#ButteRyBalance
1 messages · Page 6 of 1
It is simple and straightforward
i do like the vanilla prices but i think they have really wacky scaling
I still kind of think diminishingreturns has the general right idea when it comes to moon economy
Offense, March, and Adamance changes are already in the mod
it's pretty easy to jump straight from free moons to artifice right now
but buttery had mentioned to me it would be nicer if it changed per quota and not per day
i kind of agree with this
DeminishingReturns is way too aggressive to be of any fun
and it's also pretty easy for a player to read the terminal
I love Rend being almost impossible to scavenge in on day 2 đź’”
see titan at $700 and rend at $550
and just deciding to leap straight to titan because they have the extra $150
Right idea yeah, but fun > balancing
Definitely, if you have 3 Adamance days with 650 average that is Cruiser + Artifice on q2
i dont want to completely prohibit that sort of choice but i do like the thought of encouraging players to experience rend first
rend is really the turning point for lethal company and i think it's the best part of the game
the first experience with the blizzard and walking into your first manor
This would probably fix my issue with it, but you have to keep in mind if you don't savescum when you die, as you're meant to, you're set back to the Tier 1 moons essentially
oversight
in fairness, nobody playing the game for the first time is using this mod, but i'd still like to keep it within that design principle
Slower early game in exchange for more longevity in the progression before Artifice spam is a good trade off
I've tried that, was boring
Purple tried something similar, was kind of a drag there as well
purple is way too aggressive about it
the biggest problem i see with lethal company is being pigeonholed into making one choice because it's the best choice
it is too easy to optimize the fun out of the game by reaching artifice early and never routing anywhere else because you need artifice's payouts to reach your best score
Well this is not too slow, Artifice q3 is probably easily doable with what we are mentioning
It's not as bad due to their moons having metric fucktons of higher value scrap
this problem doesn't go away if the first quota pigeonholes you into playing only experimentation
it just makes the problem worse because experimentation is not as exciting as artifice
anyways it's not like im expecting that every player will play every single moon in a run
that's sort of how we play because i think it's the most fun way to play
but i think it's also fine to have runs where you spend quota 1 on vow only, quota 2 on offense only, quota 3 on dine, etc.
then the next run you do assurance, march, titan
Btw the way I did it was by putting the Tier 2 moons behind a small-ish paywall
Offense was $60, March was $250, and Adamance $500
The problem with it was that it was boring as fuck
It ruined moon diversity đź’”
in the long term it doesn't matter when you are playing the levels but i want all of them to feel acceptable as alternatives to each other at some point
whether that's in the same run or across multiple runs
in vanilla pretty much the best way to play is only doing assurance or adamance (depending on your skill level and seeds)
then you either jump into artifice and never stop going to artifice
or you go to rend until you can afford artifice
Offense and Titan are pretty good options as well if you're wanting diversity
Dine isn't as bad either if you just
take alternate routes
there is no reason to visit offense over assurance
it is significantly more effort for less reward
you can go to offense if you like offense, but at that point you're not talking about balance anyway
offense spawns 14-17 items vs assurance spawning 13-15
spread out over a 1.25x interior whereas assurance is 1x
and most of offense's loot is heavy 2-handed metal junk
whereas assurance spawns a bunch of light valuable 1-handed
Idk what Offense rounds I've been getting then, but it's been generally better than Assurance
im not saying offense is terrible but strictly speaking it is worse than *assurance in vanilla
there is really no competition
sorry it's a bit late and im bad at proofreading
Nah ur good
but anyways yeah if you like offense that's cool
i like visiting offense in vanilla just because i like having some spice
but the game offers absolutely no incentives to do so and i think that is a problem
You should keep in the mind that the drill will become relevant at some point
i havent forgotten
So there will be an incentive, there's just none yet
i was actually about to mention that next
i think the drill will make this stop being so much of a problem
at some point
if he is smart about how he spreads out the drill parts
I imagine the gameplay loop would go like Assurance > Rend to prepare, and go to Offense > Dine for the drill parts for example
Stuff like that
if the final objective is reaching an ending that requires specific items, and those specific items spawn on moons that are terribly balanced
it wont matter because then the game isn't about optimizing by visiting the best moons
it's about managing a balance between going to the best moons for profits to survive
and risking your banked loot on shitty moons because you have to go there for drill parts
that is a proper incentive structure and i'd have no complaints if that is how it worked now
I'm probably a minority, but I don't care about vanilla's balancing because I'm more interested in its story rather than having everything be 1:1
but i think, ultimately, what matters now is how fun the game's options are now
if offense and dine spawn a drill part 12 months from now and become essential parts of the playthrough
that doesn't matter right now where they are awful and strictly worse to visit than other moons
so players are naturally going to avoid the content that already exists in this game
and it's a shame to have content in the game that people are willingly choosing to not experience
Fingers crossed that the drill parts come soon within the next few major updates
Which is unlikely, but still
even if zeekerss plans to fix this problem in the distant future with the drills, i wish he was a bit more mindful of the game's current balance, so the interim didn't feel quite as poorly thought out
that is just my viewpoint, of course
and i dont think that sort of problem "kills" lethal company or makes it a bad game
but i do think it holds it back a little bit from being enjoyed to its fullest
That's a fair point
and i think the extra effort to tweak it for maximum enjoyment now, with the knowledge that it will probably change a lot later (as to be expected of a game exiting early access)
would be a net positive
anyways
that is my piece regarding that
embrion kinda gets a pass from me
on that note
i dont really care about how it fits into the game
i wouldnt complain about it being buffed before it (presumably) gets a unique drill part
but it's kind of just a cool place you visit once and doesn't really feel designed for longterm play anyway
so it doesnt need to be anything more in the meantime
The idea I am trying for my modpack is making tier 2 moons 150 credits and giving players 150 starting credits. You can choose between tier 1 moons with equipment or tier 2 moons with no equipment
That was basically my idea for Offense, and my idea now for the shithole that is Wither
but i think what id maybe do instead is make embrion $60
so you could go there at the start with nothing and it could be a very spicy run start
Oh yeah, that's what my Embrion was like at one point
Though, I've since increased its price in favor of Wither
I just like this approach because it encourages decision making over just having a straight nerf
I canned the idea because, again, I like diversity, and instead made the difficulty much higher than Tier 1's, but with the added benefit of a potentially better profit than the Tier 1's
I wanted to keep decision-making like you said, but in a different way, so that's what I went with personally
Well my idea is a little more tame, all tier 1s are free and all tier 2s are each 150, a bit cheaper the your idea
It could suffer the same result though
My modpack is probably oversaturated with ideas, but it's the way I like it.
