiful, and having Normal Amounts of initial monster credits means they aren't spammed to hell at the beginning of the stage. A cost that matches the Void Jailer felt appropriate.
Mini Mushrum
- Now sprints when chasing targets farther than 60m.
- Sprint multiplier increased (2.5 -> 3), increasing sprint speed from 5 m/s to 6 m/s.
- Now spawns on Golden Dieback.
Mini Mushrums have a habit of sluggishly trailing behind the rest of the enemies, so I am leveraging their cute sprinting animation to let them catch up to you more easily. Also, Golden Dieback is sorely lacking in Mini Mushrums for being such a fungal map.
Mithrix
- Steals items significantly faster. (0.2s interval -> 0.08s)
With a sufficiently large and diverse inventory, Mithrix is simply unable to steal all your items before his invincibility wears off, which is yet another way Phase 4 can be trivialized. This new stealing rate should cover looped runs decently enough.
Scorch Worm
- Breach damage coefficient decreased. (300% -> 150%)
I play with Nuxlar's ScorchWurmTweaks. They're fine for the most part, but this particular iteration of the Scorch Worm is very good at randomly exploding you with their breach attack, which is now faster and aimed close enough to accidentally snipe you. Even with how predictable the attack is in vanilla, I have no idea why they made it that strong.
Solus Control Unit (& Alloy Worship Unit)
- Now follows the nodegraph when chasing targets.
- Primary attack range increased. (50m -> 100m)
- Will now summon Solus Probes regardless of health percentage.
Weirdly enough, they ignore the nodegraph and just beeline for the target, which often gets them stuck. The other changes improve their presence as a boss; SCUs have a comically low attacking range for a boss.
Solus Distributor
- Director credit cost increased. (20 -> 40)
Possibly the most aggravating of the new Alloyed Collective enemies, and this primarily has to do with their strangely low cost. I am content with simply lowering the health & armor of other troublesome AC enemies like Solus Prospectors & Solus Scorchers, but that won't do the trick this time. There has to be less of them around.
Solus Probe
- Director credit cost decreased. (60 -> 40)
- Now spawns on Siren's Call & Repurposed Crater.
- Now part of the Solus Family Event.
- Added a small delay between spawning and throwing out its first attack.
- Aim/turning speed increased. (60 -> 120)
Besides now naturally occurring outside of Void Fields, the other changes help them fit as a normal enemy. They were pushovers for their cost, yet could be annoying by immediately lasering you on spawn.
Solus Prospector
- Can no longer double (or sometimes triple!) hit.
- Attack distance is configurable.
Elite Prospectors can sometimes just evaporate you with a multi-hit attack, so I removed that. As compensation, you can now adjust the distance at which they'll initiate their attack, but I'm not making that a default config because of how insufferably tanky these enemies are in vanilla. Personally, I set the distance to 25 and I nerf their health to 110 (+33 per level) using EclipsedShoresBaseMod.
Solus Transporter
- Director credit cost decreased. (200 -> 125)
- Will no longer target neutral bodies.
- Will periodically re-target instead of laser-focusing one thing until it dies.
They suffer from Greater Wisp Syndrome, where they are far too expensive for their threat level; this'll hopefully give them a little more presence in your runs. They also suffer from their unique targeting system, which occasionally renders them harmless because they decide to lock on to some bullshit like the barrels in Rallypoint Delta or the hidden skeleton in Wetland Aspect.
Solus Wing
- Solus Control Units may now spawn during the fight when looping.
Mirror change to the Halcyonites on False Son, to make the looped fight just a little more interesting.
Stone Titan (& Aurelionite)
- Removed minimum distance requirement to use the laser. (20m -> 0m)
- Max laser range increased. (80m -> 100m)
- Fist endlag decreased. (3s -> 2s)
- Rock summon duration decreased. (9s -> 7s)
Laughable early game boss. Why am I allowed to simply wail at it at melee range with impunity? Mind you, it's still very much possible to outrun the laser, without any mobility item, if you circle the Titan at very close range. At least it's something to avoid!
Void Jailer
- Fixed Void Jailer becoming idle upon breaking line of sight with its target.
Weirdly enough, their "pathing to target" behavior requires line of sight. This explains their tendency to just chill inside Void Seeds.
Void Reaver
- Director credit cost decreased. (300 -> 250)
Also a little credit-inefficient, but since I want to keep the health-to-cost ratio palpable, I won't go any lower than that. You may pair that with other mods that buff Void Reavers.