#ButteRyBalance
1 messages · Page 10 of 1
This would make the Cruiser less fun to use
Lethal Company is more fun over balancing, and this would ruin the Cruiser quite a bit since you're just taking a shot in the dark with your jump here at that point
well it is subjective but i think driving the car is way more fun than turbo boosting anyway
I drive personally, but I know why people can see how the turbo boost is fun, and this would take a significant portion away from it
but it is a reward for the effort you invest into learning how to do it
I proposed this along with some buffs to other parts of the CC if you did not see
pls
what
that was such a head scratcher for me
it's not an issue with the triggers
how did you fix kill triggers not working on seated players
it's an issue with the cruiser code
players don't activate touch triggers in the middle of animations
and sitting in the seat is considered a special animation
oh
did we?
but maybe i am misremembering
i might've forgotten
Which one of you two is more insane?
great
Darn I loved doing that
Anyway I posted my ideas also because some people seem to think the CC is broken and will either be useless or OP with no in-between. My changes are my way of showing how I think that is not the case, we just need to make the Cruiser not be a one-trick pony with Art jump
Make driving it more consistent and accessible and remove the blatantly OP jump, so the CC is used as, you know, a car
i will admit it would be cool if someone made the turbo jump into a more controllable thing thats more intuitive
but i dont think it would fit for this
mod
bc yea the turbo jump is kinda just like
good for 1 or 2 things lol
How much is the "rare" masked chance on Offense?
3.66%
in the next version i will reduce coilhead spawn chance which also boosts masked to 3.8%
I swear out of 7 times me and my friends went to Offense at least 5 we had a masked spawning
Not complaining, cuz it was funny/terrifying
and most enemies that offense spawns with high chance have low spawn caps
only 4 thumpers, only 1 spider, only 4 snare fleas, etc.
Have you considered increasing the max spawn cap from the spiders to 2?
spiders have a max cap of 1?
Bunker spiders have been pretty oppressive in my experience, so I don’t vouch for this personally
If Buttery does end up giving them a cap of 2, then they should have a downward falloff to compensate a bit
yes, only one spider a day
i disagree that spiders are oppressive but i also don't think they require a higher spawn cap
i think it is way too easy to just wipe them out as soon as they spawn
and increasing how many can spawn doesn't really fix that
it just takes away potential spawn slots for other enemies
You know the Arachnophobia mod, right? Maybe increase their chasing speed a bit
i am unfamiliar with arachnophobia
outside of knowing it exists
the only times i feel like the spider is ever actually problematic in vanilla is when it nests inside the caverns
the caverns are so claustrophobic it is really tight jumping over them
or bypassing their webs (either routing around or jumping over)
Well, that’s one of its features. I had their setup speed as vanilla, and their hunting speed increased by 0.25x
so in those cases spiders can definitely be a menace
Made them a bit more of a challenge then they are already
in any other scenario i think they get completely clowned on by their slow speed and straightforward behavior
I feel this goes the same way if they nest inside the Factory’s maze
not really
unless there's shit on the ceiling jumping over them and their webs is completely free
so you just have to be conscious of where you are
you see the webs long before you see the spider itself in most cases
and can avoid it outright if it's in a bad spot and you have no weapon
The spider itself is the problem I mean
They have been usually blocking the rest of the complex off, leading to a hefty chase sequence in order to progress
the maze itself usually has enough paths you can just run straight away from it and it will eventually lose interest in you
this is not a very common occurrence any time i have played and is also solved by just murdering the spider
it has an extremely tiny aggro range so it would have to be directly blocking the only path to progress
or you'd have to fuck up and step inside of its web by mistake
Maybe I’ve just been having bad luck, or not looking for another ways around. That’s just how it’s felt playing with my group
anyways i think the spider could use some buffs but i also think it's "mostly fine"
so it is not high on my list of priorities to adjust it
but maybe in the longterm i will do something
It’s more or less in the same boat with snare fleas, yeah
spiders got buffed from 3 to 2 power level in v50
and that's enough of a change to make them fine
for me
to be honest they could be a 1 power level enemy and i wouldn't care that much
but i suppose it is a bit more of a roadblock than snare fleas or hoarding bugs tend to be
just because it can slow you down and get you stuck in a web if you are distracted by another enemy
which usually leads to both monsters chasing you
spiders are also a lot more punishing for mistakes than hoarding bugs or snare fleas
since they instant kill if you are not at full HP
and drop you low enough to make everything else basically instant kill
so there is way more room for error but any errors cost a lot more than most 1 power level enemies
nutcrackers are way more dangerous and they're 1 power level though, so shrug
i feel like nutcrackers make more sense as 2 power level enemies but they are most dangerous when they spawn in large groups so i think the low power level makes some sense
it fucking sucks man im ngl
like
it sucks to play with unless u turn it down a fuckton
it just spams webs everywhere and blocks off entire corridors
the web raycasting stuff is cool but idk
i feel like it should be adjusted better out the box
Ya I gave the bunker spider better stats in Arachnophobia than what initially with it
It’s like if vain shrouds were cranked to 100
you remind me
i wanted to make it so you could hide from enemies inside of vain shrouds
in this mod
still need to figure out if that would be "possible" and/or "easy"
because i think it would be fun
yeah, fair argument
not too much for my group tbh
i see them more like path blockers/obstacles
same with slime
They're easily avoidable
hmm
perhaps you could put a box trigger inside vain shrouds on the interactable object layer
so enemies cant see you if you're crouched in it
enemies see through triggers
all enemies except nutcrackers (which i've fixed in butteryfixes and those aren't outside enemies anyway)
oh
ITP can teleport masked enemies to the facility?