Although I intend to release it when I actually get to drawing an icon for it, I'm probably not going to cater to the consumers. It's been made for my own pleasure solo
No problem with that, I was offput by Purple’s modpack but came to like it so I get it
Making it for yourself is the best approach, other people will probably want to change things to having for you is best
Purple's modpack immediately clicked with me, but I haven't liked the more recent changes to it, so we compromised and did a version of it with my minor changes
What would those be might I ask
Copy pasted from his dm:
-
Removed Useful Zap Gun
-
The Harbinger's cooldown after teleporting an entity has been increased from 17 > 25
-
The Harbinger's teleportation speed multiplier has been decreased from 1.8 > 1.5
-
The Harbinger's cooldown after teleporting themselves has been increased from 40 > 60 sec
ă…¤* Explanation: Their ability to almost immediately teleport to you when you enter the facility leads to more or less constant camping, no matter what entrance you take -
The Belt Bag's price has been reduced to $250
-
The Belt Bag can no longer pick up: Jetpacks, Gifts, Garbage Lids, and Gold Bars
Useful Zap Gun is amazing though, I use it only for bees and now that Zap Guns are $200 with this mod it's such a great combo
The invincible entities are invincible for a reason, and they're more fun and challenging that way. Especially how much barbers can get fucked by zap guns.
Belt Bag not picking up Garbage Lid and Gift seems kinda random, what is the idea with that
It's all configurable, I like the bees having some Counterplay tbh
Gift boxes have been buffed in his modpack, so I prefer players slightly suffering with its slot and weight considering the potential reward you can reap from it, and garbage lids are 2-handed.
This goes for all of the invincible entities.
Actually I forgot Garbage Lids are Belt Bag-able in base Arduous, I think I like your take more for consistency
I mean without Useful Zap Gun the Zap Gun is entirely pointless, it makes sense to buff it in some way
And that's not a good way to buff it, so it's still a no-go from me.
🤷‍♀️ I like it, especially if you have Bozoros
God, I am just not proof-reading my shit tonight... Sorry, lol.
It does stink that Zaprilator and Useful Zap Gun are the only Zap Gun buff mods, and both approaches could be OP
Zaprilator?
I'm getting no results on Thunderstore about it.
Defibbing is kinda overpowered... I like how Lethal Company slowly squeezes you more and more dry the more players dead.
Like you say it's not a good way to buff the Zap Gun but I really can't think of any other way to buff it, and even then it has other features you might enjoy lol like being able to zap hazards and stuff
I just disabled everything except the bee stuff
Oh yeah, I might readd it because of that. Hazards, despite being invincible, are abysmal to play against.
Especially turrets, which is why I have HazardControl.
It is fine in my head because you need a second player and have both the Zap Gun and teammate corpse handy, but I could end up removing it
You could have Teleporter but Ship Guy has fallen out of style in team play
The zap gun is fine where it is Imo. I can imagine it coming in clutch when you need it, or to kill a forest keeper/bracken/maneater.
All I did was reduce its price down to (iIrc) $120 since $400 is unacceptable.
man
Well at least that
man
The zap gun in vanilla is entirely pointless lol
Thankfully, this isn't vanilla, but I agree, though just because of its price tag.
I mean I could see insane techs with Zap Gun to kill certain enemies
Far beyond my skill level
I feel like I'm underutilizing the store's item selection, which results in me and Purple savescumming a lot.
I really need to branch out more and stop savescumming.
Though, we savescummed on Wither a lot because I designed it to be abysmal, but fun, so it gets a pass.
In a way Savescumming makes Zaprilator more appealing because if you do too poorly you savescum anyway
So the issue it presents is not a concern with that style of play
Btw, I noticed we were talking about thumpers earlier
I definitely think they're a power level 3 threat
Due to how hard they are without shovels, but how easy they are with shovels, there's really no middle ground, but due to the former, I think three is ultimately the best choice.
I just think they are closer to Spider or Maneater than Jester and Bracken
I'd prefer to have thumpers be too easy rather than too aids.
What makes them stand apart from Spiders is their mobility, aggressiveness, and their sheer presence and brute force
Spiders are passiveious
They're deadly, but they're slow, and don't aggro easily unless you go out of your way to remove them
A thumper will bulldoze your team
Ya
So you gotta bulldoze them first >:)
Spiders are aggressive though, they chase you halfway across the map if you take a wrong step
Even with shovels, thumpers can fuck you up badly, which can lead you to easier deaths from other entities.
P.S. Zeekerss, plz officially add ur cheesecake concept to Letal, thx. XD
My fat ass cat is rummaging below my desk...
Even with how much experience I have killing each entity in the game, I'd still absolutely say I'd rather deal with a spider rather than a thumper
He isn't actually fat btw, don't worry, but he is muscular and tall.
thumpers move really weirdly and it feels inconsistent sometimes
i do not like fighting them
Weird take but i would rather fight nut than thump
That's apart of this, yeah.
Not actually much of a hot take
Nutcrackers have gotten easier and easier for me to fight over thumpers, even with Terra's and Buttery's buffs to them.
I love fighting thumpers because I get to whack them in the face with a blunt object, they make a satisfying noise and animation when I hit them, and I get the satisfaction of removing a dangerous monster from the board so to speak
Just to mention in the comparison between both
2 misc notes
There can only ever be one spider
You never have to juggle multiple, and if you kill one another will never spawn
yeah hitting a thumper is oddly satisfying
Meanwhile there can be multiple thumpers at once, and having to 2v1 or 3v1 a thumper group is just
You should see Purple fighting thumpers with a knife. He was essentially forced to discover that due to how awful Wither was beating our asses, lol, and I'm glad he did discover it, because it kind of steamrolls them.
The thumper's slowdown and the knife's swing speed go hand-in-hand 🤑
Thumpers hate this one simple trick!
