#ButteRyBalance

1 messages · Page 2 of 1

marble spruce
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then stuff like this wouldn't be a problem to begin with

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idk how this mod handles it though

raven patrol
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There is no mechanism, even in this mod, that makes Maneater’s growth meter deplete

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This mod just does many things to slow it

analog cypress
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as far as i'm aware, ButteryBalance slows down the growth rate from Man eater if certain conditions are met

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the wiki states that Crying Phase for a sum total of 17 seconds seconds the Maneater turns into an adult. Currently there's no reset on growth rate

marble spruce
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i would just personally solve this by making it so theres no possible way for a maneater to grow while a player is actively taking care of it regardless of what scares it (ergo making the meter go down or maybe even reset when you make it stop crying)

not by removing functionality that ties into its lore (the baby maneater is supposed to be afraid of death and violence)

analog cypress
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I wished that the growth meter reseted or lowered if you were to feed Candy to the Maneater

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it's a cool idea

marble spruce
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lmao

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thats so specific though and wouldnt work on t2 moons

analog cypress
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except if she tweaked with the scrap spawn weights

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oops

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she's doing that

marble spruce
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candy is a t3 themed scrap death

analog cypress
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dang it

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feed pickles to the baby

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even if it isn't useful, it's a cool interaction

marble spruce
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lol @daring oar ive thought about this many times before but can you imagine tackling interior based scrap pools

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would be such a nightmare but

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imagine getting manor on offense for example and stuff like robots and lamps spawn instead of the usual stuff

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would make runs a lot more interesting I think

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but i would never pour my effort into doing that lol

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otherwise it'd be in rebalanced moons already

raven patrol
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Central Config actually has a similar thing to this, it has a config that lets you add scrap to moons based on what tags they have

marble spruce
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yea but i was moreso thinking like

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swapping out the pool entirely on a per moon basis depending on what interior generated

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lmfaooo

raven patrol
marble spruce
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yep theres a reason i never did it lol

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but wouldnt that be so cool in gameplay

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imagine getting lamps and paintings on manor march xd

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would really make getting rare interior swaps a ton more interesting imo haha

analog cypress
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That's a diabolical but cool suggestion

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Vanilla March only has Factory btw

marble spruce
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im aware

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but i was talking in the context of my mod ig

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which has that

raven patrol
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I could see how this is done, you recycle all of the item spawn weights and just assign them to different item lists based on what interior spawns. Have each list ordered so 2-handeds in each pool share weights, etc

marble spruce
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hmmm

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ya i could do that but id have to reorder all the lists haha

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not the worst thing in the world

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thats definitely not a bad idea

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ill have to note that down

raven patrol
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I did a somewhat similar thing in my modpack, I divided my moons into 6 categories based on their difficulty and dominant interior, and have a general scrap spawn pool for each category that is then slightly changed for each moon. It was the best way to make each moon have unique-enough scrap spawns with only LLL

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You could take this to the next level though

eternal flax
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I see that you can move through the jester when it begins winding up, Would it be compatible with MoreCounterplay where you can place items on top of it?

ripe tartan
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Are the man-eater patches compatible with Man Eater Damage Patch?

daring oar
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well i like that it is an irreversible eventuality

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thats why i didnt add any way for growth to be halted

marble spruce
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im mixed on it

daring oar
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or reduced at all

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but i added a lot of factors that slow it down

marble spruce
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i wouldnt mind if it was like a t3 enemy

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but the thing is basically guaranteed on offense

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and man it sucks

daring oar
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maybe i could change its growth time depending on a moon's difficulty as well

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i like its frequency on vow and offense

marble spruce
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that would be really xool actually

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cool

daring oar
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but it can be a real handful yeah

marble spruce
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growth rate being dynamic based on difficulty actually sounds like a really neat mechanic

daring oar
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it can have 3 behaviors

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default, aggressive, and very aggressive

marble spruce
daring oar
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based on moon category

daring oar
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maybe offense would be A and rend B but i sorta like that the first A is the "first" paid moon

wind spoke
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yeah

marble spruce
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then u should totally base it on that bc i think it would be interesting for modded moons too

daring oar
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each paid moon steps up exactly one tier from the previous

marble spruce
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if you do a switch case for every hazard rating

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from like D to S++

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or smth

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idk i just like the idea of that rating having more meaning lols

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is a cool concept 2 me

wind spoke
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that could be interesting not only for the maneater but possibly other entities

marble spruce
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yeahh

daring oar
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well TBH the scaling growth rate thing was spitballing on my part

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im actually not that married to it

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but it's easy to implement and i can always turn it off

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so that's fine

marble spruce
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i just think its a

marble spruce
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that sounds really cool to me

signal stream
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i know you only do stuff in the concept of vanilla but risk levels are very much a cosmetic thing

marble spruce
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i know they are but you can still read them iirc

signal stream
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feels a little off to use them as reference

marble spruce
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it should theoretically be completely possible

signal stream
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oh yeah im not questioning if it's possible

marble spruce
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oh

signal stream
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just more that the risk level is seemingly the result of the moons difficulty, this would be the other way around

marble spruce
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the risk level is always manually set though right?

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oh wait no

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i forgot lll has an auto risk level thing

signal stream
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in vanilla yes it's arbitrarily applied

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by default lll tries to auto assign it but also many moons set it to things completely outside of the vanilla ones

marble spruce
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isnt there a difficulty rating separate from the hazard level thats not visible to the player

daring oar
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no

signal stream
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no that's me throwing numbers around like a monkey

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which only goes so far because i can't sample the actual level design of the moons

marble spruce
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fair

raven patrol
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You could do it on moons with a certain power level or higher (or this plus looking at the hazard rating)

signal stream
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eg. the biggest difficulty diff between march and rend isn't it's balancing it's the blizzard

marble spruce
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that's why i assumed hazard levels were the best option bc i assumed they were always set manually

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but alas i forgor

daring oar
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they are always set manually

marble spruce
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not in lll

daring oar
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but it's a string rather than an enum

marble spruce
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some moons generate them dynamically

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im pretty sure its default

signal stream
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The issue is that even with the ones set manually

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a lot of them are ""wrong"" lol

daring oar
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even so

marble spruce
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oh ya but this mod (and mine) improves them

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arguably

daring oar
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i can just fallback to the default if it's an unrecognized string

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and not change the growth rate

raven patrol
daring oar
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and it's not really that major of an issueif the maneater's growth rate is lower than it "should be" on some custom moons

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in my eyes i just don't think it's that much of a problem

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but yeah

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that's the main reason i said i wasn't married to the idea or anything

marble spruce
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oh ya some moon dev would prolly think they're funny and enter in something completely random for the hazard rating

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then my thing would not work

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so thats fun

daring oar
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im also just not super into the idea that different monsters will work differently on different moons in general

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right now the only instance of that i've kinda got going on is the dynamic spawn settings for barbers

signal stream
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just randomly spitballing but if you wanted a rough but reasonably consistent value i'd maybe consider inverse lerping the moons route price compared to the most expensive moon loaded and using that

daring oar
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but that's because i think the mineshaft interior combines awfully with the barber's mechanics

signal stream
raven patrol
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I do not think Maneater should have a way to reverse its growth meter personally, it is supposed to be a ticking time bomb. Besides people are getting good at killing them anyway

daring oar
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the food old days

raven patrol
daring oar
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anyways yeah that's my philosophy as well

wind spoke
daring oar
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but i do think it shouldn't be so easy for it to transform if you're playing your cards right

signal stream
marble spruce
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i kinda just saw it as like a custom night fnaf ai level thing