i dont believe so
but i could be wrong
they do hve the inverse teleport particles attached to their model
iirc
I never tried because it's too risky
but it would be strange if they're able to be teleported to the ship but weren't able to inverse teleport
Idk if I want the spider to be more dangerous 😆
I sort of see it as a lower end enemy
Like it was mentioned above you can use the Arachnophilia mod for that
Can’t tell if what you mean by that is if you want it to be buffed or stay a lower end enemy
IMO I like it as a rarer hard enemy for early game moons, like how jesters are on Titan. Of course not in the same way but still
Lore-based, "rebalance", idea: Have old birds within the proximity of an aggravated old bird's lrad soundscape to turn on their spotlight, stare briefly at the aggravated old bird, then head toward the general direction they're going in
IIRC their LRADS are not only used for traumatization, but also according to their bestiary, communication, so it would make sense that they would react to their kin sounding their alarm
It's always been weird to me that an old bird sounding their alarm doesn't cause a chain reaction, or at least have other members of their kind take notice to it, even though it's probably bad balance-wise
this is a late response
i forgot to say
i checked the bestiary entry again and i don't see what you are referring to
Oh
Seems like I misremembered
Either that, or Zeek mentioned it in a Patreon post
I swear I remember something like that
Guess I'm wrong though
i have uploaded v0.2.2
no new features this time but i fixed mech riding breaking flight mode
and i also fixed maneaters that spawn outside being unable to transform before players enter the building
since multiple custom moons have outdoor maneater spawns
Could there be an option that's the reverse
Maneaters cry indoors, but don't outdoors if they happen to spawn outside
It's not necessary for this mod at all, just wondering what ur thoughts on it was since it was brought up
im nearly certain mod authors that are placing maneaters outdoors are intending for them to transform
almost immediately
i just forgot that people were doing that when i blacklisted maneaters from transforming before entering the building
which would spam shit in the logs and upset the balance of those moons (only until people walked inside the building, but still)
i dont think there's much reason to implement this because i dont know anybody intending to spawn permababy maneaters outside in the first place
It'd be a nice qol thing since adult maneaters are really bad outside, maybe have it off by default, but I understand why you wouldn't be interested in this since this is more of a mod thing than vanilla thing
well my opinion is maneaters shouldnt be spawning outside at all
but people are doing it purposefully because that's the experience they want
on their moons
that would be broken if the maneater would act like a baby on the surface and cry when entering the building
ty for fixing mechs
shotgun no longer deals bonus damasge
you could perhaps do a rebalance to make maneaters have less charge range outside?
God that sounds awful having maneaters outside
You can bring them outside in vanilla as I’m sure you’re aware. No point in ever doing it.
||Gloom from Wesley’s moons|| can spawn maneaters outside rarely and it’s flipping terrifying
Probably why I don't use modded moons ever
They just don't have good balance compared to the ones in lethal (even if some aren't as good as others)
Thats why this mod is perfect for me
im personally a big fan of the bring back the baby mod, which lets you continue to soothe the baby when outside
there is still no point in doing it, but it's very funny to scare your friends when they see you holding a baby on the ship
also funny when said friend brings back a body, causing your fear to rise and losing your ability to soothe the baby, and then oops, there's an adult maneater on the ship
(speaking from experience)
We should be able to take the baby on the ship
And it becomes scrap and is our son
Is the indoor fog density randomizer working? Last night I was playing on my modpack with it turned on and indoor fog chance increased to 10%, but when it showed up it seemed thick as ever, with little to no changes in thickness being apparent. Maybe it just does not nerf the fog as much as I thought
at its lowest it is the same as before
at its highest it is twice as thin
i am not aware of it not working
Hmm, I guess even at around half strength it still is very impactful. I guess the fog I had in mind would land around 30-50% strength, you cannot see the distance but can navigate your tile just fine. Thanks for clarifying
Would there be a way to make it so jesters don't appear until a bit later in the day? Friend of mine was complaining about them recently
You can lower their spawn weight using LLL or a similar mod, so they on average take more spawn waves to roll their odds. Otherwise yeah Buttery would need to modify their spawn curve
Its not the spawn as much as it is having it happen later
Oh well it's not that big a deal lol
jester does have a spawn curve
it has lower chance earlier in the day which increases later in the day
i forget the numbers though
yes? lol
for ages ive explained that clay surgeon overhaul modifies the spawn curve of clay surgeons
No, I’m asking, which entities do?
every one??
yup
I never knew this. I’ve just been told that it’s nutcrackers, barbers, ghost girls, and masked that have them
well
its possible that some entities can have a flat spawn curve
i havent looked through them all
but they all have a curve value
Oh yeah I know that, but I’m asking which ones aren’t flat
Now i want a graph lol
Is there an equation used, bet it could be plotted
most enemies do
yeah
jester has ~80% spawn rate at the start of the day which increases to 100% by midnight
this is different
nutcrackers and masked have a "number falloff curve"
which changes their spawn rate as more of them spawn
all enemies have a "spawn chance throughout day" curve that is separate
for most enemies both curves are flat
nutcrackers have a flat hourly spawn rate (100% at 6 AM, 100% at midnight) but their spawn chance increases as more nutcrackers spawn
until it starts to flatten out again once 8 (7?) total have spawned
masked are similar but not identical (im not sure if he set up the curve both times, or if masked just inherit from an earlier version of the nutcracker enemy type, since we know they are derived from nutcrackers)
barbers have no number falloff curve but their spawn chance decreases from 100% at 6 AM to 0% at midnight
so you are most likely to get one earlier in the day
ghost girl has a spawn chance curve but it is nearly meaningless
it's like 96% spawn chance at 6 AM and 100% by 7 or 9
When you say 80%, is that like....a multiplier of sorts
yes
Aww 1a3s lethal company thing isn't there anymore
I was gonna use that as an example of spawns and such
But gotcha
the lethal wiki is more or less accurate on spawn chances
i havent noticed any discrepancies the times i've checked in on it
Ehhh I just hate using fandom wiki
the devious 9am jester
Story of my life
Does the mod make mask hornets not open doors??
probably not bc buttery is silly but theres a standalone mod for that
Oh yeah I was just not sure since I remember reading about that but it might be me misremembering
well
As I thought it had that built in stead of using that mod
her stance could have changed
but iirc she doesnt mind that they can open doors
ill check rq
just in case
butterybalance does not patch bee ai
so
it does add circuit bees to offense tho
Ah okay
As I remember it being that but as said might be me misremembering or it being removed early on
i dont patch mask hornets at this point in time and i dont like just locking them behind doors as counterplay
Mask Hornets are not that much of a threat imo, they are relatively slow and loose track of players quickly
Just lead them away a little from Butler corpses and you have the knife easy
How does a hornet open a door 🤔
the power of friendship
The all land on the handle and collectively work to turn the mechanism to open the door
Hey Buttery I saw you were working on a patch for the fire exits in one of the other threads, is that real? Is that soon? Not to rush you haha just wondering hahah
haha.... ||these fire exits got me pulling my hair out is all||
whats wrong with fire exits?
some mod.. ig... is causing fire exit mismatch so when you go through a fire exit and come back out you're at a different one
ah, I have noticed that happen before
idk
i still have doubts that some mod is explicitly causing it but i dont know any better than these eggheads do
ig its dungenplus
i dont know
it just seems strange to me
Wait so if I had LCoffice with rebalanced moons, it would be bugged?