Yeah, our last session of arduous classic we almost exclusively started using knives
omg thats sick
And then one thing lead to another andddddd
What? Who?
Well not you I guess
@unreal ginkgo btw flawless 3 bracken kills in a row knife only
And then I went from that to practicing against every entity
That's not as surprising due to knives being weightless
But still cool nonetheless
I know you can do it easily with adult maneaters I think
Hold up
Unknown
Did you block me wtf? lol
Ooooof lol
Why doesn't it display video thumbnails as black and white wtf
Anyways, but yeah, I would imagine this isn't very viable in the Factory unless the fight takes place at main
You mean fighting the bracken?
Yeah, unless you pull off some door bullshit like how you do with maneaters
...somehow
You can actually fight the bracken in nearly any space provided you have the skill
I've killed the bracken in the factory hallways multiple times
Even in the tight corridors of the Factory, or its loot room tiles?
You just gotta watch out for pipes and such
Yes
Noted, I will practice that tonight
If it's at least consistently viable, then it's good enuff for me
In terms of bracken fighting viability, you can pretty much fight them anywhere in mineshaft provided you're not in the caves
Consistetency is better than it being simply possible
And you can fight them anywhere in mansion usually
Yeah, shit's goated in the Manor and Mineshaft
...except for the Mineshaft's caves, but that's obvious
Factory is the hardest place to fight a bracken, but it can be done nearly anywhere
Unfortunately, the factory is the most common interior of them all lol
Just gotta be mindful of your movement and surroundings
Yep
Isn't it common in Purple's modpack as well?
I didn't note stuff like that in his modpack
I haven't paid much attention, but it comes up frequently
There's usually a good blend of interiors
Arduous stat dump when
You can just check his CC config for that
and if you're sweaty, do the math yourself, I guess
I would imagine Bozoros interior being Factory reskin means that interior is the most common
That how it was in mine
Unrelated, but we should play my modpack sometime if y'all and free and up for it
I am not too good at the game but I am up for playing with people
Free most evenings
Yeah sure, sounds like fun
Idc about skill level, just have fun
Sounds good
Though my skill issues can be genuinely frustrating
Don't worry, I die a metric fuckton as well
We can share the same pain together lol
We shall see
When would that be, anyway? Probably not tonight I'm guessing since it's around 2 AM for y'all.
Dub
"Bro Arduous Hardships and Confined Contract are so peak"
The peak in question:
Confined Contract is my modpack's name btw if you're confused
16 seconds · Clipped by The Wolfman · Original video "Coming Back To The Solo Classic Ironman Challenge After Two Weeks With My Most Cursed Attempt (v69)" by...
This is from one of my favorite ironman runs I ever did
The quality was so crispy in the first ten seconds like a poptart that just finished baking
Thanks, Discord
Discord really do be like that sometimes
Also I'm available whenever
God I need to go back to hardcore ironman attempts at some point
Been so fatigued lately
I need my lazy ass to last a quota solo
I play so much solo but usually never complete a single quota
I don't really play solo beyond ironman runs
I think the last time I legit tried to play solo, I had a hacker join my game and ruin my save file
That was a year ago
WEBFISHING ass hacker wtf
I didn't know that could happen in Lethal Company
I'm able to play in like a few min if you're available rn
Yeah he joined in the small moment before I hit the lever, then clipped the ship terminal through a wall and one hit killed me with a shovel
I'm going to sleep lol
It's past my bedtime
Oh, the life of being a night owl
Yeah
Not your fault tho lol, gn
The old bird relative the Company DOESN'T want you to know about...
Yeah
God zeekers please add in the ability to kill old birds
Not because it's a good inclusion but because my bloodlust must be satiated
Earth leviathans:
I find it more satisfying to kill entities with earth leviathans because they can easily kill you as well in the crossfire
So pulling it off successfully is fun
I once had this eclipsed experimentation where I killed 4 eyeless dogs using the earth leviathan
It was also the same run where I got to embrion on hardcore ironman
Yeah
I only died because I had a brain fart and forgot I had 3 stun grenades in my back pocket
It was so embarrassing
so cool
Idk when it will be the next update, but I would appreciate if the fox was nerfed to have 5 health instead of 7 as you added YesFox as a dependency
You can do this with KidnapperFoxSettings, but even then the Fox's ai is kinda broken since the changes Zeekerss made and it's barely a threat compared to V56
I really hate to add mods required by all clients because I have to make my friends import the code with the specified settings
ButteryBalance is a exception because it allows client to sync config with the host
I believe KidnapperFoxSettings does too
I've changed settings for it ingame before and it syncs to clients
Eh it's pretty balanced when you consider how neutered the fox's ai is now, I genuinely miss it behaving properly like it did in V56 and it sucks we have to deal with it with unfinished ai changes
What's wrong with his AI
I went into detail in the Yes Fox thread
i plan to lower it to 6
just havent yet
i guess that works as well
i was thinking about being able to kill it with a close shot with the shotgun
you would be able to kill it from far with 2 shots if it was 6
i like the fox taking 2 shots
i just think having to get 1 point blank shot followed by another shot from any range is a bit too much
6 allows 2 medium range shots to kill
Hi! Quick question
Does this mod make any changes to the Kidnapper Fox? And if not may I ask why a mod that reenables it is a dependency?
It allows you to prevent the spawning of Vain Shrouds on Titan and Embrion
YesFox is not required, you can just remove it into not want it, Buttery just considers it to be part of the complete package
Gotcha, well I'll definitely be doing that then.
Weird that it's just set as a dependency without actually being that?
Maybe any sort of mention of that being the intended vision but optional on the mod page would preferable?
