#ButteRyBalance
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and that's another one of those miscommunications that just contributed to the whole mess
I'm still curious to how the fuck this would even happen
Yeah in the time it was in Beta it wasn't as bad, unfortunately this was cus longer play sessions didn't happen in the Beta release
how what would happen
So it never got caught
I honestly think Vain Shroud unironically caused causal players to leave the game, Titan was the casual player’s last stop and it was affected the worst by Vain Shrouds. It was kinda a perfect storm in a way
Did they just play on a save file that had vain shrouds luckily away from the ship
im talking about vain shrouds growing back when killed with weed killer
i assume his change to vain shroud spawning just never got that much testing
He must've done something that suddenly broke it, or it was just confirmation bias
since he was releasing those as hotfixes after the update released (and he had probably feature tested everything with his friends, at that point)
i like hwo buttery is talking about oen thing, and the two people responding to buttery were thinking of something else
if im being honest, i still have no idea why the spawn bug happens
i've re-read the code hundreds of times at this point and i can not comprehend what is causing it to not work
Probably networking bullshit if I had to guess, somehow
every copy of the code is personalized
i wrote a completely separate system for it in yesfox and it works, so it is what it is
but i wish i could understand why it's even broken in the first place
because it makes no sense to me
i feel like there were like
4 separate chains of thought in this conversation i wanted to respond to
and i cant remember any of them anymore
i am enjoying talking
at least
I wish Zeekerss kept the Fox in the oven a bit longer like he did for the Maneater, I get LC is early access but players expect some quality, plus the game has been in early access for so long and development has slowed to where it feels like an empty statement
crazy how you've been talking to yourself for the last 20 minutes, the schizophrenia is getting out of hand 😔
i've been talking to myself all day writing the wiki
at this point it's not even news
if it helps, thats a really good wiki
yeah
well, atleast by my standards
it is very nice
Here Buttery goes being hard on herself again
the fox had a ton of quality
fox is dope as hell
Their designs were literally among the best 😭
They were probably the most high quality of them all, at least the kidnapper fox was
Due to their cool-ass fluff stuff
there is nothing like the rush of discovering a new creature with new tricks in lethal company
I will never forget my first Barber encounter
i think the fox is the most i've ever screamed except for maybe the butler
Same
The barber was surprisingly scary the first I encountered it
They still occasionally scare me to this day
i think in a lot of cases the fox is kinda just a background character
whenever we reach artifice in our playthroughs, the fox pretty much always camps out in the exact same warehouse each time
and we can run it over in the car on the way over to main most days
the first time I found the fox it was foggy offense
getting jumped by the enemies just kind of puts me on the fight response since i've seen em so much and know what to do.
but i still get hella jumped by my own enemies sometimes 😭
It goes without saying though vain shrouds and foxes weren't just done dirty, but so were barbers
but when the fox works it works so well
yeah
v55 was probably the worst for entities
the sounds are amazing
Well its time was so short and it was cut before the wrinkles could be ironed out. To most players it will just be the buggy enemy that spammed weeds by the dozen and camped ship all day
Two entities were canned, and one entity was made rarer than they already were
it didn't have enough time to rebalance
what was the 2nd?
Vain shrouds
Idk why people don't categorize them as entities; they have a bestiary
Kinda confusing because Barber was another v55 entity and it got the short end of the stick in v60 too
they are static plants you do know why people don't see them as entities
tbf barbers were always an afterthought
No, not really
in a similar vein, i think i'd rather vain shrouds didnt have scannodes, just kinda is in the way and i'd rather just enjoy the enviornment they give
In a similar vain*
Missed opportunity
I agree
I always thought of Shrouds as an extension of the Fox personally, I guess that is the wrong nomenclature
😔
also i wrote a bug report for the barbers but i think it was so massive zeekerss probably just decided he didn't want to tackle it 
Lmao?
Bro thought it was an unhinged Reddit rant
this was around the time he was still reading the bug reporting channel
Clay Surgeon Overhaul is what Barbers should have been tbh
that's how he fixed the melee multi-hit bugs
for example
and that was nice
v56 was a huge win for community bug fixes
I feel like the new designs add to them
and we got a second round in v62-64
Maybe a hot take, I kinda like the featureless goo man look, it does feel uncanny
but... v62 is where he capped barbers at 1
Not really
They're just... simpler than they already were. I miss the red scissors and inflated bard arms lol
The fingerless gloves go hard as fuck thou
and i feel like it's pretty likely that was because he saw all of this and decided it wasn't worth it
Dear god
That is a lot, no getting around that
i wish someone went through my code like this 😔
if it is not obvious
i have a tendency to ramble and over-explain things
i'm sure there is a more succinct way to package this information
but barber bugs are rooted in a lot of separate functions that need a lot of fixes
for them to work cohesively
and zeekerss already basically confirmed the barbers were an afterthought
for an after thought, they were pretty good
so i assume he just didn't see much reason to spend so long working on them
yeah but i think they were mostly a happy accident
in his v55 patreon post he mentioned he might remove their invisibility but make them move faster
for example
which would completely change their design and, IMO, remove the part of them that works the best
?
the invisibility is what makes them so interesting
obviously that never happened but the point im trying to make is that he is okay with making huge sweeping changes to their design like that
i like the idea of "ah shit i hear one, im either fucked now or fucked later but i have no idea where they are" rather than "ah shit its baldi, lemme move out of the way and wait for it to get to my corner before bolting"
which suggests they were never set in stone to begin with
btw is it possible to have butterybalance without the barberstuff and yesfox? I see they're dependencies but curious if they're toggleable or somethin
It is insane how the afterthought enemy turned out to be the best part of v55 💀
True
butterybalance will work without barber fixes but Dynamic Spawn Settings in the barber config will not
Barbers are an amazing entity /w their v55 behavior restored
it will work without yesfox completely (although I included it because i have settings to disable weeds on titan and embrion, the only two maps where they don't work well)
They would probably be my favorite if baboon hawks weren't as complex as they are
that being said, butterybalance does not work in vanilla lobbies
and if you're playing with friends that use mods there is not much reason everyone shouldnt have barber fixes
yesfox is more personal taste
Ah ok, I'm slowly updating mods from like v45 so I'm not super familiar with barber/fox gameplay so I was gonna leave those for now, but reading more here yeah seems like the barber changes are good.