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lol

raven patrol
daring oar
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so that's what i tackled first

marble spruce
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that has happened to me like twice

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lol

daring oar
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theoretically the problem is still there

marble spruce
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its a shame i havent gotten to try this yet

daring oar
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if both entrances spawn on the opposite end of where the maneater spawns and a player enters the building

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it could step on a landmine and cause itself to cry

marble spruce
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gg

daring oar
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which normally gives you almost 4 minutes to find it and calm it down before it transforms

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but offense is 1.25x mineshaft

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and even if you found it 2 minutes in and calmed it down, that's half your bar gone

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and i don't love that possibility

signal stream
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the solution to that is cheating imo

daring oar
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because I do want to provide for the rare occurrence that you will show up in the interior and have a freshly grown maneater to deal with

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so i dont want to just disable it completely

signal stream
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if a player isn't in the area it probably shouldn't start crying

daring oar
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but i do want it to be far less common

daring oar
daring oar
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if a maneater takes hits, it normally loses 60% of its transformation meter instantly

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and also starts crying, which causes it to inevitably spiral into a transform

unreal ginkgo
daring oar
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my mod forces maneaters to be unable to cry if a player has never stepped foot in the interior before

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and i also removed the instant transformation progress if they haven't encountered a player at least once before

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so worst case, what can happen is once you step foot in the building

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it can scare itself on a landmine

raven patrol
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Very good compromises imo

daring oar
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but then you still have the full 222.2222(222222...)s grace period to find it and soothe it before it would grow up

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but then you still have a ton of its growth meter permanently missing

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and there's no way to reverse that

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maybe i should make the baby cap its growth meter at a certain value once it first meets a player

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so if you don't find it for the full duration, then it'll transform, but if you do find it, you can still do a full parenting phase

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idk

raven patrol
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This is worse case scenario though, and LC is all about dealing with crazy rng. Plus with your other nerfs to growth meter you should be able to keep it under control for a while in even that worse case

daring oar
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i like that lethal company is a game of bad scenarios that can happen

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and there are very few scenarios that i dislike being able to happen at all

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there are plenty of scenarios that i think happen too frequently

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i think the game is more exciting to play when there is always this feeling that everything can go wrong and you have to do your best to push against it or get consumed by it

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but i don't like that offense practically guarantees maneaters will transform before you can do anything about it in vanilla

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offense is already the least fun interior for me because of all the unkillable coilheads and thumper spam

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and adding the maneater which is almost unkillable and extremely persistent does not make that much better

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but i think it'd encroach too much on "defanging" offense if i made it completely impossible for the transformation to happen offscreen

signal stream
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This is a very rough vibe but I think every isolated encounter should have a reasonable way to manage and resolve it (avoiding it can be a valid option). And the difficulty comes with overlapping multiple of these at the same time

raven patrol
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If I were to ever implement a way for the growth meter to deplete it would be where if you hold the baby for a long period to time (15 seconds) it becomes calm and very slowly drains its meter the more you hold it from that point, like it is being soothed by you cradling it

daring oar
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i suppose

signal stream
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just in general i mean

daring oar
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the maneater has a really complicated AI once it's an adult, but the gist is it won't approach you if you watch it, and it loiters a specific area and only hunts people in its territory

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you will practically never be attacked by it as long as you are always looking in its direction and moving away from it (sort of like a coilhead and sort of like a bracken)

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the problem is just that it, like many other enemies, demands constant attention and any slip of that could get you killed

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and im on the fence about how fun that actually is

raven patrol
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I was actually about to mention this, you could tweak these values to make adult Maneater less aggressive. Apparently its territory enlarges over time with no cap until a player is within it, you could adjust this

daring oar
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the game's difficulty definitely comes from monster combos, but combos like coilhead + bracken often make me just want to completely unplug from the game and go take off and start the day over

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having to endlessly stare at a coilhead to keep it off of you, but know exactly when to turn around to stop a bracken is more frustrating than interesting

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and the alternative is spinning in endless circles which i don't think is that fun either

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it's actually kind of fucked up that vow is the only tier 1 moon that can spawn the coilhead and it also has the highest bracken spawn rate in the game

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on that note

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but that's neither here nor there

raven patrol
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I think a lot of the free moons could have their monster spawn pools adjusted

signal stream
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Sometimes being fucked is a reasonable conclusion in that regard but i do hear you. Honestly I think at that point the best solution might be more ways of empowering the player rather than changing the enemies. Lethal is obv. a game that thrives on not empowering the player but more items and interior mechanics that allows you to manage situations in a creative way that doesn't just lead to combat would be really cool to see

daring oar
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yeah it is hard

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i don't really want to incentivize combat that much

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i am making a couple QoL changes that "buff" combat i guess

signal stream
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more interior hazards that could be used in a way to help manage encounters would be so nice

daring oar
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like letting you pop butlers with 1 explosion or shotgun blast rather than 2 or 1 + some shovels

raven patrol
daring oar
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and i want to reduce the kidnapper fox HP a bit so it can be more constantly killed with both shotgun barrels unloaded into it

raven patrol
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Hard agree 7 hp is total overkill

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5 is fine for its mechanics

daring oar
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but both of those are kind of rare scenarios, and i just wanted to make them feel more rewarding when they occur

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as far as actually fighting enemies goes, i don't want to incentivize it that much more than vanilla already does

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but that does mean some other things require alternate methods of "combatting" them

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curbing the maneater's transformation values to reward you for actually playing its minigame is an example of that, and i think it helps it feel a lot less "Ughh" to encounter

raven patrol
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I really like FairAI for this, it makes the game more interactive and players can get crafty with baiting monsters without necessarily incentivizing combat

daring oar
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i also reduced butler's aggression a lot as long as you are sticking in groups, or at least not trying to actively kill them

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since they can feel kind of oppressive

wind spoke
daring oar
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i kinda like the idea of a jester happening on march just because it's so weird and anomalous

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i've only ever seen it once

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but with 4 entrances + a slightly reduced interior size, i think the possibility of countering it isn't actually that unrealistic

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and it's only going to happen once in a blue moon anyway

raven patrol
daring oar
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i did remove coilheads on vow

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im not sure how i feel about bracken on offense

wind spoke
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oh wait I just remembered in vanilla that only facility spawns on march

daring oar
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thematically i think the bracken fits

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and imo it'd just feel a bit wrong without him being there

raven patrol
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No Bracken on Offense just makes it crazy monster pool have some advantage to it

daring oar
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but also, he does distract from the moon's big shtick which seems to be "you can kill almost everything but you have to be good at doing it"

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coilheads are an exception to that

raven patrol
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12 power, crazy spawn curve, and slow exterior with no real upside in vanilla

daring oar
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and hygros

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so the bracken isnt entirely out of place

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but i can see it being frustrating practicing thumper kiting and then getting your neck snapped

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lol

wind spoke
daring oar
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well at some point, that was kinda true? sorta

wind spoke
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yeah

daring oar
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the bracken has the highest spawn rates on vow and march

