Please disclose if any significant portion of your mod was created using AI tools by adding the 'AI Generated' category. Failing to do so may result in the mod being removed from Thunderstore.
| Last updated | 2 years ago |
| Total downloads | 102097 |
| Total rating | 4 |
| Categories | Mods Tweaks Server-side Seekers of the Storm Update |
| Dependency string | acats-EliteCostFix-1.0.1 |
| Dependants | 29 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: 5.4.2117README
In the new update, a new elite tier was introduced. It contains all the normal tier 1 elites and the new gilded elites, and becomes available once you've cleared 2 stages.
The problem is that this new elite tier has a cost multiplier of 3.5x (compared to the normal tier 1 cost multiplier of 6x). This means that as soon as this tier is available, all tier 1 elites can be spawned for only slightly more than half of their intended cost.
This mod attempts to fix the issue by:
- Finding the normal tier 1 by looking for whichever tier contains overloading elites but not gilded elites
- Finding the new tier by looking for whichever tier contains gilded elites
- Setting the new tier's cost multiplier to the same as the normal tier 1's cost multiplier
- Disabling the normal tier 1 once the new tier is available (not sure if this is actually needed)
This achieves what I believe was the intended behaviour - introducing gilded elites to the tier 1 elite pool starting at stage 3. There may be a better way to do this but considering how much harder this issue makes the game, I wanted to get this out fairly quick.
Message me (acats) on discord if this mod has any problems :)