It does work without yesfox though right? lol
She just said it does
yes, yesfox is completely optional
Barber is simple, and you can get used to it quickly, I would wait on Fox though
Sorry you didn't explicitly say it was optional, just wanted to doubledoublecheck!
yes my wording was confusing
triple check
you are fine
I'm in a triplechecking mood tryin to get mods to work lmao
You will spend a couple hours on it guaranteed
v45 was long ago, you may have to abandon a lot of them ngl
Well, if you're like me, I guess
ye this is what's made it such a long process, but happy to see there's lots of good replacements for good old mods
never been so lucky with modding games like minecraft
Ye, the community has been cooking for months now, one of the best modding communities around
Is it fine to disable YesFox?
yes, it is fine
Scroll up like 10 messages 😭
it is a dependency because it is intended to be used with
No, I will carpet bomb your house with vain shroud seeds if you do
and the settings to disable weeds on titan/embrion do nothing if you dont have yesfox
/j
biggest "issue" and why I'm in triplecheck mode is bc previous v45 had a lot of solo mods, but v60+ has a lot of sweeping mods with dubious compatibility
but you can just disable it if you dont like the fox
You be surprised how well a lot of them work, nowadays it is just overrides rather than game crashes
Also configs for stuff are standard now
Finally, I can get rid of FairGiants
yes
fair giants is a good mod
i dont even have anything against it
but i only used half of its features + it didnt work with artifice blizzard
so
Yeah, you would have to manually set it up and it was annoying
well beyond that
I really liked giants motionsense ||I hope it still works||
you can put Artifice in the snow moons list on fairgiants
It does, yes
but that will cause it to treat normal artifice (if you make the snow random chance) like a snowy moon
which wasn't acceptable in my case
boy oh boy i hope my friends play lethal company soon
and we can see if this mod completely explodes in a real multiplayer session
I know you’re usually against consolidation but I like how this is a big beefy mod that has lots of stuff in one place. Less mods is better for me
My rotten 167 mod modpack..,
my stance on consolidation is probably confusing
in general i am not a huge fan of it
but also
i do not want to release like 20 individual mods for all the stuff i wanted to put in this one
the infestation tweaks in this mod were going to be a separate release
but i floundered around with it for like 3 days getting absolutely no work done on it
and then lost motivation
i wouldn't mind breaking some butteryfixes features up into smaller mods
mask fixes was a good opportunity for me to do that with all the mask stuff
i finally moved shotgun stuff to melee fixes
etc
The biggest part of my modpack is I challenged myself to 100 mods, so big mods like GeneralImprovements were eye-catchers. This will be like that too
I think as long as everything is configurable (as in toggleable) its all good. I really like a lot of the generalimprovements stuff but I almost wasn't able to get it to work with darmuhsterminal bc you can't turn a lot of it off
there are probably 1 or 2 changes in this that can be toggled
but i dont know what they are off the top of my head
for the most part it should be almost identical to vanilla if you turn off all the features
oh that reminds me
i still need to do that enemysoundfixes update
For what entity?
i figured out the vent sound bug
while i was testing infestation stuff earlier today
lol
The what
vents making noise like 2 minutes before enemies spawn
nutcrackers not using their special vent audio
just wondering if this fits under any of you fix mods, fixing the parts of the building on experimentarion where you can just phase thru
etc.
i would fix it in butteryfixes but fixing it clientside doesn't make a bunch of sense
since other people could still walk through it
and it would just look weird
so i havent bothered
fair
Sorry I’m asking so many questions, and it’s not exactly related to BR, but I’ve been curious: What dictates when a kidnapper fox should yell?
it's a mating call
as long as it's been hiding for long enough and hasn't attracted too much attention from players, it'll just happen randomly
no more than once every 7 seconds
Alright here is a question, should Thumpers be 2 power instead of 3? I always considered their threat level to be comparable to Spiders which of course are 2 power, they just do not seem to be on the level of Jester or Bracken
So are Spiders
Not rlly
If you have to pass by them or touch their web in order to aggravate them
well i've said it before
i hate thumpers and it's purely a skill issue
i have never been able to fight them
and they are really oppressive if you're not fighting them
For thumpers, they’re constantly camping an area, and once they find you, it’s hard to escape, especially with scrap
Scrap you’re probably not going to get back without a shovel and an iron will
i do acknowledge it's skill issue so they don't need any nerfs, but i also don't see a reason to buff them as they are
Thumpers are annoying but pretty easy, the best solution is to juke them and have them keep ramming into walls
cus they are slowed and you have a window to hit them after that
well yeah, getting away from them is okay
oops
but anyways i mean it's a pain to try and loot when they are patrolling an area
Ye
you need to focus them, conserve your stamina, etc.
Oh that I agree with, but they're easy to jump out of the way of usually lol
and you can send them ramming into a wall
they're like Bulls
Yeah, but they’re gonna be constantly looking for you for a while, and you only have so much stamina before they inevitably catch up if they rediscover you
And when they do, it’s common that they’re already at max throttle
anyways TBH i think thumpers are 3 power level
but i can see 2 level
i have no strong opinion i suppose
For high quota runners, I can see it as 2, but on my own, 3 is where they should be
I am not hard set, but I personally lean towards 2
Well that is a lot of entities
Idk why I’m even giving my own two cents against this it’d be a setting I’d disable anyway
But yeah
Suppose it’s not that big of a deal
It would be an offset to Coil nerf
Squishy 😭😭
What does this mean, by the way?
Like, forest keepers will only focus on one player at a time with this option disabled?
Yeah, Idk what that means
Their aggression meter decays if they do not see you for an extended amount of time, so when they see you again you have some time to hide
So this just makes them harder?
Easier
Oh, I see. Basically what FairGiants does
Makes them easier, in Vanilla once they see you they never lose aggro and will always instantly chase you after being seen the first time
Then they see you it takes longer for them to re-the
Worded very weirdly
Yes, but with better Artifice Blizzard compatibility
I don't like Artifice as an ice moon, so Idc personally
It still means needing 1 less mod
I was happy to yeet FairGiants
FairGiants has random wander + the feature to divide their fov in fog, not blizzards, which is why I'm keeping it
Forest keepers are hard, but not unfair in blizzards from my personal experience
Apparently they already have it reduced in foggy weather in Vanilla
Oh nvm that's still dogshit
fairgiants reduces it further to ~23.33m by default
Yeah that difference is negligeable imo
because it's a divisor
Vanilla's Value is fine
FairGiants' values were more balanced back when fog was really hard to see in
But it's got a lot of fixes now
but i patched decay myself in this most recent update
and anti-camp was fixed in vanilla
Yup
Btw any screenshots of the indoor fog values you did?