It's not LCOffice
Ah
It's the combination of LLL, JLL and DunGenPlus that increases the chances of ocurring
Well I have all those-
reason of why a patch is being made :]
Makes me glad I actually installed LCoffice separately on a test profile
again, the issue is not LCOffice lol
office added dg+ as a dependency recently
so it could cause it to start happening for users yes
oof
Right next to the ship too, they are ready to kick your butt as a pair
Robot centipede
they tried to spawn inside spawn blockers i guess
i hate how that works, would be cool if it randomized the search each time
does revisit stingers apply to modded ones if they add them
im pretty sure LLL fixed this
ive heard stingers on wesley's interiors for example
but anyways i dont have any code prohibiting modded stingers from working but im not expressly designing it for compatibility
pretty sure bc they did custom stuff lol
maybe
though is the stinger tweaks compatible with the dynamic interiors mod I guess?
depends how batby implemented it
Ah makes sense
those are put in artificially
generic's does this thing where there's a trigger in front of the main entrance door where once per round it rolls a chance for it to play a sound effect locally
which is why you can get it on storehouse if you enter through a fire exit and leave through main
i see
When I touched it I put them in the right spot but they will still only play once per general save + I don’t recall if the interior audio injection thing zeekerss added for mineshaft goofed anything up
Is this mod still getting updated by chance? I haven't kept track of the lethal modding scene as of late
it is still being supported
i have not been adding new features to it because i havent been playing lethal company recently
none of my friends are playing
Not sure whether u ended up finding it but it still exists just at a different path - https://1a3.uk/games/lethal-company/diffs
Oh I'm blind af
Its mobile too so I didn't see it properly until now
Also i forgot I said that lol
But thanks for pointing it out
Yeah the navbar is a bit shit on mobile tbf
But idk how to rly improve it cuz there's not much space 🤷♂️
wtf this is amazing
Oh shit
It’s a restored behavior from the eyeless dogs that was cut in v50
I’ve got to see this
im reading this
it's patchnotes for each version I think? idk if it has a diff purpose but thats what im looking at rn
nah like i said im just reading patch notes from old versions
it apparently? was in a beta? atleast from what im reading
i didn't catch where it was removed, if that is included in any changelog
or if it was removed even, though I suppose it was
didn't know rend and dine were once smaller, never really noticed the size change
this explains some outdated wikis still listing this as the nut's entry
This is still fucking stupid and Idk why Zeekerss did this
whatever reason he had it allows nuts and barbers to fit in properly in me lore
no this isnt anything
zeekerss added this functionality to the dogs but it was used for the old bird's "sound cannon"
dogs would cower on the flor when hearing it
except he either never finished hooking that behavior up or removed it before release
like how he removed the sound cannon deafening players
idk where the myth started that it was related to explosions
i guess "loud blast" could be tied to the sound cannons
this is from 1A3's thingy right here
also this change was made because in v50 he made manors generate with size divided by 1.5
from the v50 beta 1 patch notes
rend was increased from 1.2 to 1.8 (1.5x), but then manors divide it by 1.5x again and it's the same size
dine was shrunk though, because it should have been 1.95x to maintain the same size
the main reason the change was made though was just because titan manors were enormous
its base size multiplier was reduced from 2.35x to 2.2x which made all interiors smaller
and then manors had the additional 1.5x divisor
yea i remember people complaining about manor titan
gooootcha, that checks out
I saw some mention that Dogs has the animation added during a beta but never anything on it actually occurring in-game
All we need now is for Mineshaft to have it too 🙏
the animation was added in v50 but by the time the first beta released no code existed to trigger it
mineshafts are actually divided by 0.9x
which causes their size to increase
Lol
😦
cuz i found a fix for the bug that caused it to be removed a day after the bug was found but he never re-added it
i added it back in this mod
actually
lol
i do hope he reintegrates it into basegame eventually
did u do the fix as well?
as in #1281728554975100988 message
cuz if not I'd definitely suggest doing it so people don't experience #974101195545280542 message
i didnt need to
i added the physics trigger in start() after it fetches the renderers
ah
but i was aware of the bug yeah
niceeee
😭
based?
it is probably because the cave tiles are really tiny
most of them are, anyway
there is still a really obvious general trend that mineshafts are way bigger than factories or manors
both in terms of volume and dimensions
so if he was trying to balance them out he definitely would have increased the divisor
i think he probably just
A. didn't spend a lot of time comparing it to the other interiors and making adjustments (maybe no time at all)
B. intentionally wants mineshafts to be huge
hard to say for sure
Considering the way zeekers does things, it's definitely a.
Either way this is not the way it should be imo, Mineshaft is nearly unplayable on dungeon size 2.0 or higher, especially if the moon has lots of traps (Titan moment)
I find this mod does a good job of making it tolerable
question:
what weight are the earth liviathans on Rend?
As I wanna swap the weights for the keepers and worms
Ever since v55 worms have had 0 weight, so you will be removing Giants and having Worms be the secondary spawn
This mod does have a setting to restore the worms
Assuming Buttery wants to achieve the pre-v55 spawns, Worms probably are added with weight 18
ah okay
So v69 Rend with BRB changes is:
Giant - 60 weight
Dog - 74 weight
Worm - 18 weight
If you wanna swap stuff there you go
oh thanks!