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it's really only adamance that breaks the rule and it was added as post launch content

raven patrol
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Offense Bracken is 1.42%, it is not as rare as March Jester but it does feel like a rare random ‘screw you’ event imo

daring oar
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thumpers can spawn almost anywhere and would probably be more common in deserts if 2/3 desert moons weren't the first 2 moons in the entire game

wind spoke
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I find adamance really interesting since its a little taste of the tier 3 moons

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but as a tier 2

daring oar
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it's too much a taste IMO

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offense and adamance eclipses are way too punishing so i reduced both by 1 spawn per wave

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and i also think adamance having 13 outdoor power is overkill so i reduced it to 10

wind spoke
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that reminds me

raven patrol
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Adamance needs to be scaled back imo, lower power levels and less loot to put it in line with the other moons. Free moon meta post v50 is just Adamance all the time

daring oar
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adamance is still definitely the craziest outdoor experience of any moon but the fact it goes head-to-head with artifice for that is a bit sillyy

wind spoke
daring oar
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idk

wind spoke
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since I think its interesting having it be the baboon hawk moon and giants kinda ruin that a lot

daring oar
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if you reduce the forest giants you just increase the dogs and/or baboons

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and the number one complaint i see about adamance is that everyone hates the baboon overload

wind spoke
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oh?

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thats my favorite part of it

daring oar
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and the layout of adamance makes dogs a lot more threatening than they tend to be

raven patrol
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I honestly feel like Embrion’s exterior is easier than Adamance’s at times, the valley is unusable after like 4pm. You basically have to know cheese strats to make the moon consistent

daring oar
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there's a lot of places where progressing to/from the building is likely to make dogs further down your path aggro and interrupt you

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and baboons are everywhere pissing off the dogs on their own

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which causes the dogs to wind up going everywhere

daring oar
wind spoke
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I think thats an interesting effect that you don't really get that often but then the giants just run over and kill you, also there isn't as much cover as there is on march and vow

daring oar
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i reduced the outdoor spawns and restored loot counts from the v50 beta

raven patrol
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Wasn’t v50 beta loot better than release?

daring oar
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yes

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well, there's a bit of a history

raven patrol
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Yeah that is bad, it needs less loot imo

daring oar
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when it was first added adamance and artifice had the same loot counts

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artifice just had better quality scrap

raven patrol
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Ye, also explains them having the same power levels

wind spoke
daring oar
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pretty quickly that was nerfed

raven patrol
daring oar
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adamance ultimately launched with 19-23 items per day, and after v50 hit full release, he nerfed it to 16-18 in a hotfix a couple of days later

daring oar
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but IMO i dont think high loot counts on adamance are a problem

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that moon is so crazy that it requires a good and organized crew to fully loot it anyway

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and very often my friends and i fall into the trap of looting for way too long

raven patrol
daring oar
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and then dying before we can even get half of our scrap back to the ship

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which causes our returns to be way lower despite the moon generating so much value

raven patrol
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I assume you do not use cheese strats then

daring oar
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depends on what you consider cheese strats

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i know a couple of shortcuts to get up hills

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and i know that you can climb the tree somehow

daring oar
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i'd rather just bring a ladder (and usually we do)

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anyways i think adamance is probably the hardest free moon and really encroaches on being a tier 3, outside of the fact that it's free

wind spoke
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unless I discover them on my own

raven patrol
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  • Walking up the tree to get easy path
  • Putting clipboard on top of ship lights to make Baboons get stuck on top of ship
  • 2 or so ways to get slightly OOB
  • That path by the cabin that lets you sorta walk along the wall of the valley (not really a cheese but I thought I should include it)
daring oar
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we dont do clipboard cheese

wind spoke
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that sounds like a rumor you would hear in some old forum

daring oar
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idk what you mean by "slightly OOB"

daring oar
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i know about the other 2 for sure but i've only used the 4th

wind spoke
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probably stuff like getting on top of the hills

wind spoke
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thats why I didn't know that

raven patrol
# wind spoke THE CLIPBOARD?

You put the clipboard on the lights mast and the Baboon Hawks climb on top of the ship tying to get it, but they cannot so they get stuck. They are nearly harmless like this

marble spruce
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so i added ai nodes all around that area

daring oar
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yeah i really dont like clipboard cheese

wind spoke
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I must make sure none of my friends learn of that

daring oar
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but there is basically no point in fixing it

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if i fix it and don't make it an option then it is just going to generate strife

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and if i fix it as an option (in this mod, where it would probably wind up going)

raven patrol
daring oar
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everyone who uses clipboard cheese is just going to turn it off

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and everyone else wasn't going to do it anyway

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so it's just there. a thing

marble spruce
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but

wind spoke
marble spruce
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i get it

daring oar
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i guess that's fair

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i forgot that was a thing

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nvm maybe i will patch it then

marble spruce
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lol

daring oar
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although

marble spruce
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idk i find stuff like that super stupid so

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i wouldnt mind a fix for it

daring oar
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i need to see how it happens

wind spoke
daring oar
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iirc baboons are always owned by the host so i might not even have to network anything

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if their scrap targeting is done on the server

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otherwise it would definitely have to be a feature here

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so i could network it to clients

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but it would probably wind up being in this mod eitherw ay

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because people will definitely want to turn it off

raven patrol
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It will never not be funny to me how the Baboon cheese meant Bread put Clipboard in B tier on his HQ equipment tier list

daring oar
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how on earth is walkie where it is

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anyways

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i basically wasted most of today not doing anything

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i've just been super sluggish and also kind of sleepy

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i was hoping the moon update would be done by now but i haven't even started on rend

raven patrol
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Take your time, burnout is a beast

daring oar
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i suppose so

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but this is kind of blocking me from being able to play with my friends

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because i'd like to have all of our rebalance stuff ready-to-go and networked

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before we next play

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so that is unfortunate

wind spoke
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maybe titan

raven patrol
daring oar
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i see

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i would expect you'd just use the signal translator

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for that

wind spoke
daring oar
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lockpickers are good

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imo once you are going to tier 3s you should always be carrying one to the fire exit

raven patrol
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Locked doors are a big problem for HQ so players need them

wind spoke
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oh

daring oar
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you can bring a small pile of keys

wind spoke
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yeah I guess thats fair

daring oar
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but if you keep bringing keys you either risk wasting time bringing them back or losing them

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keys are weightless so imo best practice is to just carry as many keys as you can fit and bring the lockpicker with you to fire on your first trip

raven patrol
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They have a pile of keys on Cruiser they can quickly grab (it is Artifice only you know)

wind spoke
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usually in my games we amass a small pile of keys

daring oar
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if you wind up at rend, use a key or two, and then get stuck again without a lockpicker, going back to ship suuucks

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at rend fire, anyway

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on artifice it doesnt matter as much because you can usually just walk to main or jetpack to ship for keys

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artifice also has good places to park the car and you can have it carry your keys

wind spoke
daring oar
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Lol nice

raven patrol
raven patrol
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I think we actually discussed this before

daring oar
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i am doing weird stuff with rend and dine

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on the surface i think it might come off as making the problem worse

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i really dont know

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but i think altogether, it has a chance at working

raven patrol
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Consider me intrigued

daring oar
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well like

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i think the best days of rend/dine balance

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were the v50 betas before dine starting getting nerfs again

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although it was good in v56 too, when the cruiser was much more appealing to use on dine over rend