Cus the main issue with it in Vanilla is it's ass in literally any interior besides Facility
It's still dogshit in the Factory
no but it is a fairly subtle difference
Ah
Especially so because Factory has common platforming
i dont think screenshots really work with the fog stuff
it depends a bunch on where you're at, where you're looking, lighting conditions, etc.
I'm really concerned about how this might affect Generations for Mineshaft btw
Lol
It's the one Vanilla Interior that easily fails to generate fire exits
XD
i didnt change any of these
but basically you can emulate my changes
by changing map tile size from 0.9 to 1.111111(111111111...)
in lll
Btw I would guess this does nothing if you have WeatherRegistry
personally i've never had this issue but idk
possibly
How does that convert to CentralConfig?
Or do they utilize the same function?
LLL's description on it is vague
You still use Central Narpy? 
Idk if it goes one way, or the other
CentralConfig is not bad, Lunxara
It's literally the backbone of my modpack lol
idk how centralconfig works
Well, I'm not Batby, so Idc
but i assume it is the same as LLL in this context
because "map tile size" refers to an underlying property in vanilla
Hope so...
they are probably both changing the same thing
I have all of my settings in CC backed up in LLL's config in case CC one day shits the bed
Is there any reason ButteRyBalance requires YesFox?
I use both so it doesn’t matter much to me just curious why
Lots of cool changes, some weird ones but can be easily disabled
🔥 buttery doesn't fail in making mods
I second this
I personally do not like fox and would rather have it be disabled.
you shouldnt have to use yesfox for everything else to function
an issue for mod pack makers who dont want yesfox though
Oh it's because of "no vain shrouds on titan"
Tbh the only way I'd be okay with fox is having it work as a spawn chance rather than the vain shroud growth mechanic
its actually both
more shrouds = higher chance
the fox runs its chance to spawn every hour iirc
Yeah I know
The fox is very balanced in YesFox IMO. Especially if you edit the config
I'm saying I'd rather have it be strictly spawn chance
I don't want the mold mechanic though
the fox was balanced in vanilla alone tbh
It was, but shrouds werent
idk why zeekerss nerfed it, and didnt let people experience how much so it was
cause it went from S to C tier threat lol
I'd only play with fox if like
It still had issues post nerf and was too overpowered before
it's random whether there are shrouds or no shrouds, random how big the shroud patch is, and it's location was random.
During the first beta every moon had a 20% chance for shrouds every day
zeekerss has made it clear he makes changes for beta versions that seem outrageous but nerfs them later for full release
im pretty sure that was one
I’m aware, and I don’t blame him for it. It should be common during the beta anyway
The spawnrates after were fine
The only other issues were the fact there were too many shrouds, sometimes you couldn’t remove them and the fact they could grow around the ship.
Of course the latter two weren’t intentional
But I doubt it helped with how much hate the fox got
The fox is just a polarizing enemy
If you don't know what it does, it's way too dangerous
but if you do know, then it might as well not even exist.
It’s still dangerous even if you knew what it did
Not really
not after the nerfs zeekerss did
seriously, i havent had issue with it since (my main group plays with yesfox)
YesFox fixes some bugs with the fox
Fox seems like better suited for being a spawn chance enemy than the mold mechanic
It’s different to vanilla. Those bugs aren’t intentional but with them existing in vanilla the fox was an annoying and sometimes difficult enemy.
If the chance for vain shrouds rolled for a late game moon then they could grow up to 10 iterations and there’s nothing you could do
During v56 it took my group and I a while to go to artifice
When we got to artifice there was atleast 50 or 60 vain shrouds and a fox spawning immediately at the start of the day. It covered the most of the middle section. Specifically between two of the buildings
The only viable route was going to the fire exit path through the hole in the fence
It’s a very unlucky example but there can still easily be 10-20 vain shrouds on a moon by the time you get there. And because of some vanilla bugs which are fixed in YesFox you couldn’t remove all of them either. Some of them would get stuck in walls or in rocks.
And more iterations would grow from the ones which were stuck.
I'll be honest, i dislike the fact that YesFox is a dependency, but the mod is from Buttery, so she decides what to do, YesFox is required by all clients, if I were to use I would tweak it a lot cuz i dislike fox and his system, that would make my friends have to import my code with the changes
I would rather buy a truck and run over that fox than playing with him
luckily this is a thing you can do!
What if I have YesFox and NoFox at the same time 
Fox only spawns 50% of the time. MaybeFox.
Schrodinger Fox
There is a player with the cruiser and a fox outside. You are in the facility. You do not know if the fox is alive or dead until you exit the facility.
Anyways, going away from this topic I'll just leave here an list with ideas for future updates 💡
(Easy changes)
Upgrade
- Remove Signal translator negative luck and make it 0 value
- ITP cooldown from 210s to 30s
Tools
- Decrease time required by lockpicker to unlock from 30s to 20s
- Decrease price of Extension Ladder on store from 60$ to 45$
Scraps
- Dust pans are exclusive scraps to spawn on Experimentation, Assurance, Offense. Slightly increase the value
- Chemical Jug are exclusive scraps to spawn on Vow, March and Adamance. Slightly increase the value
- Allow homemade flashbang on all moons
- Allow gift boxes to spawn shotgun sheels
Entities
- 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)
(Hard changes)
Misc
- Ghost girl can explode landmines she steps on during chase sequences (Makes it more chaotic and fun)
- Very rare chance of 120% sell rate on company (Doesn't happen on the last day from the deadline)
- Weed Killer will make bracken retreat immediately if he hasn't been attacked but for a longer time (42s?) instead of 21s (Not very useful but cool interaction with flowerman)
- 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 are wandering outside and don't have encountered a player
The easy changes i assume are a few lines of code, the hard aren't 
what is signal translator negative luck?
All furniture/upgrade has a luck value associated that will help on the next profit quota and make it cheaper (Ex: 2104 instead of 2432)
But signal translator is the only upgrade that gives negative luck
Buying it increases the next profit quota
And that doesn't make any sense, why would you pay for a upgrade that does that
I always thought buying furniture was just a waste
is this explained anywhere in-game?
Not anymore
, it's a very small change but having all furniture's stacks it a lot
is luck permanent or only for one quota?