It is called a soft dependency, this is available to any mod maker
it's marked as a dependency because certain settings don't make sense without it
i added a note to the thunderstore page but that won't show until i upload the new readme
which will come whenever i release the next version
normally i don't add dependencies to the thunderstore page unless it's absolutely necessary
i.e. barber fixes needs vent spawn fix or you can't increase the group size, but it's not marked as a dependency (partly because barbers don't spawn in groups with vanilla settings)
but my thought process with this one is that i want everything to work as intended if you install it and touch none of the config
and if someone is configuring the mod, it would be easy enough for them to
- disable yesfox
- go into yesfox's settings and disable spawn chance for weeds and/or the fox
either of which would work
also this mod prevents vanilla clients from joining anyway, so that's not a dealbreaker from yesfox being installed
I do think you should add this clarification to the mod description on Thunderstore, it seems every day we get a question about this
yes i agree
i dont know when i will release the next update
because i have a laundry list of things i want to do with it
but it will be part of the next update
Very good
i wish i had been keeping better notes
you probably wont do or even consider this as a possible addition
but i think an option to make dogs unable to hear shovels hitting them or knives stabbing them wouldnt be an unfair thing really
killing a dog takes a lot of time, they have a cap of 8, and you can still easily die to one if they couldnt hear them
most people would probably still not try to do it anyways, its more so just a spitball idea to make the consideration less insane
I dont think you're really meant to kill dogs though (if this mod is going for a sort of vanilla+ vibe)
I stated having a list of mod stuff to do on my phone’s notes app a month ago and have not regretted it
This would either would make killing dogs a piece of cake, or actually fairer. I'm interested in the results.
If it ultimately makes them actually fairer, then I would agree.
im not going to do that
a dog is going to notice you attacking it
so to begin with it makes no sense
ok true it would probably feel it
but also dogs are not meant to be fought in the first place
Thumpers:
All this change would do is make fighting eyeless dogs a little less annoying. You still have a high chance of dying due to either of remaining crouched within their jaws, or making noise which leads them straight to you.
this is a problem with thumpers and not a problem with dogs
which is fine except "make fighting eyeless dogs a little less annoying" is not an objective of mine
that's why i also dont want to make the shotgun kill them easier
one of the things i like is that stormy weather makes it really easy to kill dogs
at least, comparatively easier
it is one of those niche interactions that can actually make weather desirable rather than a straight nerf to player productivity
and i think dogs being easier to fight devalues that
Loud Horn’s only real use is Dog counterplay by keeping them stuck aggroed at the front of the ship funny enough
If Dogs are annoying you are meant to use that
i was thinking i might try to fix the dogs' unused cowering behavior
in v50 zeekerss added an animation where dogs get stuck in place rolling on the floor covering their ears
I actually heard about that, it was meant to be used with Old Birds apparently
it was intended to be used by the old bird's sound cannon but never got finished i suppose
or maybe he cut it
i dunno
anyways i think restoring it for the loud horn would be cool and give it a special purpose
but i think permastunning dogs with it would be super OP
so it probably needs to be sorta inconsistent
or maybe it can freeze dogs until the horn is released but then they all enter the ship if the door is open
DO YOU HAVE A CLIP OF THAT
or maybe they can still kill players while the horn is on
I really want to see it
It could be only in close proximity to the ship
oh yeah they'd need to be real close to the horn for sure
like, right next to (or on) the decks close
The horn kinda already does this, the Dogs all stick at the front of the ship when it is held down
Question mark
i dont have one no
Fuck
i'd be surprised if nobody has uploaded it anywhere
Do you mind recording it whenever you get the chance
at least in our experience they have a tendency to path inside the ship sometimes when the horn is on
using the loud horn has only been safe for us if the door is closed
True but not hard to close the doors
maybe we are accidentally making footstep sounds or mic sounds but i think it's just random pathfinding being random
we've had much better luck just blaring the horn long enough for them to growl
so they go to the front but don't start lunging
i might
I like to hold it to make them lunge because it often gets them into that bugged perma-lunge where they are basically immobile
You can then let off the horn and a couple dogs are passive for up to a minute or more
I will say, if I had to pick between Loud Horn stunning Dogs or Worms I would pick Worms
Dogs already good counterplay
what does the animation look like? i've never seen it
i dont have a clip of it but it's exactly what it sounds like
their hind legs are on the ground like usual
but they wildly scratch their head against the floor and cover "their ears" with their front legs
hm
i might be able to grab some footage of it in a little while
i wonder if you could make it so they use that animation as a stun for stun grenades and homemade flashbangs but not the zap gun
does the shrink mineshafts config break if you have something else that shrinks mineshafts (like rebalanced mineshafts)?
it should still work but it will probably result in mineshafts being too small
im not sure exactly what terra did to shrink the mineshafts, but i would be willing to guess his changes apply with mine at the same time, given how i wrote it
so they would be double shrunk
for a bit of clarity i just multiply the dungeon's size by 0.81x if mineshaft interior is selected
with an additional multiplier for titan (~0.9x)
and i also slightly shrink mineshaft on dine if you have rend's shrink setting enabled (so rend mineshaft doesn't outcompete dineshaft's scrap density)
on artifice, mineshaft does not have interior size expanded if you use the setting to increase factory/manor size, either
it will overwrite
i couldnt really do multipliers because there's no guarantee each time my code runs that the levels will be in their original state
if the selectablelevels persist between scenes it would cause multipliers to stack on top of each other
anyways that's why there's a kill switch under moons
if you want to give control back to LLL
just turn on the kill switch and configure the moons there
just as a note, LLL still controls whatever I don't individually alter (i.e. i only remove coil-heads on vow, the rest of the enemy pool will respect whatever you have set in LLL)
but the kill switch will block my mod from making any changes at all
i have no idea
always rainy:
- enables the "override weather" flag in march's SelectableLevel (which replaces clear weather with another weather type, in this case rainy)
- adds clear weather as an option in march's SelectableLevel's randomWeathers list
been having fun with 10 power dine
offense and march feel really good too
ok well in fairness i showed you the eject button strat
i do worry a bit that offense is only as good as it is because of mineshaft
but in fairness i did reduce adamance's mineshaft bonus
so it's probably okay
offense power is too high but thats a discussion nobody is ready for
idk how is this possible, but i played sometimes on Offense and got 2 times in a row a big boulder blocking the main entrance
needs rebalance 🔥
Do you have any plans on making a custom skybox for the company moon? It uses the vanilla one
a little darker to give that feeling of emptiness
oh yeah i could fuck w the exposure too
but i feel like the texture is alr perfect
its just dark grey encompassing clouds
gordion has constant storms from what i remember
yes
i also have to fix stoopid null error
idk what is nulling out though Lol
im bad at profiling for things
i can prolly just add some debug logs and figure out that way
i will admit i have been distracted by minecraft like Mrov
yeah it just means offense has no spawn blockers
i can actually fix that in this mod
since it's required by all clients
boulder gen is clientside so i haven't been able to address it anywhere else
please do that
tired of constantly being hit with the fact that offense is the worst moon
Have been saying that since day 1
I think Offense and Adamance are too high
Buttery has corrected the moons in other ways though so this is not a problem here
well offense is kind of characterized by being out of line with the rest of its tier
i just think offense stops being offense if you pull back the indoor spawns too much
4 spawns per wave on an eclipsed free moon is fucking terrible
which is why i made it 3 (and reduced adamance from 3 to 2, like march)
Eclipse nerf and Coil Head power nerf are fine enough for me
i guess i could tweak the weights of coils and thumpers but if you do it too much then it starts to blend together with the other moons
although i think coil and thumper rates make offense way more dangerous than the other tier 2s, it at least contributes to offense's unique identity
experimentation and assurance feel pretty much the same on the inside despite some superficial differences
same for vow and march
etc.