NP, hopefully I got my facts right
everything ANN said was correct
Epic
@daring oar Quick question: would you consider adjusting some of the scrap prices like you did with the item weights? the scrap weight changes you made were really cool and I'd love to see your take on how some items should be priced
she already kinda did that
to some items
like the metal sheet costs more
the metal sheet is like genuinely awful
so i decreased its weight and increased its price a bit
it's still not good but it's at least not "terrible enough it's always worth leaving behind"
i dont have any specific ideas in mind for rebalancing other scrap prices because generally speaking i think they are okay
most of the weight changes were also recommendations from leafar, i just went through each of them and agreed because they are good
Only thing I can think of are some Manor scrap like Pill Bottle and Toothpaste not being worth all that much, but I feel like that is intentional to give Manors bad scrap while still making them feel different than Factories
If we see metal sheets, we ignore them
Mod makes it better but
I tend to go for the better scroop
i feel like thats kinda the point anyways
not every spawned scrap should be valuable realistically
Yea-
Like I love the vending machine mod and not like the gambling mod as it's a risk/reward situation -
The lesser scrap you sell, the more likely you'll die
True, but I think this mod improves it
Without going too crazy
I think pill bottle would be interesting if it was more like the rubber ducky's amount (as in highly varied)
because it would make sense that random pills could be both basically trash and highly expensive
That is how I see it too. We hate Metal Sheet and Yield Sign but you need the bad to make the good feel good
"I take the good with the bad"
Indeed. In Arduous Hardships, Purple nerfed the weight of a lot of lower value scraps so that only stuff like Cash Registers were very heavy. While it is better for gameplay, especially in a modpack like AH, all the scraps kinda blend together a bit
Compare this to my modpack where we found a Cement Bag weighing 50lb and was worth 14c, and besides me wanted to just leave it behind. We are not the same
Hey just wondering if you would be up for a simple mod commission
just a mod that lets you change LOD levels
yeah, I want to stop stuff like leaves, rocks and grass from really only appearing when you are super close
HDLC conflicts with certain mods even with the patch soo id rather not touch that one haha
it probably wouldnt be very difficult
ive been on a bit of a hiatus from LC recently
unfortunately i am motivated most by my desire to play with the stuff im working on
so when my friends aren't playing my motivation is also pretty shot
but i think i could knock this out sort of quickly
at least
ive heard, xu just mentioned you might be up for it since its realativly simple
and as I said id give some $ to sweeten the deal hehe
lol
that's very kind but i dont have any sort of donation page set up anyhow
and it's such a simple ask it's not even demanding of a price imo
no offense but I also like to pay bc it usually ensures it gets finished compared to just asking a modder hahaha'
too bad tho id throw a dono your way either way for the awesome mods you made
maybe one of these days
i have a tendency to be kind of stubborn about what i spend my time doing, and i think if you're accepting donations, that's not exactly courteous
maybe that's a selfish way to look at it
i dunno
either way hope to see it happen
yeah i will work on it
yeah I didnt expect it haha
Hopefully with the eventual update your friends will be motivated to play
Or that the very least the mod will update 😆
This mod is a need for me
oh im sure
i dont think they lost interest in the game
they are just burnt out from lack of new sights to see
i tend to have an unusual amount of energy for replaying stuff beyond a reasonable timeframe
Lol
We've been trying some other moons and interiors lately
Some are neat....some are kinda annoying and unfun
Like they make a gorgeous moon, but they forget that we are collecting scrap
And make it soooooo long or twisted
yeah i wouldnt mind exploring some modded content
but unfortunately the two groups i play with each have one player with really shitty hardware
so they'd have to get left out if we were playing with content mods
and that sucks
the recent lethallevelloader update helped a lot with one of them
they got a lot better performance
but we had to spend like an extra minute every time we went to orbit, routed the moon, landed, etc. so it was still far from feasible
the other one would crash every time they launched if they tried to load mods LOL
they just dont have enough resources to support anything beyond what they already use to play
sometimes they blue screen in the middle of games already so it's major yikes
We got a lot of mods and there's always something being messed up
We have a weird one where people show up as "nameless" and their pfp isn't showing
BTW I did have a question a long time ago about the apparatus and changing that value range
We've had some incredibly unlucky rolls lately lol
And we have the escape mod so it almost seems like it's not worth getting half the time 😆
maybe i will make the value ranges configurable at some point
for the apparatus, i just went with the unused $40-119 range in the files
but then i saw that it was $130 in v9
and boosted the max to 130 to try and escalate the trend a bit more
IIRC factory escape increases the apparatus value on its own, so having my setting enabled is probably just overriding that behavior and causing it to be significantly lower than intended
I feel like the apparatus has a terrible price considering it removes power from the facility when you take it
in my eyes it's "pretty okay"
the penalty of no lights + extra monsters adds some strategy in that you'd want to unplug it as late as you can get away with, generally
and while $80 avg is not incredible, that's still an extra scrap item you wouldnt get in other interior types
and $80 is pretty solid up until you reach the tier 3s anyhow
most tier 1 and 2 loot caps out around the high 50s
and a lot of it is more like $30 avg
Hmmm maybe it would be nice if it had its price increased on the later moons so there still a reason to go looking for it (if you get the facility)
Thats why we added the factory escape
But yeah if there can be configuration that would be cool
And the higher risk that is involved with taking it out on higher moons
Might suggest to my friend to turn it off
I would add it but it seems super overkill and afaik doesn’t increase the apparatus’ price
Though maybe it does, haven’t seen its config yet
It would be fun to have an Apparatus run only gamemode (with mods) where your main objective is to successfully find and extract the apparatus
Oh god, imagine doing that on titan
my friends and i have this weird modded gamemode we came up with called "shotgun company"
the tldr is taht everyone has shotguns and ammo and tons of inventory
all scrap is weightless and one-handed
but monster spawns are cranked up a ton and quotas are huge
anyways for the mod i made the apparatus start at like $500
and it's the only scrap with weight + it's actually 2 handed
and then if you take damage or leave it sitting on the floor
it bleeds value
until you return it to the ship
so it's like a little "final objective" holdout type deal
it's kind of fun
i wouldnt call the mod particularly polished because it's something we homebrewed over the course of a couple days and just fuck around with on occasion
but i could maybe rip out some of the guts of that and repurpose them in something else
That sounds entertaining
that sounds like a fun gamemode you oughta release that at some point
i love me some good gamemode modpacks
I want a burger
im unemployed but im used to paying for burgers when me and my friends go out lol
Hot take but hot dogs are better than burgers
Depends on the context imo
Tbh, I'm inclined to agree mainly because I don't like burgers
What's the min max prices of the double-barrel?