Perm while u have furniture
No
It's pretty okay yeah
just gonna add that to my list of game design complaints about this game lmao
I have a very strong love hate relationship with lc
but yeah it makes no sense for signal translator to be negative if teleporter is positive
If those luck values are right then they're practically negligible I think, I'd have to recheck the code later but that seems like an amount that would do basically nothing
I can get that the signal translator is powerful and so it should make the quotas harder
and you can buy furniture to offset it
that would be an intelligent way to design it if it applied equally to other upgrades
Teleporter is much more powerful in my opinion
prevents you from just immediately stacking on upgrades
yes
it is
well, its powerful but it has an inherent cost in its use which is that you dont bring back scrap
signal translator is powerful with no inherent cost in its use
so it would make sense for that cost to be in its luck
but really this all only would make sense if the mechanics were explained in game and if all the upgrades were balanced with this kind of logic
I mean, it's a cool feature because people can't complain about how useless it is to buy furniture
yes
it's not meant to be game-ified like that, hence why it's not explained
I also wanted sigurds logs increasing the luck by a bit
Would make players also seek for the logs
And maybe read them
the fact that it exists means it can be gameified, but that gameification is gated behind meta knowledge about the game
since LC is really an arcade game about mastery of mechanics, imo it would make more sense to explain it and to balance it with consistent logic
than to do whats being done currently
huhhhh
homies playing a different game 😭
what is it then if not that?
you can call it a party game but that isnt descriptive about what the mechanics actually are
LC is not mario party for example
Keyword is casual
LC is closer to mario kart than any kinda competitive experience imo
imo thats true because of execution rather than because of design. the incentive mechanics (get credits, reach quota, quota always increases) are about mastery, the more mastery the higher you can push the quota
the quota mechanic is just a pretty generic gameplay loop to facilicate the intended experience
not judging you for taking it that way i just strongly disagree that the game is built in that direction primarily
mario party has a goal that ends the game and mechanics that enable casual play and reduce the impact of mastery towards the result of the game
game was originally his take on phas and patreon should be public now but pretty sure he's straight up doing a mario party type game next which comes across as a pretty natural transition too
LC has a never ending goal that rewards getting better at it and mechanics (items, upgrades, risk vs reward with certain monsters and map design) that directly reward getting better at the game
there is a huge amount of luck to LC yes, but these I think are result of attempting to design a random experience every time but the execution of it is just kind of unbalanced
but its clearly different from mario party
or mario kart
it has a never ending goal because it's an early access game with a currently non-existent ending (tho there will be a endless mode)
every game directly rewards being better at a game that means nothing lol
those games actively balance out casual play with mastered play
with catch up mechanics and such
theres no equivalent in LC
just good luck and bad luck
a majority of his patreon posts come across as wanting to deliver a more casual experience first and then ideally having that experience also be suitable for more competitive play naturally
yes
thats fine
that isnt contradictory to me saying its an arcade game
think about pacman for example
classic arcade game
you just keep playing and pushing your score until you fail
i never had an issue with you calling it arcadey
i had an issue with you saying the game is about mastery of mechanics
by being an arcade game it is about mastery of mechanics
where as i think a lot of competitive players just enjoy mastering them
eg. people thinking the cruiser is overpowered when it was designed to be shit
Are you playing LC on an arcade machine? 
I get what you're saying but I think you are tying too closely the idea of mastery with the idea of being competitive. you dont need to be a competitive player to play pacman. that doesnt mean pacman doesnt incentivize mastery. a casual player will still want to get better at pacman regardless of if they know what the AI for each ghost is or not
you can choose to be a competitive pacman player and learn the optimal strategy and what each AI does but the game doesnt require you to do that
but the game does incentivize getting better via the score and the endless gameplay loop
which is the exact same thing LC does
so my point about the furniture luck mechanic is that its not just an execution of the core game, its an addition to the incentive mechanics but it isnt communicated when in my opinion it should be
The problem with that logic is because most arcade games are very consistent on their mechanics, LC is RNG based, "roguelike"
the game doesnt need to explain how the bracken AI works because that is just an execution of the core game
furniture luck mechanics are clearly not the same in that regard
The luck mechanic was probably made to help those who want to push the quota as far as possible (still very popular)
man I never realized this until now but LC is just pacman
you go in a labrynth and collect scrap/pellets for score and avoid monsters/ghosts with AI
I think you're right, LC is more like a roguelike than an arcade game. roguelikes have some elements of arcade games but have a big focus on RNG which is true for LC
though a major component of roguelikes is mastery of mechanics so my point stands
Mastering mechanics is pretty coralted with arcade games as well
yes
this is why I originally considered LC an arcade game
but I think the RNG / procedural generation elements make it a roguelike
doesn't really matter though, this is just semantics
you know lethal company is a roguelike because theres over 3 levels to explore
Tbh rougelite are like an evolved arcade game formula
pretty much
have you ever played an arcade game dude
the fox deletes itself if there isnt a patch of at least 2 weeds beside each other on the map
but you can set max iterations to like, 2 or 3
minimum weeds to 1
and then the fox will basically exist without shrouds
you can also just disable yesfox but i added the dependencies because otherwise some settings dont make sense
and also, ideally, my vision of "balance" includes the fox
exactly
most arcade games had some form of rng to keep players coming back
well, i exaggerated a bit, but not all arcade games rely A LOT on RNG, most were just really hard
also, giants are very chill on snowy moons now ✌️
I really like that bracken mechanic
and the loud horn ones are good as well
i dont like the idea of using weed killer on brackens or giants
and nobody is carrying weed killer inside the building anyway
i do have a couple of things i want to do for the loud horn
People complained that weed killer should be killing urchins in surfaced
So I made it so that weed killer makes em grow infinitely bigger

now add the ability to drink weed killer
and die
Adding death to lethal company is insane
@daring oar Do you mind checking my modpack for compatibility issues? the most recent to RebalancedMoonsBeta adds this mod as a dependency.