offense is one of the few that feels unique even if it's extremely difficult as a result
In vanilla, Dine only has Offense beat due to the exterior imo. Dine has at least decent loot (only somewhat worse than Rend) while Offense has bad loot, and while Offense has a lower power level it spams 1 power enemies like Coil Heads and Hydrogeres that combo very bad with the Thumpers. Dine pulls ahead due to the terrible exterior, but both moon’s exteriors suffer from slow transfers
yeah they are kind of more like yin/yang here
i intended for the rend:dine comparison to match assurance:offense
so rend is smaller and safer
but dine is more lucrative in exchange for being larger and more violent
dine actually feels pretty fun with 10 power level outside
it's just the problem was that it came in the same update that buffed the curve and decreased dog chance (increasing forest giants in return)
i mean
I would still conside Offense to be worse than Dine
Vanilla
boulder can generate on entrance
fire exit requires extension ladder
bad scrap pool
high max power inside
dangerous monsters
high mineshaft interior chance
only free moon that doesn't spawn bee hives
which would make it pretty common to get 3 giants each day
Dine i can at least get a good run with many loots and get rich
can't do the same with offense
I am just saying what I think, you do not need to add it to your mod. I am perfectly willing to call moons fundamentally flawed and in need of total overhauls
i'd argue you can get value out of both
neither is unplayably bad
if you had asked me before v60 i would've said offense is definitely worse than dine
but it's pretty hard to say
dine's exterior is probably my vote for worst exterior in the game
even embrion is relatively manageable with the cruiser if you go the way of the fire exit
Dine at least has a bottom line on par with Rend, what does Offense have
Good exterior
Only that
dine has a bunch of hills and tight squeezes to drive through, max forest giant rates, both of the entrances are in the center of the map where they are constantly being swarmed, etc.
Not even sure, it is big and slow and has possibly the worst fire exit in vanilla
Does Offense have more average scrap than Adamance bc of Mineshaft
well i think it's worth considering that dine is "on par" with rend despite spawning more items
meaning that the items are considerably worse
If you go to straight to the fire exit with the pipe jump is just gold
Adamance has it beat imo, maybe I just need to play more Dine though
and i assume by "bottom line" you aren't including nutcrackers which make the difference even worse
No danger going back
It's pretty good in my opinion
But I would prefer going to a bad very profitable moon (Dine) than an bad moon (Offense)
offense actually generates more profit than assurance on average, but it's comparatively less dense because of the interior size
The bottom line is only somewhat worse, what kills it is the difficulty difference
and assurance has better items because they are lighter weight
you are far more likely to full clear assurance than offense
Your group has a ship guy? Rare nowadays
(Me)
anyways
i could maybe see un-buffing adamance's scrap and making it a bit more peaceful on the inside
I would not put it past my group to use the TP + iTP force inverse trick if I constantly stayed on ship
so that offense would sit alone as the most dangerous + most profitable tier 3
but i think adamance being as challenging as it is for a free moon is a good thing
the outdoors are only overtuned a little bit
imo
I hate adamance more than offense for personal reasons, can't talk about any way to rebalance because I just hate the exterior
but it is one of the most fun levels to play already and i dont want to change a ton about it
The tier 2s are just so weird on vanilla, Offense and Adamance are beyond their tier while March is an rng fest, there is no normal moon
I personally like downscaling Adamance and making it the in-scale moon, it gives Offense some of its prestige back
They're weird because getting lots of money on Assurance and Vow is easier
Not sure about Vow, fire is awkward and the spawns can be annoying
You have to rely on bees which are also unreliable
vow is pretty decent
but you need mineshafts to generate for it to outcompete assurance's value
and even then, vow is already larger than assurance, combined with mineshafts being even larger
it takes a lot more skill to clear vow than assurance
assurance is really the problem child of the free moons in every way it possibly can be
Vow is fine for tier 1 imo, Assurance just needs a little nerf, which is what this mod does
this isnt really true
vow was always better than assurance if you had multiple people
in the case of solo assurance is better
assurance generates more items and those items are also generally higher quality
and it's a 1x interior compared to a 1.15x interior
I have seen this argument made for March
march has an even worse interior size issue
anyways the way the math works out for averages (which are only a small slice of the actual picture) vow only has ~$40 extra compared to assurance on the interior
and that is including the calculation of +6 scrap 45% of the time
i dont account for bees in any of my calculations though because they are kind of annoying to puzzle out
well another reason i believe what i said is cause vow is also generally safer than assurance
at least in my experience
i do not agree whatsoever
No way
but thats talking no mineshaft
higher power level, bracken feels basically guaranteed, vow spawns coilheads, maneater spawns all the time
there is basically no category where vow is safer than assurance
exterior?