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anyways

raven patrol
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What was beta v50 Dine like compared to release, is there a big difference?

daring oar
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it wasnt perfect because nutcracker farming vs butler farming would close that gap pretty quickly

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but my philosophy for rend/dine balance is i want them to be almost equals

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with dine having very slightly more maximum potential in exchange for rend being safer

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and rend being the "transition moon" from freebies into all the endgame stuff

wind spoke
raven patrol
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An understated issue for Dine imo is its higher quantity but lesser items, you need more transfers for nearly the same profit

daring oar
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yes

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i will be significantly increasing the quality of dine's loot pool

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and not-insignificantly decreasing the quality of rend's loot pool

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i will also give dine slightly more items + the fact it has a higher mineshaft chance means it'll get the +6 bonus *more often than rend

raven patrol
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This is a huge shake-up but swapping Nutcracker and Butler spawns between Rend and Dine would do a lot

daring oar
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i want to shrink rend's interior

daring oar
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and that is going to boost its scrap density and make it way easier to loot

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but i think it will sort of balance out

#

because it will let rend's low indoor powers have a better chance of populating the map and being more present as threats

#

and im hoping that the decrease in scrap quality is enough to offset the items being much easier to find

daring oar
#

so i don't like the idea of swapping them

#

but i am trying to close the gap there

#

knives are worth a lot more if you use this mod's default settings

#

avg price increased from $35 to ~$56

wind spoke
#

something that I think is interesting is that when you'

#

fuck

daring oar
#

im going to adjust rend's pool to make nutcrackers less dominant of the spawn pool

wind spoke
#

misclick

daring oar
#

and then i think the biggest change (and im not sure how popular this will be, even with myself... i kinda need to see it in-game to get a feel)

#

im going to make nutcrackers resist death from shotguns or explosions

#

well, shotguns anyway

raven patrol
#

Very interesting

daring oar
#

i can probably do that without making explosions no longer instant kill

wind spoke
daring oar
#

shooting a nutcracker will set it to 1 HP instead of killing it

#

which should give it enough time to do a berserk shot and kill you before *your shotgun is off cooldown

#

if you don't have any cover

#

i can not deny that shooting nutcrackers in the eye and watching them explode in a gorefest is really satisfying

raven patrol
#

I see the vision but yeah players will need to get used to it. Funny enough I see a lot of sweaty players instinctively use Shovels over Shotguns anyway (probably to save ammo for Bracken) so they may not mind too much

daring oar
#

but i think it is really bad for balance

#

the fact that one shotgun infinitely generates more shotguns is one of the things that lets nutcracker farming get out of control

#

even though knives infinitely generate more knives in the same way, nutcrackers don't spawn permanent murder bees...

wind spoke
#

this might be better for mask fixes but I think the masked should do more with their stun animation since its really cool

#

I really like how it twitches

#

but you don't really see it that often

daring oar
wind spoke
raven patrol
#

I am down for trying it

daring oar
#

you will need to survive 2 shots and double blast it while it's reloading

#

or you will need to shoot it and have a plan to survive the immediate following shot

#

before you can hit it again

#

meanwhile knives will keep the benefit of easy recursion

raven patrol
#

Could it be though where players go up to Nutcrackers with both a Shotgun + Shovel/Knife to quickly get the last hit in

daring oar
#

and knives will also be nice to use on nutcrackers

#

since you can control leaving it at 2 HP and getting the two last swings at the same time

#

and i buffed the attack rate + added auto swing so it's less of a QoL nightmare

#

and yeah

#

none of these changes affect the shovel

#

so the basic nutcracker fight will pretty much always be the same

daring oar
#

shotgun hit detection is really weird though so maybe im just not accustomed to how it works

#

any time i've fired a shotgun with my friends even remotely nearby it has killed them

wind spoke
raven patrol
#

I mean just you, Shotgun on one slot and Shovel in the other

daring oar
#

ah

wind spoke
daring oar
#

well it's definitely true

raven patrol
#

It does have downsides, 2 slots and weapons needed

daring oar
#

but yeah

raven patrol
#

So it does not trivialize the change

wind spoke
#

also it requires a quick reaction time

daring oar
#

you'd need to carry 30lbs of weapons

wind spoke
#

much more skill based than just 1 shot

daring oar
#

or have both a shotgun and a knife in your inventory at the same time

#

and both of those, i think, are fair prices for getting in the one *cycle

#

i just want to encourage more planning and strategy

#

turning off your brain and oneshotting nutcrackers to infinitely generate "the nutcracker oneshot device" is dumb

wind spoke
#

that reminds me, butlers dying in 1 hit with the shotgun is good since the mask hornets balance it out

raven patrol
#

This is an aside, but I think Zeekerss overestimates how dangers Nutcrackers are, which sorta explains the Shotgun farming and Rend being kinda busted

raven patrol
daring oar
#

but if it winds up feeling too trivial i can change it so doing a melee hit followed by a shotgun blast will still leave the nutcracker with 1 HP left

#

i think that borders on over-complicating things and having bad player feedback

#

and i don't think it'll be a major issue anyway, so for now i'd rather not

raven patrol
#

I do not either, just being making sure though

daring oar
#

tbf it at least makes sense that the kitchen knife is worth less money than the shotgun

#

from a "common sense" perspective, not necessarily game design

#

it is just weird

#

though

#

everything about nutcracker/butler farming, in a vacuum, feels fine

#

but i think all of those factors combined and then compared against each other creates a really bad feeling

raven patrol
#

Ye

daring oar
#

it is really satisfying to squish nutcrackers with one shotgun blast

#

and it feels like you earn that reward from having to kill that first nutcracker the hard way

#

the shotgun is definitely more valuable than a knife, so it makes sense it'd sell for more, and it makes sense you'd want to risk more value carrying it in to use it

#

etc.

#

on the other hand with butlers, it makes sense that they drop a knife worth money so they can fill a similar farming role to nutcrackers (since rend and dine are analogous to one another)

#

it also makes sense that they dump bees on you, since you're incentivized to deal with their mechanics rather than steamroll through them when they spawn

#

etc.

#

all of this stuff feels fine separate

wind spoke
#

I think butlers might be my favorite enemy

daring oar
#

but then you look at it like this:
"both moons have enemies that drop farmable weapons, but one costs $60 and is acquired at little-to-zero personal risk, the other costs $35 and spawns a permanent monster"

#

and now it feels bad

wind spoke
daring oar
#

shrug

#

they really cool

#

but for me i love old birds because i have a bias towards robot characters

#

and i think bracken is still my #2

raven patrol
#

This is why I proposed the Butler and Nutcracker swap, even though it breaks the themes it could solve balance rather quickly

#

We talked about that already though

wind spoke
daring oar
#

yeah from a balance perspective i completely agree

#

i just think i can't separate rend from nutcrackers and dine from butlers

#

anymore

#

it's been status quo for too long

wind spoke
daring oar
#

¯_(ツ)_/¯

raven patrol
#

If I ever do a rebalancing modpack of the moons that does not change everything (meaning I can keep spawns but change everything else), I may do this honestly. I am fine with changing the moon’s themes if it lowkey is for the better

daring oar
#

i might make it an option but it definitely wouldnt be enabled by default and i probably wouldnt use it

daring oar
raven patrol
#

My current modpack is way too deep for something like this 😭

balmy pier
raven patrol
#

Checkmate

balmy pier
#

have you guys seen marchs default scrap spawn weight string btw

#

it is

marble spruce
#

rar

balmy pier
#

kind of bizarrely designed

wind spoke
balmy pier
#

like its just the most off-from-zeekerss

raven patrol
#

2 handed out the wazoo that make Offense blush

daring oar
#

well the bigger problem with the whole "feed the maneater" thing is that you can't force it to eat scrap