0194f638-5abe-40d5-d359-e72db72b0e51
Oh I meant it killing you in real life
Might suit this mod more
If could tell me which mods I can get rid of because of ButteRyBalance, that'd be a great help.
the signal translator has negative luck???
also gift boxes can't have shotgun shells because they use the moon's scrap weights
and shotgun shells don't spawn as scrap
spore lizard change would essentially do nothing because there isn't any other inside enemies with 0.5 power
Modded enemies exist+ 2 spore lizards would fill up only as much as one
image with the luck values 👆
having 2 spore lizards would cost only 1 power instead of 2, allowing one more entity to spawn if possible (Barber, Hygrodere, Masked, Nutcracker, Hoarding bug)
yes
Signal Translator gives negative luck and Teleporter gives no luck, the two good ship upgrades
does the horn give luck lol
i would understand if teleporter gave negative luck
It does
so it does
cuz you can bring people safely to the ship, bring bodies (which reduces the money loss)
sometimes even save lifes
Also enables trapping tech for the sweats using powered doors
disco balls luck is so much higher than everything else
Fitting tbh, it is goated
but the signal translator is such a niche upgrade that would require people to create a own language to become really useful
like
eh not rlly
Hard disagree, you can say pretty much anything you need with 9 characters if you are smart
simple words like "RUN", "BRACKEN", "2 GIANTS", "ALL DED"
But it's really slow and doesn't allow for too much info
The walkie talkie
i've seen guys that do things like "BB LX G2" to "comunicate"
Yeah it balances it versus Walkies, Translator not taking up inventory is very powerful
Codes are what you do, very smart
Similar case for Loud Horn but nobody uses that for communication
How you use that for communication
loud horn just sucks fr, i just don't undestand why signal translator gets bad luck and teleporter doesn't
You just arbitrarily assign meanings to certain patterns of horn uses
It is very limited
I was thinking morse code but I guess
Short press means Jester
Long press means Dogs at ship
Two short presses means Giant
Stuff like that
i used like:
1 short => entity nearby/behind
1 long => dog
2 short => get back
2 long => giants
I am excited for what Buttery has in store for the Loud Horn, Lorn disorienting Worms and Boombox scaring Baboons are the two things I most want
Radar Booster and Lockpicker buffs are interesting but mods already exist for those
signal translator giving negative luck is fine
it's the best ship upgrade
and you can make up for its negative luck by buying literally anything else that gives luck
or just not use the signal translator
I mean, just because a mod does that doesn't mean Buttery can't do her own way, it's highly customizable the range from the radar and the lockpicker cooldown
There also is a bug where you can store the translator while taking off from Gordion and its luck will not count for the quota calculation. You can then take it back out
Idk if that works, but if it does them i'll start doing that
I forget the timing but it does work
im gonna patch this though
My group uses it and it part of v69 HQ
Fair
i intended to in 0.1.0 but i forgot
the only thing you need to do is store the translator and take it back out at any point before quota refreshes
you only get luck for furniture that was sitting out when the new quota screen appears
and only if that furniture was never stored at any point in time before the next new quota screen
it is kind of a dumb system honestly
but it's so small it doesn't really matter
Ye, not sure why it is so complex
i assume he just didn't want people gaming the system by putting away furniture and taking it out right before quota refreshes
but now it is unnecessarily punishing if anybody on your ship stores anything because that subtracts luck immediately and you can't get it back before the next quota
He could just make the act of buying the furniture the luck increase/decrease instead of having it on ship
Only way to prevent Translator exploit
well im pretty sure his intent is that people use the furniture
otherwise he could just put a "luck" command on the terminal that spends money for luck
I mean luck is all people see furniture as anyway. I try to party with Disco Ball and Purple threatens to store it and prevent me from taking it back out
you can drop fairgiants unless you really want the "random wander" setting or want a larger range decrease (vanilla foggy is 70m -> 30m and my mod is the same for snow, your fairgiants config is 70m -> 23.333m for both)
nothing else immediately jumps out at me
What about rebalanced mineshaft?
i would advise disabling my shrink mineshaft setting
because i think terra balanced his mineshaft size around the vanilla size mult
Gotcha
and i will cause it to instead become too small
Btw, could you make YesFox not a dependency? I dislike the kidnapper fox
i will provide all of my thoughts on these separately i suppose
you can just disable yesfox, it's not a hard dependency
but it is marked as a dependency on thunderstore because otherwise some of the settings i added do not make sense
and it is intended for yesfox to be used with it
The issue is that, because of Thunderstore, downloading my modpack also downloads YesFox, as it’s a dependency for ButteRyBalance
alternatively, in that case, you can just set all of these to 0
Works for me
In regards to the rare 120% sell rate, I think what could be done is that the sell rate is completely random prior to last day (where it is always 100%), with rates above maybe 80% being rare, and rates above 100% being super rare. You have to be vigilant and check company buy rate every day to not miss out
That's so unnecessarily OP
Going to company doesn't waste a day unless you fill up quota
I agree, but people are adamant about it because a Sigurd log has a precedent for it
People can be adamant about it, doesn't mean its a good idea
Not with the implementation you suggested atleast
-
inverse teleport cooldown i have no major thoughts on, positive or negative, so "maybe"
-
i do want to buff the lockpicker's lockpicking speed eventually
-
extension ladder is worth $60, in my opinion. it's useful on offense, adamance, and titan, all of which I buffed. it's also good on dine (which was also buffed) if you use hybrid mode on tonightwedine
-
i did something else with dust pans
-
chemical jugs already spawn on vow and adamance, but maybe i will add them to march, idk
-
homemade flashbangs already spawn everywhere
-
i like the idea of gift boxes dropping shells, but functionally, i think it is not that helpful - nutcrackers already give you way more ammo than you need, and that detracts from overall scrap value (occasionally you will delete money by opening a present, or you will lose money from not opening presents that would've given more value)
-
spore lizards being 0.5 power wouldn't do much of anything because all other enemies are whole numbers - it would only allow 2 spore lizards (if they even both spawned) to fit inside 1 power level.