if we're talking pure vanilla it also tends to have 2 giants outside and their line of sight mechanics makes that terrible
but to be honest i kind of just assume fairgiants in any sort of balance discussion because i think forest giants' problems are most likely to just be bugs
even with fair giants the worst you tend to get on assurance is random dogs and worms
Vow is not safer than assurance in any way
I prefer dealing with dogs instead of forest keepers
Worms can be annoying but Assurance has that light parkour from the pipe on top of the rocks that can skip a lot of their patrol paths
Just one camping main entrance on Vow is enough to ruin your run
Vow you have to play the Giant’s game
Tbf exterior is where they are the closest difficulty wise, Worms’ dangerousness are understated imo. Even with their v50 nerf they can just decide you are dying
Profit summary:
Go Assurance if you're solo
Go Vow if you're with a group
Go March if you're feeling lucky today (+ cruiser)
@daring oar Just wanted to let you know that I think your Barber Rebalance prevents Barbers from spawning outdoors on moons that have them in the outdoor spawn pool
Was testing it today and went to a moon that always spawns them outside and none spawned outside
it wouldnt be doing that
but if it generates a mineshaft interior
it would still cap barbers at 1 on the map
that value is shared between interior and exterior
(because in vanilla, no enemy exists in both classes anyway)
so if it spawns barbers both inside and outside, it would only put barbers outside
or inside
a single barber in one or the other
Maybe that's why, I think with Dopa's stuff it considers inside and outside seperate
I would guess most likely it was prioritizing spawning them inside but outside spawns got messed with
I could be wrong though
if a mineshaft generated and a barber spawned inside
@marble spruce Do you remember how you handle it for Clay Surgeon Overhaul?
its random if it spawns outside or inside first
?
I just hope it doesn't also consider custom interiors as Mineshaft for whatever reason btw lol
i dont handle anything regarding outside
no
Ah got ya
only if there is a mineshaft interior selected do barbers get capped

in any other case it reverts back to 2/8
in the future i can add an additional check where if it's a mineshaft, it checks if the current level spawns barbers inside
but that's about the extent i'd want to try and handle
Yeah
if you get a mineshaft with barbers both inside and outside
you would just be out of luck at that point
Actually I see Clay Surgeon Overhaul changes their power level to be 2, what is the vanilla power level they have? Maybe that's why I saw less outside
since I was using your settings instead of CSO's
vanilla barbers have 1 power level
Ah so theoretically I should have saw them more then
LOL
I'm gonna chalk it up to some strange rng
in other news
barber infestations are done now
i believe
i wasn't really sure what to do with clay surgeon overhaul @marble spruce
So how will Barber Infestations work compared to CSO's?
do you want me to just preserve your infestation behavior (using vanilla with barbers as rush index, power level = max barbers * count)
or should i "convert" them into the custom infestation behavior
for example i blacklisted them in mineshaft
and while i dont hard lock other enemies from spawning i do reduce the power level that can be spent on other enemies
I admit I got an infestation today and I wasn't sure how I felt about the rework, I got 8 Nutcrackers, 4 Barbers, and it forced Mantis Shrimps to spawn even though I set their weight to 0
lol
I kinda prefer Vanilla's even if it is wild
it forced Mantis Shrimps to spawn even though I set their weight to 0
i dont do this
my rework actually exists to solve this issue
you can overwrite my infestation behavior but if you can somehow keep the klay world option working that would be nice lol
Hmmmm
where vanilla will spawn all enemies in a moon's spawn list with equal weight
I wonder what caused it lol
include enemies that are 0 weight
one second
Ah so maybe it was using the Barber Infestation from CSO
and caused some odd behavior
yeah, if you get a barber infestation from CSO
my infestation behavior does not activate
if you need me to add something on my end i can
because i wanted to properly implement barber infestations
Yeah makes sense why it was so weird then
"properly" meaning my system supports it
not saying dopadream did it wrong, i mean
anyways
no that's fine
right now my infestation logic activates if enemyRushIndex != -1
i just want klay world to work xd
so it can be automatically compatible with stuff like rngconfigurator
idc about anything else
by the looks of things klay world just skips the random chance
and turns any non-infestation day into a barber infestation by setting enemyRushIndex
which means it would work
the current version of brb just skips my infestation logic completely if an infestation is active for barbers
Some klay people stumble upon a bunch of land mines!
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canon CSO lore
but i will "convert" it in this next version
i suppose
what should i do about mineshaft
i have infestation weights set up and it treats barbers as 0 weight if it's a mineshaft
but to make klay world work i need to convert your pre-computed clay surgeon index into a guaranteed barber infestation
so do you want me to have the barber infestation always take priority if your mod assigns it
or blacklist the mineshaft
former would allow klay world to work in mineshafts
latter would not
i guess the intent of the setting is probably "all barbers all the time"
so in hindsight i will just allow it
Can the nutcracker rotate at a slower speed when you shoot them with a shotgun while the Last Stand option is enabled
It is hard (And kind of not fun, but nutcrackers need to be buffed somehow) to escape a nutcracker when they immediately bolt around an fire at you faster than you can normally react
no because the whole point is that they immediately fire
with a slower rotation speed you'd be able to fire twice in a row if you shoot them from behind
the firing delay of a nutcracker at 1 HP is 0.5s and the shotgun's fire delay is 0.7s
so at most they can only take 0.2s to rotate or the setting doesnt solve the problem it's supposed to
So what's the counter-play?
damage them with something else before you shoot them
shoot them while they are reloading
shoot them close enough to cover that you can hide before they fire
etc
You raise a fair point.
@daring oar hi
hello
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I also want to know what mod sometimes forces the spawn of entities and scraps that are set to not spawn or to spawn on other moon(s).