#

and im pretty sure it doesnt eat scrap unless it's left alone in general

#

the metabolism setting is just a consolation prize for maneaters deleting potential value off the map

#

basically

balmy pier
daring oar
#

you get unlucky and lose some profit, but then the maneater is a bit less problematic, which might let you squeeze out a bit more value

#

so hopefully it doesnt feel as sucky anymore

balmy pier
#

so like, pick it up and bring it to a dead end, place the candy outside it with no other items nearby

#

after it loses interest in you, it should go to focus on the candy

#

now it is rng if it eats it

#

but its very likely it will happen

raven patrol
#

We simply do what NeedyCats does and have an order-able Maneater food, easy

#

(Joking)

balmy pier
#

spray it with weed killer

daring oar
#

i might've made feeding the baby items more of a balance mechanic

#

if there was a pre-existing mechanic to pull it off

raven patrol
#

Feeding it Weedkiller would be funny

balmy pier
#

ok weird suggestion

daring oar
#

but im definitely not interested in implementing a system for it myself

balmy pier
#

idk how youll feel about this one

daring oar
#

and i think it's pretty hard to balance deleting profit with keeping a maneater happy

#

that is the only thing that i would consider letting players reverse the transformation meter for

balmy pier
#

when i was first experimenting with the maneater, one thing i thought about was "does this thing get excessively interested in staring at an active radar booster?"

#

the radar booster turned on is something i could genuinely see capturing the attention of a baby

#

for quite some time

#

but it just
doesnt do that

raven patrol
#

irl human babies tend to stare a bright lights funny enough

daring oar
#

which is probably why it is pratically impossible to encourage

#

it's a little weird it's a mechanic at all, because it's funny, but nearly impossible to observe as a player

balmy pier
#

"the enemy would have to be over-powered"
the enemy also being one of the most dangerous things in the game:

raven patrol
#

I mean I almost see that as a reason to add it, it is an underpowered mechanic people would do if they are desperate

daring oar
#

well yeah

#

that's why i'd be willing to let players reverse a maneater's transformation progress by doing it

#

i think it is the only sacrifice worthy enough of such a benefit

#

but i still don't want to create mechanics to let you feed the maneater TBH

#

so ¯_(ツ)_/¯

raven patrol
daring oar
#

he barely shoots them anyway

raven patrol
#

I forget you two are acquainted

#

Small world

daring oar
#

lol

#

yeah

raven patrol
#

Nonetheless Purple can share his thoughts

balmy pier
#

yeah i like this

#

always felt off that one nutcracker kill essentially makes all others freebies

#

especially when you have to take the effort to learn how to kill it, and expand upon the strategy to where you can always do it in a basic setting at least

#

thats why i dont really shoot them too much, or anything else really

#

takes fun out of it

raven patrol
#

What is funny too is that general consensus is that Butlers are harder to kill, they take more hits and are more aggressive. The balancing is completely lopsided

balmy pier
#

i cant really say which of the two is harder

daring oar
#

nutcrackers are way easier but the punishment for failure is more extreme

balmy pier
#

i suppose an average person wouldnt figure out how to strafe butlers as fast as figuring out how to dodge shotgun bullets

daring oar
#

butlers at least don't instant kill

#

but they are way more mobile and also way harder to lose in a chase

balmy pier
#

they dont but its easy for them to take huge hp chunks

raven patrol
#

You need an exit or other player close by or they will make quick work of you

raven patrol
balmy pier
#

i honestly see the knife as a higher priority tool to get than the gun is because always doing a shovel kill on a butler isnt really a good idea

#

and knives will make you not have to do that

#

allowing saving health for other things

raven patrol
#

Both tools are worth getting

#

It is just a matter of risk/reward

daring oar
#

both make getting the other a lot easier too

#

if you have a shotgun you can just double barrel your first butler and then use the knife on future butlers

#

and nutcrackers are one of the few enemies where knives are a viable alternative to a shovel

raven patrol
#

Especially with your mod where Shotguns one hit Butlers

balmy pier
#

my discovery of the scientific term known as the 1-4 cycle has made me desire knife usage less

#

but i guess most people wouldnt figure out thats a thing you can do

raven patrol
#

It is very tight

#

1-2-2 is the safe bet

balmy pier
#

i only failed doing this one time out of like 30 so far where i forgot to wait until the nutcracker is preparing to fire

#

that wasnt even due to timing that was just me forgetting the most important part of it

raven patrol
#

Can you explain

raven patrol
#

So in the fail did he kick you because you forget he moves

balmy pier
#

basically
you can wind up a shovel hit after the third hit
wait until its preparing to fire
and then you can do two more hits after that before it fires

raven patrol
#

I see

balmy pier
#

it wont shoot faster because the shot its prepared to fire isnt set to be faster from it being at 1 health

#

and its not tight at all

raven patrol
#

Ye, I know about the Beserk mode

balmy pier
#

its very easy to do this actually

#

what i did wrong that one time was i just forgot to wind up the 4th hit

#

so it immediately fired from being enraged

daring oar
#

god i really do not want to write the readme for all of this

#

the in-game config settings are supposed to just explain what the setting does, and then the readme is going to have the rationale

raven patrol
#

A wiki might be better for this mod

daring oar
#

but i now have 31 config settings i need to write descriptions for

daring oar
#

i need to look at how they work

#

if im being honest i don't really want to spend too much time describing changes vs. just implementing them right now

#

so the next version might stick to the readme format

balmy pier
#

i dont think they auto generate anything

daring oar
#

just so i can get it out

balmy pier
#

so youd still be typing out regardless

raven patrol
#

They just may be better formatted for organizing long texts without having to use spoilers

wind spoke
daring oar
#

sighhh... yeahhh...

#

i wont lie

#

as i release more stuff i get less and less interested in maintaining thunderstore pages

wind spoke
#

like the readme's?

daring oar
#

im still doing it because it's the right thing to do

#

but there are times where i feel like it is distracting me and slowing down work on the actual mod

#

and this has been by far the worst example of it so far

#

this is just me venting

#

basically

#

obviously i am going to keep doing it

#

but it is probably my least favorite part of the process at this point

wind spoke
#

yeah

#

thats fair

raven patrol
#

While making my modpack I am making a separate Google Doc where I can save and easily reference my config settings. It is painful and increases my work time, but it is a super nice resource to have. If r2modman deletes my profile I can (relatively) easily restore it, plus it does its intended job very well. If you could find a use like this for mod descriptions for yourself it could be better

daring oar
#

i will say

#

at least part of the issue is just the tools

#

normally i love source editing because visual editing tools sometimes have annoying UI

#
<details>
<summary><ins><b>Barber</b></ins></summary>
#

but stuff like this is painful to look at

vapid pier
daring oar
#

and i hate working with these dropdown things because sometimes i forgot a <details> or </details> somewhere and it breaks the formatting of the page

raven patrol
#

Might as well give wikis a shot I say

daring oar
#

yeah i think so

#

if im being real

#

i might take a break after the next update

raven patrol
#

They are meant for information dumps like this

daring oar
#

and make 0.1.1 or 0.2.0 or whatever literally just "the wiki update"

#

because i dont want to delay a huge feature release to write a million wiki pages

raven patrol
#

Real

#

Shadow drop Nutcracker buff

unreal ginkgo
wind spoke
raven patrol
#

Oh you missed it, Buttery has her own change in mind

unreal ginkgo
#

The two will be good in combination...