-
spiders are really easy to avoid, so I have no issues with their damage being so punishing
-
i have mixed feelings on nerfing dog health - on one hand, it would make it easier for baboons to kill them, and dogs are best avoided rather than killed. you can use lightning (6x2 damage) to kill them during stormy weather, and old birds exist on other maps, so i don't think it's that big of a deal
BuyRateSettings does that
My suggestion is just a cool lore reference + mechanic that isn't overwhelming OP
- ghost girl landmines i also have mixed feelings on. i think this is fun, though, and worst case i can just disable it by default
- 120% sell price maybe. you already get 120% value from items when you are selling for overtime, but i do see the value in this giving you more value per item, in exchange for scaling the quota sooner (or wasting your money routing to expensive moons)
- i don't like weed killer interactions with enemies that much, sorry
- i have a lot of ideas in mind for the loud horn and some of these will probably be included in that
So yours is just the same 30-70-100 but 120 will randomly be subbed in? Not much different from mine
Just the same OP rng event
keep in mind that you are losing the money you spent routing your ship away from whatever planet you are parked at
if you do this
Your suggestion is to randomize sell rate at the company all days except the last and make it going above 80% rare and 100% super rare
and you have to spend it again to go back
No sane player would waste going to the company just because it's 101% on 2 days from deadline
120% on the other hand
i do sort of like the idea of rewarding players that watch the company prices with rare highball days
and i think it encourages some interesting decisions
meeting quota means losing days to collect more scrap for a high score
not meeting quota still means you have days left where you either have to waste extra money routing to an expensive planet
or you'd have to settle for the free moons (which, tier 2s should be a lot more appealing now, but still not tier 3+ level)
that being said
i buffed pretty much everything so im a bit worried about players having too much money as is
Depends if the weather is good or not also
i kinda debated putting in a global sell value scalar
because it's a lot easier to reach rend, titan, even artifice by quota 2 or 3
when adamance is so rewarding
i also made almost everything cheaper
well, everything i want to encourage using, anyway
economy is starting to be tipped a bit towards having too much money and that limits the amount of tough decisions you have to make
If there's enough things to spend money on then it matters, ig it all depends on the balancing, but if it happens early game then it's not a big loss, if it happens late game then you already have enough money to not care, atleast that's how I imagine it being if implemented by itself
jerry rigged
- extension ladder for 60$ isn't all that worth tbf, it's a niche equipment where you can only use them in specific maps, it isn't like a shovel where you can use to fight back in every map or a belt bag that carries all items in every map, being cheaper would make it more useful and disposable. Also the hybrid variation on dine is a mod 😦
- didn't know flashbangs spawned on every map, the wiki tricked me again
- although getting scrap from the gift box seems better, getting shells is very useful, you're not losing too much money most of the time by getting a shell, sometimes is just what you need
- idk what i was going to say to the spore lizard one, but i thought for a moment that a spore lizard infestation would be goofy
- i totally forgot about baboons killing them based on health, forget about that
wel it's true that dine hybrid is a mod but so is butterybalance /shrug
i personally use it and i encourage it, i like dine a lot more that way
but it's not a dependency and i do have a setting in this mod to fix the flood level instead
although getting scrap from the gift box seems better, getting shells is very useful,
well my thought process is that getting shells is only useful if you have a shotgun
and getting shotguns also gives you shells
and also makes it easier to get more shotguns and more shells
It can also encourage players to go get a shotgun
i dont think we've ever had a situation where we've had a shotgun on the ship and absolutely no ammo
people will take riskier decisions if the prize is big
Thing is though that players can min-max it by selling just below quota, especially on later quotas
but what stan just described is good enough
and more likely imo, people would be upset they got an item with no value
because they dont know how to kill a nutcracker
and dont want to risk doing so
and tbh, even knowing how, id probably be sad if i got nothing from the gift
Do think shotgun shells should be worth credits tbh, not sure why that was removed from the v50 betas
if you are selling just below quota, you are losing pretty much all of your bonus value by rerouting the ship somewhere else
it was removed?
Ammo shells are worth 0 credits
even just affording a trip back to rend means selling $2750 of other stuff for the $550 bonus
so at that point it is a question of if the stuff you kept on your ship (instead of selling to meet quota) exceeds the value of what you would have gotten by routing the ship somewhere more expensive
because you'd be stuck with free moons instead
anyways im not adamant about this 120% sell value thing
but i do think it would be a lot less upsetting to balance than it maybe appears immediately
i actually planned to bring this back and reduce the shotgun sell price
so you need to pick up the ammo to maximize the value from nutcrackers
now that i think about it
but it does cause save desync issues
if your shotgun shells are worth value, then you save your game, disable shotgun shells being worth value, then reload your save
it completely screws up which items have which prices associated to them
so i'd need to figure out a solution to that
the gift boxes is a cassino where you always win
120% sell would be most impactful in q1 and q2, or q10+
Thatd be great
I have shells spawn naturally on some moons
Playing saves in different modpacks is bad practice anyway
As an alternative to buying shells using some mod
making it drop shotgun shells would be like a inverse cassino, there's a really small chance that you'll lose money but high chance to win money
well even just toggling the setting on/off would cause the same problem
it's just a big risk for fucking up save files
Its more fun to find shells in a mansion as a way of getting more ammo than grinding nuts or buying shells
Especially if its rarer and on mansion moons. Gives more of a reason to visit those moons
120% is certainly an good feature because it's very situational, sometimes it just isn't worth because you have no scrap to sell, sometimes is good cuz you can get that money you wanted to go to the next moon fast, maybe you're on Titan with 3000 worth of money and the moon is eclipsed, you don't wanna take risks and prefers to sell just the necessary to almost hit quota and try another free moon
the huge boost on money is surely appealing at the start but going to fast on the quota will prove that it maybe wasn't a good decision or was
i would summarize to: Increases the amount of decisions you can make in orbit that impacts the gameplay
anyways regarding the gift box spawning shotgun shells
if i figure out a good way to make shotgun shells worth money
that doesnt fuck up saves
then i will also add them to gift boxes
until then it is a "no" from me
but this is already in my plans
so it's more like a "probably, eventually"
Very nice
Btw Buttery do you have any interest in my Boombox idea or should I stop asking
what was your boombox idea
i forget
oh
scaring baboons
im not sure
i don't think it's much of a problem
either way
i have yet to study the baboons' AI so i dont know exactly how their AI responds to noises yet
but i do have plans to add a few more ways to scare them off
mainly the loud horn
I just like it as a way to buff Boombox
In vanilla it is not much better of than Loud Horn imo, basically useless
It has the Hygrodere interaction but who cares
the loud horn doesn't play sick tunes and make hygrodere friendly
i'm all in for these small interactions that make useless tools being useful under certain conditions
ScaredBaboon exists so it is possible
well i wasnt implying it wasn't possible, but i dont know how to cohesively fit everything into a design without understanding how noise range, volume, etc. affects baboon's responses to audio
Nutcracker last stand seems very off putting
Well anyway I hope you get around to it, I am strangely adamant on this. ScaredBaboon does the job but it spams logs and apparently may use stolen code so being able to ditch it would be amazing
It doesn't make them that much harder to take down with shotgun, just 2 shells instead of 1
the nutcracker fires back faster than you can fire the shotgun a second time
because of 1 HP berserk
Yeah but you can just be point blank, crouch, then shoot again
crouch cheese was patched
they point their shotgun down at you if you are crouching in front of them
well depending on how easy it is to do it might require more patching
You gotta be like right up next to them and not in front
but otherwise it seems like it's still fine
it is still expending more resources to get a shotgun + it is not as safe as instantly killing the nutcracker
Nah don't, nutcrackers are fun in their current state even in vanilla
You can just turn this off
I know
Everyone so far has enjoyed this, you are actually the first to not like it
But I like things being fun and fast paced rather than having to strategize what to do
I like lethal as a thinking on your feet kind of game
I agree to an extent, I feel like the vanilla meta has gotten so mechanical and optimized it has become less engaging
i understand the thought process but is it really "thinking on your feet" knowing that you can oneshot nutcrackers with a shotgun
Do I need this? I mean. Do I REALLY need this for this to be installed.
