More items are worth using; fewer choices are overpowered. Range and Luck stats are better; Armor is weaker. Mixed-weapon builds are easier to manage and more build styles are viable; Tier-4 weapons are cheaper. Several tweaks to make things feel better to use and encourage more varied gameplay. Tooltips are more accurate/detailed. Difficulty is similar, with the easiest runs made modestly harder and the hardest runs made a bit easier.
Below is a summary of major changes you should know about. (The detailed exact changes are further below: https://github.com/DarkTwinge/Brotato-BalanceMod/#full-changelog)
Note: Altered/New descriptions will currently not display for non-English languages. (If anyone wants to help me make a translation set for another language, let me know! ~90 text keys, but most are simply tweaks of vanilla text which already has translations to reference.)
- Easier to have mixed-weapon builds: Odds for being offered an exact weapon you already have is higher the more weapon types you have. Additionally, shop weapon set favoring is now based on how many of that set you have (so a single off-set weapon doesn't impact your weapon pool as much).
- Armor is slightly less effective (~7% worse). Fewer items give negative Dodge.
- Range gained/lost from level-ups & items is ~15% higher.
- Other level-ups: Tier 2-4 Luck is stronger; Tier-1 Harvesting dropped to 4; weaker Tier-4 level-ups are more worthwhile.
- Horde Waves give ~8% fewer materials.
- Enemies can now drop partial material amounts instead of all or nothing (same average amount).
- Several tooltips cleaned up to be more accurate, hidden mechanics are detailed, & character descriptions take up less room. Guaranteed level-ups are color-coded. Cyborg's transition has unique SFX. Tooltips show explosion sizes.
- Primitive set bonus is worse; Blunt set bonus is better. Gun set bonus changed to Attack Speed (making your Range stat more relevant).
- Sharp Tooth reworked to only have one Set and is stronger overall.
- Sickle removed from the game.
- Tier-4 weapons are cheaper (slightly buffs Luck & mixed weapon builds). Other weapon prices slightly tweaked for more logical progression.
- Potato Thrower added to the Blunt set to work better as a starting weapon.
- Spear & Spiky Shield are nerfed; Mace, Anchor, & War Hammer are buffed.
- Laser Gun, Obliterator, Plasma Sledge, Scissors, Sword, Circular Saw, and Hammer receive minor buffs.
- Railgun, Fist, Icicle, Lightning Shiv, Flaming Brass Knuckles, Chain-gun, Nuclear Launcher, Jousting Lance, Stick, and Revolver receive minor nerfs.
- Chopper, Harpoon Gun, Screwdriver, and Sniper Gun get minor buffs+nerfs.
Tons of items receive small buffs or nerfs: overall more items are useful in more situations, and the strongest give less power for their cost. Note that the goal is not to make everything equally strong; there is still plenty of variance and build-specific decision-making. Some highlights:
- Tardigrade is no longer wasted by self-damage.
- Candle is cheaper & reduces enemy damage. White Flag is cheaper & reduces max enemies.
- Fresh Meat removed.
- Chameleon reworked: now gives Luck. Barricade substantially buffed.
- Eyepatch works better as a speculative pick (comes with more Crit). Pencil now also has +2 Crit Chance.
- Bot-o-mine nerfed and moved to Tier-3. Catling Gun & Bonk Dog slightly nerfed.
- Early economy items (Fertilizer, Coupon, Bag, Dangerous Bunny, Recycling Machine, Lure) are a little worse (but still strong).
- Purple delayed-value items (Wheat, Blood Donation, Bowler Hat, Vigilante Ring, Starfish) are better (as you have much less time to profit from them).
- Power Generator now reduces your HP as it powers up.
- Fairy gives less HP Regen and gives negative HP for Tier-4s instead of negative HP Regen. Goblet & Medikit less powerful.
- Ghost Outfit significantly buffed; Landmines buffed. Celery Tea less punishing. Wandering Bot, Lucky Coin, and Sunken Bell significantly cheaper. Hedgehog, Lumberjack Shirt, Sausage, and Bone Dice cheaper. Fruit Basket, Saltwater, Cauldron, Small Fish, and Penguin more impactful.
- Ricochet is now friendlier with already-piercing weapons.
- Heavy Bullets now stronger overall but lowers Accuracy.
- Fog reduction from thematic items reduced (so one item doesn't eliminate Fog's impact by itself).
As with items, the goal is not for characters to be equal strength. The focus is instead on making the easiest options less 'free', as well as tweaks to make decisions more interesting and characters more variable.
- (DLC) Druid reworked to care more about poisoned fruit.
- (DLC) Creature reworked to have stronger curses rather than weapon scaling.
- Mage can better run an Engineering build (turrets + Sausage) and also handles Gun builds better (extra Sausage). Engineer can better combo with Elemental Damage.
- Lucky and Speedy now care more about raising their thematic stats. Soldier cares more about Pickup Range.
- Crazy now works with Crossbows properly; Brawler works with Claw properly.
- Fisher, Hiker, Baby, One-armed, and Farmer get modest buffs.