25 minimum 89 maximum
Doesn't matter now since I decided that I'm not using the Phantom Piper, but thank u regardless
well the phantom piper's escort's shotgun value range is separate
its configurable by itself also
@dense flicker im unlikely to change the bird right now
How the hell did i not see this
the update has been out for one day and im not convinced it is a problem at this point in time
after it has some time to settle i might tweak it a bit
the next update will most likely just be v70 compatibility
for example my tzp patch does not work anymore
but is also unnecessary because he buffed base TZP a lot
my buff was 22s -> 34s
vanilla is 38s now
etc.
Yeah thats insane
And good
Idk bird doesnt seem worth messing with
Which is kinda lame
maybe
i don't think killing it with cruiser is that inconsistent
at least as of yet
cruiser also makes transporting all the eggs really easy
i think, ideally, i would like to add a way for players to sneak off with single eggs from the nest
if that is not already consistently possible in vanilla
so killing it is not the only option to maximize the loot
i might also buff the egg prices in general
when the nest is within 120m of the ship the egg prices are pretty bad
if they spawn far from the ship and you hoover them all up with cruiser, it's a pretty good payday
but that's not going to happen super consistently with the bird, probs
There is a way to do that when it sleeps, its just when the egg hatches that you are screwed
Ive been nearly successful
Also yes the egg prices being more would be worth it
Apparently the bird is awoken by sound, and the eggs trigger it by hatching shortly after being stolen. Maybe the bird cannot hear the eggs globally
The thing is that apparently the Cruiser no longer instant kills enemies, it just does 12 damage with a full ram. Bird has 28 health so it would need 3 hits, not inconsistent but would need some faffing around
if i had to make a suggestion
adding the sapsucker to the spawns of march and artifice would be neat
march especially makes no sense for the sapsucker to just not be there
Maybe it only being on a couple moons was on purpose, I hear its AI is a bit buggy
i do wish it was on artifice because right now it doesnt spawn on any of the endgame moons which really limits its ability to be present in the overall game
also artifice feels best to me as the "melting pot" where everything spawns
since it's the final moon, anyway
i probably wont add it to march
i like that it's so uncommon because it helps each moon's environment stand out
On March it will probably spawn on some far flung AI node you would have to go out of your way to find anyway
So i realize now why its not on artifice
The old birds would just kill it, and itd be free money 😆
i guess i wasnt thinking about that
I didn't either until I just thought about it
Jury might be out on that actually (though maybe the collapsed bridge is just bugging their AI)
well, good thing i made artifice not spawn old birds, i guess
Well wheres the fun in that
honestly artifice is more interesting without them
they make sense to be there in vanilla, but ive always found the occasional lack of them on artifice to be harder to play
Well yeah, them killing all the Giants and Dogs makes our life easier
imo he could make so that if the sapsucker saw an old bird it would grab his nest and move it away from said old bird
making stun grenades stun the sapsucker for much longer could be an interesting balance change, so waiting for it to sleep isn't the ONLY way to steal from it without killing it
honestly id rather have a stun game multiplier nerf if one of the two were to be altered
the sapsuckers is x1.6, the highest of any monster, and it is nion impossible to maintain the beam for any longer than like 5 seconds
it would give the zap gun an actual good use and be a good fair way to make the sapsucker a possible thing to consider killing
i wouldnt want it toned down too much, x1.1 is probably fine
i probably lean more towards making the zap gun usable against it yes
i think stun grenades would be a little too easy and effective against the bird
if that sounds too little, it genuinely is not
try maintaining the beam on a barber vs a jester (x0.8 vs x1)
the small difference matters a lot in that number
although regardless of the method you use to stun it, it unleashes hell once it's free
so we will have to see how that shakes out
zeekerss just released the v70 patreon post and already mentioned plans for some changes to the bird
so i wont be touching it until those are done and dealt with, in any case
Wait the zap gun didn't work before 
"usable" as in the stun game multiplier is too high to actually reasonably do anything with the zap gun to it
some bird damage bugs were fixed in v71 and egg price buffed
still wont be touching it for a little while, in case these changes still arent final
but already we are seeing improvements on the vanilla side of things
Where did get this information? I have been having trouble getting technical changelogs of v70+, it would be nice to see them for myself
i just dump the code and look at it myself
1a3 will make a detailed changelog in the morning
i assume
I do know about 1a3’s website, just wondering if there was anything else
I'm really surprised nothing was made in the patch notes
Thats a pretty big deal imo
Although still not enticing enough to go for lol
Maybe if we can stunlock it
Although that is still someone sacrificing themselves
the only sensible way to do that is being a god at using the zap gun
which is no one
Not to mention you gonna lose that gun
@daring oar I think the Rare mineshafts setting for Rend might be redundant now
Zeekerss lowered it in v71 to be much lower
So you could probably safely remove this
mineshaft weight was 50 for rend in v69
it was decreased to 28 in v71
my mod reduced it to 14
Ah
28 is still so rare I will personally not keep that on anymore
Did he change the size of the interior size on March at all btw?