no
alright awesome 👍
I guess Buttery should clarify in the mod description that the dependencies are just suggestions, that is like the third time it has been asked in a couple hours
we got death in lethal company before gta 6
@daring oar Could you add the option to disable infestations?
Also, could there be an option for infestations to only reduce the power level of the chosen entity to 0, and nothing more?
RNGConfigurator allows you to do the former
the infestation changes are a package deal and i dont want to break it into separate features
rng configurator lets you disable infestations
cool
On buttery’s behalf all future additions will be listed in the readme.
i plan on it but barbers combo really badly with other enemies
so it will probably be barbers only
my stuff wont conflict with claysurgeonoverhaul though
if it enables a barber infestation
Using ClaySurgeonOverhaul and CurseOfEmbrion you can get Barber and Old Bird infestations respectively
Hello, does this mod work with LGU's 'increase scrap value' and 'increase amount of scrap' upgrades?
maybe?
i assume that those just change the scrap value multiplier and scrap amount multiplier
rather than changing individual moons
in which case, yeah
Makes sense
Thanks for the explanation!
Do the 'shrink interior' nerfs take into consideration the configs of modded interiors?
march and rend would be globally shrunk regardless of interior
artifice would grow in all interiors except mineshaft
everything else would be limited to just mineshaft being selected
i left the vow ditch alone during foggy weather because i figured it made sense being sort of like rend
where you can see clearly once you get underneath the fog (or the "snowstorm" in rend's case)
but in hindsight this is actually super cool (and a bit more accurate to vanilla foggy anyway)
so in the next update it will be like this
picturesque
i fuckin hate foggy weather but this is so pretty it makes me actually want to play
which was the end goal
so i guess objective accomplished
now im kinda thinking i might want to move this to chameleon instead
but w/e
it would be cool if there was an option for interior fog to always be the lowest value
i thought about making it a range you could set
that would be nice
min/max
but i went the lazy route
i just wanted to shove it in to the update and get it out
yeah
i can add that soon
dine's exterior does feel a tad too easy even with 8 power level
i think im gonna boost it back to 10, but reduce the giant chance a bunch so 3 giants is an uncommon occurrence
win win
still a fan of upping dines trap count
i think 16 indoor power is a bit too much and the indoor monster weights are kinda fucked up
but i like dine having a really difficult exterior
vanilla just sucks because you can get 2 giants at 9 or 11 AM and especially with vanilla sight mechanics that's just no fun
i think having a high power level combined with a really low curve is good
also the nodes are shit and they wander directly onto the main entrance door
lol yeah
i have literally died to that 3 times
like just exiting and getting insta eaten
im not kidding
yes
i've considered adding an activity warning
to the interiors
zeekerss disabled it purposefully
which i guess i can understand
but tbh i just don't think it's a good decision
i just moved the nodes away from the door lol
I would like this to be enabled a lot
Insta-deaths to Dogs or Giants loitering at the door is so stupid, with Hygroderes you at least kinda know
What even is the benefit, I do not see it
that puzzles me too i dont really know
i think the idea was just that he anticipated camping being a problem much more frequently in interiors
traps can spawn on top of entrances
indoor enemies have really unpredictable behaviors (outdoor enemies at least generally wander in a small region)
also many maps have entrances that are inaccessible to enemies completely
assurance and offense are both safe from enemies
except maybe baboons can climb the ladder but idk
i love entering interiors where the slime is roleplaying as a welcome mat that instantly damages you
unrelated
testaccount has a mod that fixes it
ive been using it for forever but i have no idea if it actually works
because it's only happened to us like 2 or 3 times
i know i have it lol but when i played vanilla it was so funny
i was actually curious and tested it with imperium
it does what it says on the tin
the slime just wanders when nobody is inside
That is an interesting detail but not enough to see why it is disabled
well i was only using those two as an example
it applies to almost every map to some degree
enemies don't wander into either entrance on vow, only chase players into them
experimentation's two entrances are safe from enemies
adamance's fire exit is safe
It would be Dine buff since it easily suffers the worst from this
rend's fire exit, artifice's fire exit, etc.