Perhaps an unpopular opinion but Rend's building should be like this
It gives the feeling of a mansion but also fits other exteriors
wait until this guy learns its a church
"FactoryHouse"
damn
that shit looks like a barn idc
I think at the very least it could have the roof of the adamance building
not too much
Ok you got a fair point
I did wanna see both Rend and Dine with a roof but there's no mod that does something so silly
i would be more likely to substitute it for the vow/adamance factory
but also i probably am not going to change it
yeah this might be a better conversation for Rebalanced moons
at some point dopadream was going to make new buildings for most of the maps
i dont know if that is still in her plans
but i know narpy posted some sketches for artifice and embrion
its prolly a church
it looks a lot like a church building
yueah
they're still being added im just slow '
something i really like to do with "my balance" (if it hasn't become apparent already) is just rollback changes zeekerss has made that i don't agree with
or shift around the vanilla values
(i.e. i buffed offense by basically just hotswapping most of its shit loot with assurance's rarities, and vice versa)
and i've always been sort of interested in looking back at the balance of v9 to apply some more of those changes
specifically with the scrap and enemy tables
anyways there's a lot of interesting stuff happening here
somewhat unsurprisingly
offense basically did not change at all after v9
outside of him adding the new scraps
what is interesting is the fact that assurance and offense used to be almost identical (assurance left, offense right)
except that interestingly assurance had a chance to spawn gold bars, just like march
That's because technically Assurance and Offense were part of the same moon
but then got separated, don't remember the reason and Offense became an asteroid moon
i feel like most of the changes being reverted were caused because of Zeekerss burnout constantly updating the game at the time
lol coilheads were 100 weight on rend in v9
that sounds like it would've been something
march in v9 has almost the exact same loot table as assurance did in v38
it's very interesting to me
it seems like he just shifted all the values into assurance's file and then march got a bunch of nerfs
i know i'm obsessing a lot over numbers and patterns and stuff but this is all so fascinating to me
wild to me he did this as i tried this as a joke early on for one of my own moons (has rend/dine~ powers/weights). it was unplayable lol
he had reduced to 70 by the time the game launched
but rend was still the definitive coilhead moon until v45 added nutcrackers
and then they got reduced to 43 and nutcrackers were added at 100
and vanilla still has the bug where nutcrackers can scale to over 100 weight
so that really transformed the moon
i still wonder if coil hell was part of the reason that dine seemed appealing in v49
there are a ton of v49 dine enjoyers even despite the fact that zeekerss basically gave it no perks over rend, especially after v45
i wonder if the dine cult began because coils on rend sucked and it was just more fun to play against traps + thumpers + etc. on dine
and then when the nutcracker renaissance began, there was still a cult following for dine that just never disappeared
am i over-analyzing all this?
yeah
anyways
i think theres a lot of overlap between butler enjoyers and dine enjoyers
so itd track ig
The best part about Dine pre-v50 in my opinion was the fire exit compared to Rend
althrough it required a Extension Ladder, it was very close to the ship
it was "safer" to bring loot and escape giants
no yeah actually this is fucking crazy
it's legit identical
and actually it makes so much sense now too
why march and assurance both had 13-16 items in v49
that's so fascinating
i wonder why he did that
copied a loot table and scrap counts from one moon to another
beforehand, there have been similarities
i.e. rend and dine had identical loot tables in v49 (except i think like 2 or 3 items had minor differences)
but that makes sense because zeekerss copy+pasted rend's selectablelevel to make dine
he just made a new scene, adjusted the monsters, traps, and added 2 additional items
the march and assurance situation is way stranger
because assurance was the second planet
and march was the 4th
and they were radically different in v9
but at some point before the game released zeekerss copy+pasted everything from march back into assurance instead
and then completely remixed march's table
it is an unprecedented occurrence
nowhere else (to my knowledge) has that pattern cropped up in the game's design
sorry that i am geeking out about this but it's so interesting to me
Zeekerss brain
i just love exploring the "family history" of the levels in this game
for the longest time i've assumed that offense began by zeekerss duplicating assurance's level
and then at some point in development, he just turbo-buffed assurance and left offense untouched
but the actual truth is even stranger
because v9 does confirm that assurance and offense started out as basically identical twins
with very minor alterations
but he didn't manually tweak assurance and leave offense in the dust
instead, he copied march over on top of assurance, and then offense was left unchanged
which had the same effect but it's still such a wild truth
this whole time, March was the real goat 
i love video game archaeology
Nah there was a strategy for jumping up to it that once you got down was really easy too, extension ladder was optional
jump strat was definitely not intentional and IIRC it became impossible with the v50 physics change
although i havent actually attempted it since v49
you'd need to use a mod to restore dine's old terrain anyhow
i really like the dynamic of flooded dine in v49
I still think the physics change was weird to do but I don't hate it anymore like I did initially
in general i love how weather feels like you are fighting against the forces of nature
Initially it felt horrible to play with lol
and how it generally feels balanced against you
i do have some problems with this
Yeah before v50 you never had a slowdown when going up slopes and never sped up when going down slopes and stuff
like march feels basically impossible to play during floods
dine having both entrances underwater at the start of the day feels bad
I prefer it how it is now
stormy weather instant killing you with random unavoidable lightning has always felt bad
i dont think any of those are major issues but they are definitely kinks i'd like to see ironed out
Stormy Weather in general is just annoying 99.9% of the time lol
i like stormy weather
the static sounds tingle my brain and i like trying to optimize your juggling game
and it has the added boon of letting you nuke dogs and giants if you're lucky
I just use a few mods to make it nicer lol
dine was the perfect flooded map IMO
in v49
https://thunderstore.io/c/lethal-company/p/TestAccount666/BetterLightning/ - this one especially helps with the unavoidable lightning usually
v49 dine's light path took basically the longest possible path to the entrance
Forest keepers could be a little slower, would be funny if dogs could swim, masked shouldn't be able to run, baboon hawk should drown đź’€
and it dipped so low that by 11 AM it would be underwater and you would drown if you tried to follow it
so flooded challenged your knowledge of the map (sort of similar to foggy except i think the dynamic was way more fun)
because you needed to know shortcuts off the beaten path to reach the entrance safely for most of the day
but even then
by around 3 PM the entrance was completely underwater and was no longer safer to return from
so it then depends on your knowledge of the fire exit close to the ship, and also depends on your planning ahead to bring a ladder
it's just a bunch of micro-challenges packed into one and i thought it was a really cool experience
new flooded dine is lame
you just have to dip your head under the water for 10 seconds to use the main entrance or use a jetpack for the fire exit
until the water drains out later in the day
but the water draining thing is done in such a cooler way on adamance
idk it's just boring now
i don't remember how flooded was during Dine pre-v50 because most people just avoid bad weather
it just had a cool atmosphere to it
i already like how flooded forces you to re-evaluate how you normally path through the maps
and makes communication much more of a strain than usual
and that combined with dine's open and empty surface and relentless blizzard only increased that stress
i think it was the best example lethal company has ever had at capturing the desolation of exploring alien planets with harsh ecosystems
i think v50 dine is pretty cool too
it's definitely better for giants, which used to be turbo cringe
also, i think the forest keeper and masked changes are really easy to made and "fair"
but the newer claustrophobic terrain makes dine feel kind of weirdly cozy in a way
it's missing the feeling of "wilderness where humans don't belong" that it captured in v49 and that's a bit of a shame
rend still captures that feeling pretty well so it's not a total loss
i just think OG dine cranked it up to 11
and new dine goes off in a diff direction from rend
which isn't a bad thing
Both dogs and baboon hawks should swim. Baboon hawks are literal apes after all, our ancestors, and baboon hawks are already built out of popsicle sticks as of v50
Also, masked aren't that hard of an entity to begin with, so not being able to make them run would make them pretty insignificant
i would love to see dogs swim
BABOON HAWKS ARE APES?