it felt significantly less bad when I played Vanilla v70
but it might have just been the nostalgia of playing purely vanilla
I also feel Adamance doesn't feel as bad in terms of the chaos lol
@jagged nexus almost nothing changed for any of the moons
assurance indoor spawn rates were made a lot more variable (higher chance of large spawn groups, higher chance of prolonged days where nothing spawns)
Ahhhh
v71 increased the sapsucker spawn rate on vow
zed dog was made more frequent on vow and rend (and is supposed to be additionally escalated for all other moons, but that did not happen due to a bug)
and v71 reduced mineshaft rate on rend
outside of that basically nothing else changed
march is completely identical to v69
no support for manor, no sapsucker, no changes to factory or its stats
i plan to add snowmen back yes
Custom Outside Objects has snowmen, and its are better imo since they can be destroyed by the cruiser, which I think makes sense
zeekerss made snowmen destructible by cruiser in v70
before they were removed
lol
not sure what the thought process is there
they're probably still stored for him in his project so i assume he'll bring em back christmas time
well they're still in teh game files so i feel like that's probably why
i know, i just didn't want to add mods required by all clients to my modpack for something so small
wth, another Zeekerss moment 😭
good to know they're now destructible at least
it's unfair that snowmen from christmas got removed but the pumpkin from halloween didn't
The game does have a general spooky tone tbf, Halloween is baked into it a bit
snowmen dont spawn serverside
any mod that restores the snowmen is going to have to be all clients
im not sure where though
the prefabs still exist in rips and stuff
which means they are referenced somewhere
but i'd need to find them to add them back to the spawn lists
oh duh-doy it's in the TestAllEnemiesLevel
yes
he added snowmen to that level on the update that added them
and never removed it
An idea that I think would fit for this mod is having the Facecam for the masked instead be a still image of the player before they put it on
Probably better for mirage
maybe
i think mimics are already extremely unconvincing on the map radar so i probably wont bother with implementing this
right now all the facecams render to the same rendertexture
so i'd have to register a new render texture for each facecam and then swap them on the monitor depending on who you are observing
so that i could selectively stop updating a render texture for a player that gets masked
and even after all of that, it's just going to change the tell from "they are wearing a mask" to "they are not moving on the camera"
Can we have Sapsucker on March
i dont want it on march
What about April?
yeah thats fair I was just thinking it would be cool if it was harder to tell
and the ship person could possibly not notice if they're flipping through the cams
We've had some pretty fun interactions with masked enemies and mods
They'll legit hid their face
@daring oar Sorry to bother you. Are there any plans to include a balance change that returns the cruisers ramming damage to it's original value before the v70s?
it got buffed?
yes
It's basically invulnerable now
I would imagine cus weedkiller stopped being used as much after the removal of the fox
What
Wouldn't this make it worse, since there would be no real incentive to heal your truck because it's almost indestructible
Precisely, High Quota players were mainly using it for the boost mechanic not really healing it
Which is understandable cus Weed Killer doesn't last long enough and noone wants to keep buying it
Kinda removes what makes the car a little more complex to use, which is sad
It's basically an outdoor skip at this point
We don't really know why Zeekerss buffed it but I'm not complaining
I never liked how weak the cruiser was tbh
Cruiser was kinda crap for my group so avoided using it for the most part
We would use it for artifice but even then it got blown up all the time
yeah it got a lot of handling buffs
it now gets a mini turbo boost the first time you use the pedals after switching gears
which i am neither for or against
it kind of messes with my muscle memory but it's pretty minor
i swear it feels a lot faster in this update though and that is kind of messing with me
the biggest change is durability though
the cruiser's passive regen got a massive buff
it could previously recover 1 HP every 16 seconds up to a maximum of 7 (30 is the total HP for context)
so if you ever set the car on fire you could bail out and let it be for a while and it would be usable again
now it recovers HP every 5 seconds up to a maximum of 25
so basically unless it gets completely smashed in one go there is virtually no possibility of it getting destroyed at all
and almost every source of damage to the cruiser was reduced or removed completely
just as a litmus test i drove it recklessly through vow
going at like full speed, smashing every single tree in the path, dumped it off the cliff face into the valley
and somehow it didn't take any damage from doing that
it was still at full
i havent checked under the hood after using it to kill enemies, but if that's not enough to destroy the new cruiser, im pretty sure nothing is enough to destroy the new cruiser
oh yeah I like smashed the car into the side of a utility pole and the artifice pit and it was full HP
it's a lil strong
I think he overbuffed it a lil
just reducing the damage it took from certain sources woulda made it more beginner friendly already, cuz ig that's what he was going for
an old bird, a dog and a giant rammed the cruiser for like 2 straight minutes last session I played and I don't think it was damaged much
Wow it got an insane buff what the heck
I noticed the weird gear shift boot thing but other than that
I had no idea it got buffed that much
Guess this is the perfect time to learn some cruiser jumps :3
I really liked how fragile it was before hand
I think the HP regen buff would be nice if it wasn’t as extreme, but that’s it
I am surprised the Cruiser got buffed, I thought a good chunk of the community knew it was very powerful if you took 15 minutes to learn the controls. Almost every moon has some sort of cruiser strat that does not even need Weedkiller, you can just maneuver it to an entrance. I also thought the Cruiser was kinda meant to be scuffed, like the v69 strats were already beyond what it was meant to do
I guess noobs can enjoy it too now, though instant-killing Giants will be missed
@daring oar Curious does the Cruiser even take damage to anything anymore?
