Date uploaded | a week ago |
Version | 1.0.1 |
Download link | acats-EliteCostFix-1.0.1.zip |
Downloads | 22660 |
Dependency string | acats-EliteCostFix-1.0.1 |
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 :)
CHANGELOG
1.0.1 - hopefully fixed the mod not working at all