#

I already nerfed nutcrackers a lot by equalizing their falloff

raven patrol
#

Btw Buttery what do you have in mind for Embrion? The big question…

daring oar
#

i dont know

#

i like embrion being shit because it's funny

#

but i also want to make it at least good enough that it's not completely worth avoiding...

raven patrol
#

Fair

daring oar
#

i ported over most of liquidation's loot table

#

none of the "manor" items (like fancy lamps, golden cups, etc.)

#

but all the toys, and reduced spawn chances for heavy metal sheet (although it's still there, because it does fit embrion, for sure)

#

and im making mineshaft more frequent

#

to be honest most of my embrion changes are going to just be afterthoughts though

balmy pier
#

my only problem with embrion is how much two-handed items spawn on it

#

and also a lot of 16-24 lbs items

raven patrol
#

Embrion as the new best/hardest moon could be interesting, like at a 2500 credit price point

daring oar
balmy pier
#

all 3 interiors fit embrion very well

daring oar
#

and i also like idea of toy factories on embrion

balmy pier
#

its hard to decide a good primary

#

and mostly boils down from person to person

daring oar
raven patrol
#

I do not see Manor

daring oar
#

but i think everybody has their different headcanon

#

at the end of the day

raven patrol
#

Mineshaft Embrion is kinda carried by Chameleon imo, Factory is the obvious winner

#

At least in vanilla

daring oar
#

oh for sure

#

but

#

i really like the amethyst caverns

#

and i never get to appreciate them

#

also

There are theories that a diverse geothermal ecosystem may be thriving within a vast cave network under Embrion's surface.

vapid pier
#

Slapping it on every moon jusr so I can see it

daring oar
#

mineshafts would definitely fit in vanilla

#

i just think that the vanilla mineshaft texture is a really bad fit for embrion's environment, visually

#

default caves are super ugly on rend and dine too

#

those 3 maps are just not meant to be brown

raven patrol
#

I would do Factory as primary with like 33% chance for Mineshaft with Chameleon. Factory in the obvious theme but Mineshaft is a nice visual treat every few days

balmy pier
#

bozoros intending to be like a hall of mirrors

raven patrol
#

Very good

#

Man all this talk is making me want to make a vanilla rebalance modpack separate from my current one. It will be called ‘Buttery Dreams’ or something and be a mashup of Dopadream and Buttery mods, with a few of my own embellishments. Times are good right now

daring oar
#

it is very nice how easy the lc community makes it to fine tune the game to your liking

#

LC is a game with some of the best "balance how you want to play" features ive seen, short of games that add officially maintained customization tools

#

modding is easy, and customization is even more accessible since people are making generalized mods that just expose configs to the end user

#

you can completely rebalance every moon in the game (short of some values, like interior size) using just LLL and entering text in a field and that is pretty cool

raven patrol
#

Central Config does the rest, you can even modify spawn curves with it

#

Nothing is off-limits nowadays

vapid pier
#

I can think of one thing that isn't very customizable yet

raven patrol
#

Are you gonna say it

vapid pier
#

mmm

#

idk

#

(Infestations)

raven patrol
#

RNGConfigurator

vapid pier
#

Hit gold by having a mod that allows customization of any enemy found in your pack to have an Infestation

#

bonus points for a per-moon basis chance

raven patrol
#

Not sure that is customization or inventing a new mechanic

#

I bet Nutcracker infestations were made as an alternative to general infestations to address Rend

vapid pier
#

Butler infestations for Dine could be funny

daring oar
#

i plan to add butler and masked infestations

#

and im thinking about baboon/dog infestations as well

#

i also want to just rework how infestations work in general

#

IMO the vanilla mechanics are not very good

raven patrol
#

There is the Curse of Embrion mod which is basically Old Bird infestation

daring oar
#

they are kind of fun and exciting but i think i can do it in a similar way that keeps the feel but without craziness like ghost girl matching the bunker spider's spawn rate on experimentation

#

or jester matching thumper spawn rates on march

raven patrol
#

Wait do infestations modify monster spawn chances? I thought it was just Hoarding Bug spam plus 30 power level?

daring oar
#

infestations have a ~2.91% chance to occur per day

#

then a 75% chance to be a hoarding bug infestation or a 25% chance to be a nutcracker infestation

#

(rend will always have nutcracker infestations, vow will always have hoarding bug infestations)

#

hoarding bug infestations set power level to 30 and nutcracker infestations set power level to 20

#

both infestation types add +2 enemies to every spawn wave

#

(which stacks with eclipses, meaning offense/dine/embrion will spawn 6 enemies every 2 hours)

vapid pier
#

LOL

balmy pier
#

yeah its

daring oar
#

and the infestation works by setting the "infestation enemy" to 100 weight and all other enemies to 1 weight

balmy pier
#

really bad

daring oar
#

which means the spawn pool will be completely dominated by the infestation enemy, until they reach their spawn cap

raven patrol
#

Ah I see

daring oar
#

which is 10 for both hoarding bugs and nutcrackers

#

after which all other enemies have equalized spawn chances

balmy pier
#

its 8 for bugs not 10

daring oar
#

because they are all 1 weight

daring oar
raven patrol
#

That is pretty crazy

balmy pier
#

what the fuck

daring oar
#

anyways

#

i have plans to "fix" infestations

#

keeping the whole idea of 1 enemy type overpopulating the map

#

but without fucking up power level or causing other enemies to become more frequent

#

i have mechanics in mind that i think will work well at both

unreal ginkgo
#

One group to take 'em all out

raven patrol
daring oar
#

i was gonna make a separate mod for the infestation rework

unreal ginkgo
#

Baboon hawk infestations good god

daring oar
#

and i started working on it after chameleon v2.1.0

#

but i could never seem to get that mod off the ground

#

idk why

#

it got like halfway done but i never finished it

#

i will probably just cannibalize it into this mod and make it one of the many config options

raven patrol
#

An idea could be that whatever monster is the most dominant on a moon (excluding ones with a spawn cap of 1) could be the one that gets spammed in an infestation

daring oar
#

yeah one of the changes i made was weighted infestations

#

i think it is good to allow for nutcracker infestations on the earlier maps

raven patrol
#

Wait, in the code is there a provision for if a moon does not spawn Hoarding Bugs or Nutcrackers, or on such modded moons is there just a 3% chance for a soft lock/crash

daring oar
#

like, if i reused the exact weight numbers for assurance, then you would have 78/79 hoarding bug infestations and 1/79 nutcracker infestations

daring oar
#

if there are no hoarding bugs the event is cancelled completely

#

if a hoarding bug infestation tries to start and there are no hoarding bugs, it cancels the event too