I think you still can if you get enough speed
@jagged nexus yes but it was sharply reduced
for example, cruiser used to take 2 damage when crashing into any enemy
unless that enemy was instantly killed
now it only takes 1 damage and only if the enemy is "giant"
which iirc is just old birds and forest keepers
also high speed impacts that used to deal 6 damage now dela 2
im also of the opinion that a more fragile but deadlier cruiser is better than a more durable but less deadly one
last convo was exactly about this ye
yeah the handling improvements are kind of nice
i could take them or leave them
i didnt really mind it before
but im definitely not a fan of all the changes to durability and damage
it's nice that it's so easy and accessible to folks now but it feels super OP
the damage nerf also feels pretty bad and doesnt make a ton of sense except in the context of the sapsucker i guess
which might be the reason he changed it
but not instakilling giants is a massive loss
I'd be fine with the sapsucker having some kind of damage resistance like the maneater tbh, makes some sense in the context of an enemy you dont strictly need to fight
shoulda just written it so it takes less damage from the cruiser specifically or smth then :P
I heard it does max 12 damage per hit, meaning 3 hits are needed to kill a Giant
well the maneater's specific damage resistance wouldnt work in this case
because the cruiser instakilled enemies, and it could do so to outdoor maneaters even in v69
now the instakill function was replaced with a 12 damage hit
so it cant instant kill the maneater either
if you mean principally though, then yeah
i wouldnt mind if the sapsucker just had some weird flat cruiser kill resistance
interesting, yeah I guess the damage could just be increased to be an effective instant-kill instead of a literal one, lots of possible implementations though
yeah that would probably be fine
although it would mean the maneater is no longer instant death
unless a special case was added for it
which could be done
zeekerss added the capability for "damage types" to be defined on hit
and it is exclusively used for the knife so it can instant kill butlers
lol
I'd be fine with that imo, based on everything else it seems like the cruiser killing the maneater is more of an oversight than anything, but not sure how popular of a meta that is, usually I just avoid the maneater transforming at all
it is definitely not meta but i do like that there is at least one consistent way to insta it
it's also a decent risk because maneater gets superpowers outside
I mean the meta is cheesing Maneater by putting it inside a wall and then slamming your five hits before its teleport timer elapses
People also have strats of killing it without cheese too, we have come a long ways
Its called "taking responsibility and raising your son"
Yeah but that's boring
Why take care of the baby when I can pommel it to death with my shovel
Maybe in a pacifist run I suppose
Nah, we here at the company endorse child abuse
this is probably not possible but a friend randomly suggested it
if you successfully kill a maneater, it regurgitates whatever it ate, and you can then take them back from it
items get completely despawned when a maneater eats them
i might be able to hack something together for this but we will see
can you make the maneater explode like the cruiser when you kill it
can you make the maneater grow into an even bigger maneater when you kill it
Narpy would like that
can you tie c4 to the bracken for april fools
Can we tie c4 onto dopa until the next April fools
Killing the moonlord with this one...
Can't wait for the terraria + lethal company collab once they star working on the final final final final final update
yo? actually? thatd be fucking fire though
i would not mind seeing the nutcracker fire his shotgun in the frost moon
62346940
awful march seed
lights off, turret spam, nutcracker spawns mid day (???)
dog at the ship
we had it storym
worst march game ive EVER PLAYED!!
@daring oar Do your infestations work? Cus I've played several hours with the mod installed and don't think I've ever seen them work tbh
I think I last saw Butler and Barber ones work on V69, I haven't seen any of them occur on V70+
and I've never seen a masked one happen
nothing about infestations changed in v70
and nothing about my implementation should have changed either
i've seen infestations while using my mod in v70+
i dont check the spawn list in actual games but it feels like they work as they are supposed to
I'm not sure if this would be a buttery fixes change or chameleon change, but I think it would be nice if the no signal screen showed up when someone had died (can't remember if this is a thing or not, but afaik it only happens inside of caves)
it would also be kinda nice if there was an option to disable the no signal screen for caves because I think that kinda makes the cave tileset worse for no real reason. (to me) It doesn't make sense how a signal can reach through a giant concrete building but not a cave
i did think about adding a change for "no signal" to display when a body gets destroyed
such as when you're eaten by a giant
the vanilla logic is so buggy though that i wound up throwing it out and completely remaking it in the butteryfixes v70 patch
I am gonna make my case now, I think this mod should have a feature that disables the “no signal” effect when in Mineshaft caves, or offer some sort of other bypass like using Radar Boosters.
Before this Mineshaft was already the hardest interior, even with the size nerf this mod provides. It is comparatively slower to loot, with the elevator slowing down main and loot mainly appearing deep within it in the caves. It is the hardest to navigate since the tiles blend together, and traps being clustered in the facility portions leads to inevitable choke points. And finally, even with several patches it is still buggy, with out-of-bounds loot and janky geometry that players get caught on. I am fine with this, but it of course means I am baffled at this latest change.
The radar facelift seemed like it was meant to buff the at-this-point neglected game feature, with the entrance line and key icons, only for this to also be added, and added the interior that needs a nerf the least. The radar is very powerful but also very hard to use, outright disabling it entirely for some of the already hardest moons (Dine, Titan, and Artifice have large Mineshaft odds) just hurts this game’s strategy in my humble opinion. That will be all, ramble over.
i think it was a last minute addition to hide some ugly clipping issues with the caverns
sometimes the player's sprite is hidden by the sprites of the cavern tiles
there are obvious seams where tiles do/don't exist
etc.
it felt like it was definitely implemented very last minute
at least
it was super buggy in the v70 release
i kinda just assumed it's a temporary stopgap until he reworks mineshafts in v75 or v80 and has more time to polish them
but i guess with time we will see if that is true or not
on that note, it already can be bypassed in vanilla using radar boosters
and this mod apparently already exists
so
I see
I have not had time to dumpster dive in Thunderstore as of late so I kinda took a blind stance
Wait what the hell? That sounds like a dumb thing to add and only adds frustration
What the hell are you doing zeekers 🤦♂️
I mean i guess maybe its because later it'll be fixed but idk it just sounds like another one of his "ideas"
its cool
Forbid Zeekerss adds a feature to make a certain interior more interesting and challenging
Guys its already the most challenging interior
Why would I want to make it worse
It just makes it more frustrating
But it’s silly and kinda spookie looking
So is the indoor fog, but thats also awful
If the mineshaft was an interior that was way more worth going to (had more valuable scrap) then id see your point but atm it's not
Even with the mod
i think people forget this isnt an extremely well designed balanced game this is a goofy ass online party game that was likely not intended to blow up as much as it did
Thats not exactly an excuse for unfun game design and balance
Agree to disagree
Fog you can at least avoid
This you cant
And its so thick and also guarantees an infestation, which makes the moon completly awful
i like both indoor fog and no signal
i think the only recent addition i genuinely hate is infestations
theyre such a fucking punch into your gut, especially early game
nutcracker one is more profitable but the hoarding bug one is usually intolerable
maybe i wouldnt mind them as much if hoarding bugs were stunned longer, that way theres an always accessible solution to getting rid of them
but right now the only good solution is a shotgun pretty much
or just not making them angry?