dine does have it worst but only because of the main entrance placement tbh
Fire is bad too
well my point is that you have only two entrances
and both are right beside each other
if enemies are camping one they are camping the other
i still encourage using tonightwedine and moving the fire exits
Of course
i was going to give dine two fire exits in different spots to try and encourage using more of the dead space on the map
but then dopadream released rebalanced moons like
months before i actually had started working on that
and i think her dine layout is cool and pretty much does what i would've done anyway + more
i would like to reiterate the entire mod is pretty much configurable atp
so if you want you could get it and disable everything but dine
Using dead space on the map is why I want bees on Offense, its exterior sprawling yet players only traverse like 40% of it
Unlike Rend getting lost is not a thing
at least with how my friends play i don't really feel that
there are a couple of ways to path to main entrance
obstacles sometimes mean you have to drive the cruiser a different way to get it to main
you cover different spots going from ship -> main vs. fire -> main
offense is also one of the best moons i find for the kidnapper fox
it also fixes the ambience on dine now tooo
it's usually not that hard to run it over with the cruiser but the weeds can grow so expansively that finding it wastes a bunch of time
offense does kind of bottleneck you into going through the big field sooner or later
regardless of which entrance you walk to and what side you wind up on, you have to go through it, and it's a good spot for the fox to grab people
I see people use Cruiser by driving it up to the cliff you drop items of and stopping there, foot path is basically unaffected
i guess that works but i much prefer driving it around the hill and taking it up to main
Fox is an interesting point, though it kinda ties into my point of using enemies to encourage different routes
driving is fun and you can stock extra equipment on it to refill
since offense is basically the best place to spend stun grenades inside the building
anyways
this is completely unrelated to the offense discussion
but while we were playing i found adamance to be way too good with the buff
but i think it's because of mineshaft mainly
v50 beta's scrap counts combined with the +6 from mineshaft is completely too much
I did say it needed a loot nerf, not buff
Ah, that works too
and i still stand by buffing adamance being a good thing, but i've disabled the buff when it generates a mineshaft
yes offense and march both have bells
for whom they toll
I think if March and Offense are buffed Adamance should just be kept the same
The what
Good move
the thing about adamance is that it's far more dangerous than any other free moon (with the possible exception of offense)
and outside of those 2 it's not even close
Do y'all just mean the bell scrap added to adamance
Yes, my proposed balance was a collective downscale, with less loot and enemies
but with vanilla numbers adamance just isnt rewarding you enough for that risk
rebalanced moons spawned bells on march until i dropped scrap changes
ecause buttery pointed out they dont spawn there but it would be neat
if you are full clearing all the moons anyway, then obviously adamance has the biggest bottom line and is the best moon to visit
but in vanilla assurance and vow will provide similar payouts to a "decent adamance day" for way less effort
anyways you can turn off the adamance scrap buff if you disagree but i feel like it would just get outclassed by march without the buff
March is just an rng fest, it needs the best bottom line to be viable imo. Giant map and interior with unreliable fire exits and beehives
And people say Titan is the gambling moon
v9 march was pretty much as good as adamance is now
except the monster spawns are way less crazy
and you spend a lot more time having to navigate the building
also adamance's items are probably a bit better on average i guess
March has a ton of 2 handeds which makes transfers annoying
anyways this does kind of all lend itself to a wider problem with how i've balanced everything
I've noticed that fire exits tend to generate in a specific way, like a hierarchy almost
The first fire exit spawns closest to main, the second spawns around the middle of the interior, and the third fire exit spawns the farthest from main
In translation to March, the first is the southeastern fire exit, the second is the eastern fire exit, and the third is the northern fire exit
Knowing this has made my experience with vanilla March a little less of a pain
i think that, compared to each other, it is a lot more appealing to explore other options
at least more appealing than vanilla
visiting offense is annoying when you know you are throwing because assurance is better
visiting dine is annoying for the same reason because of rend
etc.
i think the changes i have made make it a lot more appealing to visit those places that are normally just terrible
but also, i got there by buffing everything a bunch, and so now it is kind of creating problems in the overall economy
because i think it is possible to blaze through the game much faster
it is fun to visit march now because you can actually get loot that's better than visiting assurance
unrelated stupid tangent but i wish more moons had a unique scrap to them like how exp has dust pans
like just 1 per moon would be cute
DistinctMoonVariety is peak in this aspect
but i do feel like some players are not going to look at the progression and will just start going to whatever moon pans out as the meta
Unrelated to vanilla moons but yeah
I think your changes are good for the most part, if I put aside my vision for Adamance your idea is agreeable.
The one thing I really want is Offense bees, why Zeekerss put a hardcode that even blocks LLL and CC is a head scratcher. Even aside from my exploration argument it being the only free moon to not have them is weird, just give it the low chance the other desert moons have
it is an improvement because now the tier 2s have way better loot, so you need to go to the harder moons to optimize instead of playing it safe and getting by just as easily
but it's still a problem if you can optimize by playing a full quota 1 on adamance and then immediately afford *artifice
you could also afford a jetpack pretty easily, that early, and it's all downhill from there
im sorry?
why Zeekerss put a hardcode that even blocks LLL and CC is a head scratcher
i explained this the other day but he didn't do that
i was gonna say
he definitely didnt do that, lmao
im pretty sure its a tag issue
Well then why can bees not spawn there
offense only has manticoils defined in its daytime pool
but it also has an extremely low daytime spawn curve
oh i assumed offense terrain just was tagged as something bees couldnt spawn on
the first spawn wave says "spawn -9 enemies at 7:40 AM"
which is the only spawn wave bees are even allowed to spawn during
their own probability curve puts them at 0 spawn weight by 9 AM
This explains why I never see manticoils on Offense...
anyways offense has a daytime "spawn probability range" (standard deviation)
of 10
which means that a random number between -10 and 9 gets added to whatever value the curve says
and that's how many enemies actually spawn
even in the best of circumstances, -9 + 9 is still 0, so no daytime enemies can spawn at the start of the day, which blocks bees from spawning ever
and in the worst of circumstances you're talking -19
fixing this requires changing offense's spawn curve which im not against but i didn't do it yet
I mean I guess this is not a hardcode but in practice it basically is because tools to edit spawn curves are not super readily available
i probably will in the future
This would be nice if you're up for doing it.
Offense does NOT need a daytime spawn curve that low 💔
anyways getting back to the problem of economy
im not really sure how i want to solve that problem
i dont want to start nerfing moons
I would settle for this, let Manticoils spawn and we can add bees on our own
i also dont want to start nerfing prices
there was already a huge argument over jetpacks being $900 instead of $700
in this server and most likely in zeekcord but i dont remember
I always thought the paid moons were a bit underpriced
and the other solution to that problem is to just nerf the scrap value multiplier
this is the difference of like 2 axles and a clown horn
and i feel like that could be decent enough but it would also be sort of inconsistent
i dont see why it matters that much
LMFAO
Yummers
i need to add the ability to kick it once it eats enough scrap
making this a gif
one of these days i'll get to it
OMFG PLEASE DO
THAT WOULD BE SO FUNNY
embed famine
Embed famine 😭😭
"Ready, Maneater? Kick the baby!"
I say just make paid moons more expensive, and if you want scale their enemies and loot too. Have Rend at 550 like now, Dine at 700 like Titan, and increase Titan to be 1000+ and Artifice to be 2000+
Have some progression
i probably will do that
yea i increased dine to like 650 i think
you did
I don't agree /w this because getting scrap in vanilla is a whole lot more abysmal than modded
a benefit
Titan $1000 at most
Well this is not vanilla, the free moons are getting buffed
also dine and titan got huge buffs
I did not hear about this