#

so infestations have a lower chance to occur on rend than other moons, since it doesn't spawn hoarding bugs

raven patrol
#

Ok cool, I got worried for a second

daring oar
#

but i do like the idea of butler infestations being more frequent on dine than other moons

#

for example

raven patrol
#

Just have be where when considering what enemy for an infestation, enemies with too low weight are bumped up to a flat amount

#

Coil Head infestation on Offense

daring oar
#

lol that separate infestation mod was actually going to have coilhead infestations

#

extremely rare with increased chance on offense and rend

#

but i hate coilheads and wound up deciding to make it off by default

#

i am torn between hating coilheads and wanting to add coilhead infestations because i think they would be really funny

#

anyways im not sure if that will survive the leap to this mod or not

raven patrol
#

I mean infestations as a whole are ‘funny’

daring oar
#

i also added barber infestations

#

which more or less were going to work identically to how dopadream implemented them

wind spoke
raven patrol
#

Throw balance out the window and make indoor fog 20% because why not

daring oar
#

since it uses the vanilla enemy rush system

#

and the vent spawn fix makes them spawn in pairs

#

and imo i think it would scale better if it was 2 per wave

#

regardless of the pair setting

raven patrol
daring oar
#

also having 8 barbers on the map pairs horribly with other enemy types and practically warrants disabling other enemy spawns completely

daring oar
#

now i'm not so sure

#

the coilhead hater within me says "yes just make them 2 power still"

#

but i mean

#

it's not that difficult to lock them up and then just run away

#

anymore

raven patrol
#

Before v60 I saw arguments for 3 power. I am sure we all saw Wurp’s v45 tier list where he put Coil Heads above S tier in Coil Head tier

daring oar
#

you dont even need a door to get a head start anymore

#

i dont think coilheads are a 3 power enemy personally

#

i could see 3 power level, but for my money, i'd be happy with just 2

raven patrol
#

3 power was pre nerf

daring oar
#

yeah but i mean even before the nerf

raven patrol
#

2 power is as far as I would go

daring oar
#

i would've been fine with 3 power back then, but i think 2 would've been enough still

#

1 was definitely too little until the nerf

#

and now im just on the fence

#

because on one hand... nutcrackers are 1 power level

raven patrol
#

I think they could be 2 power nowadays purely on the fact they can show up and kill you faster than human reaction time

daring oar
#

which seems wrong just due to common sense (although once you know how they work i think it's actually pretty fair)

#

meanwhile thumpers are 3

raven patrol
#

I thought those got lowered to 2

daring oar
#

which seems sort of overtuned, maybe? i dunno

#

spiders used to be 3 and were lowered to 2 in v50

#

might be what you're thinking of

#

spiders were definitely never worthy of 3

raven patrol
#

Oh

daring oar
#

one thing for me is like

#

it's crazy that the bracken is 3 power level and coils are just 1

#

the bracken is definitely paranoia inducing

#

and a persistent threat that is difficult to kill

#

so you usually just have to put up with it for the rest of the day

#

but coilheads demant constant attention

#

they persist for the entire day because they are unkillable and also used to have no break period between attacks

raven patrol
#

This plus what I said makes a compelling argument for 2 power. Similar to Maneater they immediately and (unlike Maneater) permanently hinder your ability to loot

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This is what makes Jester so dangerous

daring oar
#

lol well tbf jester is a 3 power level

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but yeah

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i guess i should probably add a 2 power level coilhead setting after all

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we used to play with that change but i dropped it with the v60 nerf to give them a chance

raven patrol
#

I think it is justified as a config

daring oar
#

but TBH i feel like it still pretty much makes sense

raven patrol
#

I remember Dopadream made a rebalance mod a while ago where she full stop made Coil Heads 3 power

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Probably should be updated now

daring oar
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i had no idea but that would make sense

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i think 3 power level is kind of a lot

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because if you get 5 coilheads, that eats up 15 power which is pretty much overflowing spawn cap on all maps other than titan

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3 power level would also demand reducing coilheads to 2-3 max IMO

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but im personally more partial to 3 max, 2 power each

balmy pier
#

ok

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weird suggestion for this mod

raven patrol
#

So you want to lower max spawns too? I never thought about that

balmy pier
#

can you make it so when turrets hit you you dont stand up if youre crouched

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ive had multiple times i crouched to dodge a turret behind like, the kitchen counter

balmy pier
#

and it hit me as i was

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causing me to stand up and take another hit to it

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its genuinely stupid

daring oar
#

instead, in this next update, i just gave them a number spawned falloff curve

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so as coilheads spawn it reduces the likelihood future coilheads will spawn

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in case i decide i want to go with the coilhead infestation after all

raven patrol
#

I can see that being annoying

daring oar
#

damage just uncrouches the player universally, i believe

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and i also just dont see this as a big deal

raven patrol
balmy pier
#

its only a problem for turrets

balmy pier
daring oar
#

turrets call the exact same *damage function as everything else

balmy pier
#

at least to me it is one

daring oar
#

oops

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i probably ought to get to bed

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or something

raven patrol
raven patrol
daring oar
#

the food old days

raven patrol
#

Yes

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Among others

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Man to think I was initially gonna pass of this mod, if Baboon Hawks being scared of Boomboxes/Loud Horn gets added I will not have a choice

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This could end up being my favorite of yours

daring oar
#

anyways we currently sit at 48 settings and i still have not added any of dine's settings (beyond the one i added to counteract manor butlers)

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afterwards i still have to add titan, artifice, and embrion changes

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and then i will probably do 0.1.0

raven patrol
#

Sounds good

shut torrent
#

I know I'm probably in the vast minority of people when I say this, but even if the mechanic to feed the maneater scrap was a fully implemented feature, it'd still be better to just kill them anyway

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And even if I didn't know how to kill them, sacrificing money just to make the maneater happy is just way too much of a downside for very little upside

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I'd much rather have them trail behind me or have another person watch over them rather than just feed them stuff just to delay the inevitable

analog cypress
#

That still feels like a drastic change, Coilhead max 4 power 1.5 would be more subtle?

analog cypress
#

Also spore lizard isn't much of a threat honestly could have power 0.5

ripe tartan
#

@daring oar auto-swing for knife still auto swings when the setting is false, (not that i don't think its cool) but wanted to let you know 😄

balmy pier
#

adding onto it, you might also want to check if the knife can be used while youre being corrupted by a masked

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cause thats a problem the mod designed for auto knife swinging has

hushed dawn
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maybe the bracken could even be a valid target for a coilhead to attack? or maybe I'm off my rocker with this one

balmy pier
#

i might be off my rocker, but i dont really think the combo is actually as unfair as most people make it out to be

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but thats largely due to how much i know how the game works i guess

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but i feel like even more casual players could agree that earth leviathan plus eyeless dog is hellish

bitter halo
#

just mentioning that @silent needs to be the very first thing in the message for it to work

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but also this sounds pretty damn cool

daring oar
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5 hits from any weapon and they insta players

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i don't think it hurts to have options, in any case

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not that this was anything more than a hypothetical in the first place tho

daring oar
#

the other mod was missing any cooldown checks and didn't check CanUseItem()

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autoswing is subject to all the normal criteria that swinging the knife is

daring oar
#

but i really like the idea that the bracken avoids coil-heads

#

it is sort of difficult to tune interactions like this correctly, since so much of LC's difficulty demands a variety of threats to deal with, and if those threats start killing each other then the game gets really easy