I love infestations
The idea of just a massive infestation of X creature inside sounds so funny
Like what occurred inside of that building in order for there to be an infestation
Easier said than done
What do you expect us to do, just leave 😆
I actually dont mind infestation, especially with this mod so we can get all kinds of thjngs
i think it looks cool and spooky
and it's such a rare occurrence i don't feel like it ever overstays its welcome
never overstays its welcome thankfully, but the density is a bit too much at times and makes it a bit annoying to navigate
i just feel like this game already has so many things in it that already were like "shit, guess im gonna have a bad time continuing to play today"
long before indoor fog
if you weren't accustomed to this game randomly inconveniencing you, and willing to accept that, it doesn't make sense to me that you could play it in the first place
like
you've always been able to get lost in the middle of titan and then have a jester spawn on top of you, even since the game launched...
you have no control over where monsters spawn and almost no control over when they spawn
so i don't think indoor fog is unnaturally evil for "you have no control over it being harder to see in the interior for 1 day"
that's not to say "i think the jester is fun and the fog is not" isn't a valid argument
because it definitely is
but in my mind it's more like, i don't think either of these betray the game's design or are principly that different from one another
so i don't understand the outrage indoor fog generated (and continues to generate) personally
I think maybe because of how thick the fog is maybe
Because you can also choose to AVOID fog
And it's outside, so you usually have an idea of where you are at
In outdoors
it is really not that hard to play around interior fog
even if you dont know the exact layout of the interior, the tile's layouts never change
You keep saying that, but its not gonna make meagree 😅
Its very thick too is another issue
and if you use a flashlight for increased visibility (they exist to be used for that exact purpose...) the fog never feels so dense to the point where you can't tell where you are
if the point is "I dont want to play with a flashlight and it's hard to do that when there's fog" then like, yeah, i guess that's fair enough
im aware
Even with a flashlight doesnt help
but you asked why i like indoor fog
Its cool and spooky i guess
anyways on the topic of indoor fog
i did want to implement something to reduce monster vision range when the indoors are foggy
Look im not even a guy who is looking for the highest quota lol
since it is a popular request
i havent worked on this mod in a really long time but it was a feature i planned to add in the next version
I just want to have fun, and its not really fun to not be able to see
for what that's worth
Hmm
this is a perfectly reasonable perspective
That I do like
and this is why i think we fundamentally disagree
and why we are never going to agree
i could talk all day about why i think fog isn't as much of a nuisance as most people say it is, etc. blah blah balh
but at the end of the day i think the fog is an interesting change of pace and inherently fun, to me
Like I said: outdoor fog and weather is tolerable because you prepare for it
so of course i'm going to like it
but "not being able to see is not fun" is a concise and completely reasonable way to explain why fog doesn't work the same for everybody else
that's just how it is
Because if I can't see, the enemy shouldn't either
Or maybe if there is an incentive
Besides living lol
Maybe theres more items, maybe they sre more valuable
Increased chance of all one items
personally im not a fan of that since i think it gets to be a bit too arcade-y for my taste
like
from a gameplay perspective, increased loot value for weathers (or random inconvenient events) definitely works in terms of balance
i just dont personally like that sort of design
I mean is it not a game to get the quota (until some kind of ending is added)
I disagree, it makes people want to go there
i do wish there was more incentive to visit weathered planets because i think they are cool and do a lot for the gameplay
And theres the incentive 😆
but i really do not like the incentive of "moons with stormy weather spawn 25% more loot"
specifically
Nobody gonna want to go to then
You gotta bait the player
Its like the sapsucker
Nobody gonna mess with it because its absolutely not worth it
yes, i'm not saying the current system functions how it should
right now it is definitely lacking incentive
the optimal way to play is avoid weather entirely
Yeah I don’t like the increased loot spawns either, but I do think different loot values depending on the weather makes sense (to me at least).
The only time its worth is it to avoid paying to go to another moon
Oh yeah loot value being higher is fine
it's basically only a factor if you already paid to land somewhere and now you have to make the decision "is the routing cost worth this sort of weather"
which is sort of functional but it's not ideal
it means you can completely avoid weather on free moons if you want
and even in the endgame, you can completely avoid a certain weather type if you dont like it. you will just have to account for that in how you budget your money
I wish paid moons discounted each other once purchasing one so it’s easier to reroute to another paid moon
i do think the routing costs need a lot of adjustments because right now i dont like how the overall gameplay feels
but this sort of change would need to come with other changes at the same time
imo
right now the expensive routing costs are the only incentive to experience weather at all
Being stuck to just one moon in end game is a little sucky
in the basegame
Yeah for sure, I think quotas would also probably have to change(?)
if i could just pay $50 to reroute from eclipsed rend into clear dine
then that would massively reduce the overall impact weather has on the game loop
again, not to say i think this is the perfect solution
because it definitely isn't
it's just an example for why i think there'd have to be push/pull
to ensure everything continues to feel like it fits into the overall scheme
if you really want to split hairs, weathers already offer some forms of unique benefits to players, however small they may be
stormy lets you kill enemies really safely and easily using lightning, once you know how to manipulate it
Yep
eclipses spawn nutcrackers/butlers more frequently, which means greater profits if you take advantage of that
Sadly the others dont do much
etc.
foggy reduces the vision range of enemies like giants which can be pretty big for open maps
Though that’s why I think having evil weather providing slightly better loot values would be a good thing since it’ll make you think about wether it’s worth risking surviving through the evil weather and getting a good payout or just going somewhere same for less but guaranteed money
Is that in base game though?
yes
Thought that was mods
it's always been in base game
Maybe it was improved with mods
I though it only got added recently (like in v55 or something)
you are probably getting it confused with mods that decrease giant vision on blizzard moons
giants have a fixed view distance that's only reduced by *foggy weather
Ah
so on maps like rend and titan which have extremely dense fog by default, giants still have full vision range
Ah
anyways
all of this is leading up to say that despite how much i like indoor fog
i hate foggy weather and actively go out of my way to avoid it whenever i play the game
i don't know why indoor fog tickles my brain but foggy weather doesn't
that do be true
but it is a contradictory viewpoint that confuses even myself
I do adapt to it, it's just always like "ah god fucking dammit"
Ironic lol
With my mod setup I have it so foggy weather has like 5 or 10% better loot values
I much prefer the outdoor
So I don’t entirely avoid it anymore
Yeah some extra incentives is fun
Like I said a lower thickness and making enemies also have lower visibility would improve it
I mean ButteRyBalance already does one
IMO it's at a reasonable strength due to the mod.