?? Yes
im no biologist but TBH baboons drowning sounds funny and they basically have bat wings
actually i do wanna see them swim now
so i don't know how well that would actually support them swimming
They could probably be able to pull a hippo and just glide across the ocean floor due to their weight
to be fair their wings can probably push a lot of water, i just don't know that their muscle structure would support the motions of swimming
the employee has skill issue.
i'd like to see masked have more player-like interactions
and being forced to walk through water would be a good example of that that i think would be relatively easy to implement
i could probably implement that in a mod pretty easily, actually
maybe even this mod (Hmmm)
i'd like to see this be developed a bit further
i don't like the idea of masked being able to do everything players can
Masked having oxygen and stamina bars would make them a little less aggravating, methinks
like masked being targeted by turrets or grabbed by snare fleas
but one interaction i've always thought would be cool is if masked adapted to nutcrackers
Probably only when players are around
since masked and nutcrackers are rend's two big exports
True
To stop masked randomly doing things or even dying when nobody’s there to see it
if the masked knew that nutcrackers could see them moving, and would freeze in place during an inspection, that would be cool
masked already have stamina
it's an invisible mechanic that is not communicated to the player
but it exists internally
i like how this is apparently very obvious and clear
Entities having fun interactions with other entities/environments is fun in an certain way
If you had read their bestiary, yes! Indeed it is
Idk how to feel about this because for all we know, those two (unnatural) entities could be on the same side
I thought they were more related to birds but to be fair I haven’t read the bestiary in a while
They do kind of look more like birds
Subject to opinion
Co-evolution moment
i mean it's basically just whatever you want your headcanon to be
They’re probably man made
from a gameplay sense i think lethal company would be awful if the interior monsters interacted with each other
interior monsters usually have way more mechanics and specific behaviors than the exterior enemies do
Wrong reply?
Hot take: One of March fire exit should require a extension ladder to reach it, giving +1 utility to the extension ladder 
and there are several interior enemies that are designed as 1-off encounters
Or are you genuinely saying baboon hawks are artificial
having read the bestiary, they're of the monkey family, not ape family
that's why (i think, anyway) for the most part indoor threats basically do not interact with each other
Potato potato
but then exteriors have higher spawn rates and higher spawn caps for those enemy types
as well as much more room to wander
so it makes more sense to have outdoor enemies interacting with each other to form an ecosystem of sorts
it would be cool to see cross-species interaction on the insides too, but it would really need to be dialed back to avoid the monsters just killing each other off
wrong wrong
that's why i think something like this is relatively non-intrusive - it wouldn't increase the odds of nutcrackers killing masked, but it would be an interesting detail a player could notice and appreciate
(Idk what they attacked here. Probably baboon hawks or an old bird)
if they were, say, being chased by a masked, and then they heard a nutcracker start inspecting and the mask froze up next to them
subtle stuff like that is always cool to me even if it doesn't crop up often
That would be cool yeah
Feels similar to when I noticed that the nutcracker's helmet spins when they fire
It's so goofy
breaks my immersion
My bad cuh
I have noticed that, a ton of beta/alpha stuff being ported over with your mods. I enjoy some of the super early stuff like the VHS grain, but generally I think the v35-v49 era is where I look for inspiration
Maybe if my modpack was not so far in development when I found out all that I did about v9 I would have used ideas from it more
As I saw it the Fire Exit and no Stormy Weather were the draws. Less Coil Heads is a good point. I also honestly think people just thought the moon was more of a fun challenge with the traps
Unrelated, but I'm interested in playing your modpack now that you mention it
We've played Purple's, then mine, but I haven't seen yours
I am basically ready to show it to you guys, but I am waiting for Terra’s Scrap to get an update. Right now several items in his mod and Immersive Scrap (both are in my modpack) have the exact same internal names, which breaks several moon’s intended loot tables. Terra said he will change the item names in the next update, and after that I just some light testing and it is good to go
Terra has said some items were inspired by Immersive Scrap, which I am fine with because it lets me sideline some of my least favorite IS items
The top hat, toaster, and traffic cone were too grimy for my tastes, the other IS are fine
I agree with this, I think weather is meant to encourage not going to the same moon over and over again and things getting stale (unsuccessfully for good players but still). I think mods that add weather scrap multipliers are kinda missing the point
Smores was confused(?) by the fact I don't use weather scrap multipliers
Is this like
a common thing
I've never used it nor see the purpose in using it
There aren't any benefits of going to weather moons
They are just harder for no reason
I use MeteoMultiplier with small values that doesn't boost significantly
Depending on the weather, is hard to bring loot to the ship too compared to clear weather
The small value increase can balance the amount of profit
the only ones that are really harder are flooded and eclipsed
but in the case of vow and adamance, flooded is honestly not that bad
and eclipsed on the first 3 moons and march is completely acceptable to be managed
i actually quite enjoy going to those 4 moons eclipsed
stormy is just RNG if its harder and its easy to optimize lightning stealing a lot of your time
foggy isnt as bad as people make it out to be as long as you remember the maps
and rainy is just kind of there for the most part and barely actually makes a major difference
that's why i said "small values"
That’s the point
It’s there to challenge you/gives you an incentive to not stay on the same moon
Doesn't always work like that
Someone that spent 700 to go to Titan won't back off just because it's Eclipsed
Adamance can be Stormy but Assurance can be profitable as well
There’s still the former
I don’t like getting benefits from weather, it feels like a cop-out
I use +5% for Rainy and Foggy, +10% to Flooded and Stormy, +20% to Eclipse
i wish mods like this were more customizable
like you get the benefit of the eclipsed bonus but only on moons with a spawn cycle of 3 or 4
The eclipse value is kinda ramped up, but my team hardly survives on eclipsed
Every people has different opinions, i just feel like these small changes split the decision between "Run away" or "Take the risk for more profit"