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but there are cases where it really works and it's super cool to see it happen

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like being oppressed by a forest giant and then it gets murdered by an old bird that just woke up

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or being chased by an enemy into a nutcracker, and it kills whatever's after you with its shotgun

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(not that there's special targeting code, that's just a happy accident when it happens)

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anyways

daring oar
#

monster combos are only fun when they encourage variety of strategy or require quick thinking

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but the counterplay to coil + bracken is extremely obvious, and that counterplay is "always watch the coil except make sure you see the bracken before it collides with you"

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and that is not fun to balance at all

daring oar
#

and a spawn curve to make its spawn chance decrease if coils are already on the map

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and both are individually disableable

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there are no enemies with 1.5 power level and all the enemies that currently exist with 0.5 power spawn in groups that make them collectively take up a whole number of power

analog cypress
#

well that's a shame

daring oar
#

only 2 0.5 power level enemies are baboons and tulips

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baboons spawn in groups of 2 and tulips in groups of 4

analog cypress
#

how would the bracken and coildhead interaction goes? If the coil-head is on the LOS from the player, the bracken will avoid to attack or he won't come near a certain radius from the coilhead?

#

Also, i reunited some extra changes to the list made last night and made more readable compared to last night after more thoughts, i know that some mods does some changes in different or similar ways but it doesn't hurt suggesting anyways

#

Upgrade changes (Cool ideas)

  • Loud horn makes Baboon hawk go away from a certain radius around the ship
  • Loud horn interferes with the Leviathan if he's close enough and it won't be able to follow players, although they'll still emerge if the player is on range
  • Loud horn makes Masked go straight to the ship if they wandering outside and don't have encountered a player
  • Remove Signal translator negative luck (kinda stupid) and make it 0 value

Entity changes (Subjective)

  • Coilhead from max 5 to max 4
  • Spore lizard from power 1 to power 0.5 (Allows more dangerous entities to spawn)
  • Spider damage from 90 to 70 (Allows to tank some extra hits from Butler, Baboon hawk, Circuit bee and Snare flea)
  • Eyeless dog from 12 HP to 10 HP (Allows to kill it with 2 close shots with the shotgun)
  • Forest Keeper has 50 vision range on snowy moons (Average between 30 from foggy moons and 70 from clear moons)
  • Ghost girl can explode landmines she steps on during chase sequences (Makes it more chaotic and fun)
  • Weed Killer will make bracken retreat immediately if he hasn't been attacked but for a longer time instead of 21 seconds (Not very useful but cool interaction with flowerman)

Tools Changes (Very subjective)

  • Decrease time required by lockpicker to unlock from 30s to 20s
  • Increasing Extension ladder weight from 0lb to 14lb
  • Decrease price of Extension Ladder on store from 60$ to 45$

Scrap Changes (Fair changes)

  • Swap Yield sign (42) and Chemical Jug (31~32) weight
  • Swap Hairbrush (11) and Hairdryer (7) weight
  • Swap Candy (11) and Garbage lid (0) weight
  • Swap Tea kettle (21) and Golden cup (16) weight
  • Swap Fancy lamp (21) and Clock (26) weight
  • Lowering Soccer ball from 19lb to 14lb
  • Lowering Flask from 19lb to 11lb
  • Lowering Old phone from 5lb to 0lb
  • Increasing Large axle from 16lb to 21lb
  • Increasing V-type engine from 16lb to 19lb
  • Allowing Dust pans to spawn on Assurance and Offense
  • Allowing gift boxes to spawn shotgun sheels
balmy pier
#

not 16

analog cypress
#

the wiki is wrong then

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my bad

balmy pier
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i think it used to be 16

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but both wikis have outdated shit all over the place

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its kind of insane

raven patrol
#

Fandom wiki correctly lists Lockpicker weight as 10.5 lbs, I think it is easily the better of the two wikis at this point. It is better maintained and has cleaned up its act from the early days

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Still not perfect but it is the best we got

analog cypress
#

I was looking at the store table

raven patrol
#

Oh

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Yeah I always check something’s main page

analog cypress
#

too much work checking the items individually

raven patrol
#

It takes literally seconds

raven patrol
analog cypress
#

ItemWeights can do many of the changes

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the upgrades one probably none

raven patrol
#

The upgrade changes are the only thing that cannot be done, some of the entity changes may not have mods

#

Maybe ScaredBaboon would in a way let the Loud Horn scaring Baboons work

analog cypress
#

nuh uh

daring oar
#

A beautiful picture of Jackdedestroyer and a Nutcracker. vs The mighty blessed wooden spear of the one-armed old hermit man from the northern mountain caves near the backside of my house

wind spoke
#

that ending is such bullshit

#

the bracken should've died

unreal ginkgo
#

@glass yacht Do you have the skill issue forest keeper gif

daring oar
#

brackens have 5 HP so you need a perfect point blank blast for them to go down

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you were probably at the 3 damage range

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always a sad day when the bracken resists the double barrel 😔

unreal ginkgo
#

Augh it's so old it's probably lost to time if certain LCM channels weren't wiped

glass yacht
#

some channels were wiped?

unreal ginkgo
#

No, I'm just saying in the case that they potentially were

edgy maple
wind spoke
#

indeed

ebon sandal
naive mesa
#

Don’t the pictures stay in your files forever?

#

Or was that changed

#

I last heard of it a while ago

daring oar
#

alright folks

#

for the third day in a row

#

"hopefully update today"

#

im starting to experience the worst sort of burnout

#

the burnout where i'm not disinterested in working on stuff

#

but i'm too easily distracted by other things to get it done at any reasonable pace

#

but we will try to power through

hushed dawn
#

recently I've been making a check list of things I want to accomplish in a day, and every x things I get through I grant myself a break

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maybe such a thing can help you

daring oar
#

yeah usually i just let my thoughts kinda swim around and i tackle them as they come to mind

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im not the best at keeping to-do lists, and so the lack of organization probably contributes to the mental wandering

hushed dawn
#

yeah. I would always just keep things in my head and it made it easy to forget or to switch to something else. turning everything into something tangible that I can see and refer to, and freeing up the space in my mind, and incentivizing myself actually committing to and completing things, has worked amazingly for me

#

also I always put "make todo list" as the first item in the todo list just so that I commit to finishing the todo list and I can have something completed right away lmao

daring oar
#

lol

#

nice

daring oar
#

finally put the nutcracker change into the game

#

and TBH im really happy with it

#

having to bait 2 shots for a reload if you want to use the shotgun

#

or combo with another weapon into the shotgun

#

yes you can turn the auto swing setting off

#

i forgot to check the config setting

#

so it was force enabled

#

that was the only problem with it

#

anyways i'll get to work on the artifice changes

#

and i will do "Something" for embrion

#

probably not going to be fixing it or anything

#

but i will make it less of a total joke

#

and a niche "ok" choice

balmy pier
#

embrion only needs a better way to leave from main entrance in my honest opinion

daring oar
#

not removing the v60 content

#

but like

#

making factories and manors bigger again

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spawning more loot

#

he reduced the factory/manor chance when he added mineshaft, so i'm just going to increase them again and leave mineshaft chance the same

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(coincidentally this turns a 15/35/50 split into 15/50/35 just by how the math works out)