- Masochist, Knight, Doctor, Loud, Renegade, Bull, Cryptid, Entrepreneur, Explorer, Demon, King, Mutant, Gladiator, Engineer, Sick, and Brawler receive nerfs.
- Shops offers fewer completely worthless items, and starting weapons are more varied & appropriate.
- Most forced starting weapons (e.g. Wildling, Crazy) are removed, making your chosen starter more meaningful.
- Late-game Elites have 20% more health.
- (DLC) Pufferfish now spawn 4 projectiles when killed by melee (instead of 0).
- (DLC) Stargazers are now stronger when you kill their Incubators first, and make a sound upon entering an Incubator.
- (DLC) Spider Crab Elite summons harder to deal with. Turtle Elite attacks sooner and is tankier.
- (DLC) Guaranteed Seapigs now spawn on the Crash Zone map, letting you opt into Curse.
- Vampire Squids (DLC) are more threatening; Fly enemies have more HP late game.
- Gobbler gains more HP as it evolves but doesn't slow down as much.
- Hivemind/Colossus Elite slightly nerfed.
- Mantis Elite tweaked to be more unique and slightly harder. Butcher Elite attacks are harder to run from.
- Crash Zone: Wave 14 slightly easier. Wave 16 harder. Wave 12 slightly harder. Wave 20 has additional small enemies, making it slightly harder but helping enemy/material synergies. Wave 14/15 Horde Waves scarier.
- Knockback a bit more effective against resistant enemies.
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- Armor is about 7% less effective (Each point is +6.25% Effective HP instead of +6.67%). [This probably still leaves it as the strongest general stat, but now closer to its peers.]
- Having different weapons will make the shop more likely to offer you an exact-match of a weapon you already have. In vanilla, this is always a 20% chance; now it's 19%/20%/22%/24%/26% for having 1/2/3/4/5+ different types of weapons.
- Mixed Weapon Sets don't hurt your shop odds as much: The calculation that weighs shop weapons to more often match weapon sets you currently have (15% of the time, more often in the first 5 waves) now factors in how many copies of the set you have rather than weighing them all equally. For example, if you have 5 Thief Daggers (Precise set) and 1 Scissors (Precise & Medical sets): when the shop is picking a tier-1 weapon based on sets, in vanilla this would give you a 1 in 7 chance to be offered a Medical Gun -- now the odds of it picking Medical Gun are only 1 in 32. [This also means multi-set weapons will inherently be favored slightly more, which helps offset the fact they're pulling in more weapons into the pool.]
- When a shop tries to offer you an exact weapon you have but can't, it will now offer you a same-set weapon (instead of a fully random weapon). This makes it a little easier to match up a starting tier-2+ only weapon (e.g. Potato Thrower) with something relevant.
- Tier-4 weapons are significantly cheaper, primarily as an indirect buff to Luck and mixed-weapon builds. Other weapon prices are cleaned up to be more consistent and have a slightly more logical progression.
- The reroll button for level-ups is now color-coded for levels that have a guaranteed rarity. (Level 5, 10, 15, etc.)
- Horde Wave Materials: 65% -> 60% [This still leaves them mostly more profitable and easier than Elite waves, but more closely aligned.]
- All explosion tooltips now list their explosion size (weapons, items, and characters).
- Clarified various tooltips to be more clear & accurate: Detailed hidden mechanics (e.g. Fisher, Spicy Sauce, Scared Sausage); Adjusted wordings of item and stat tooltips to be more correct; Shortened character effect descriptions to fit in the box better; Armor tooltip has extra decimal places; Knight's tooltip color-coded properly; Fixed Lightning Shiv's bounce count.
- Range: 15/30/45/60 -> 20/35/50/70
- Luck: 5/10/15/20 -> 5/11/18/26
- Harvesting: 5/8/10/12 -> 4/8/11/15
- HP Regen Tier-4: 5->6
- Engineering Tier-4: 5->6
- Crit Chance Tier-4: 9->10
- Lifesteal Tier-4: 4->5
- Dodge Tier-1: 3->4 [Dodge is very weak until you have a good amount of it, making it especially bad to invest in early; this helps counteract that some.]
- Alien Tongue: Price 25->22; Knockback +1 -> +2
- Baby Elephant: Price 22->18
- Baby Gecko: Range 10 -> 12
- Bag: Price 15->19
- Beanie: Range -6 -> -7
- Book: Price 15->16
- Boxing Glove: Knockback +3 -> +4
- Broken Mouth: Price 25->26
- Cake: Price 15->16
- Coupon: Price 15->20
- Cute Monkey: Price 25->31
- Duct Tape: Price 20->18
- Fertilizer: Price 15->17; Harvesting 8 -> 7
- Fresh Meat: Removed from the game. [Having three separate tier-1 items that give +2% Lifesteal is unnecessary.]
- Gentle Alien: Price 30->32
- Glasses: Price 20->21; Range 20 -> 25
- Gummy Berserker: Price 25->24; Range 25 -> 30
- Head Injury: Damage 6% -> 7%; -8 Range --> -2% Speed [Swapped downside with Helmet so that this doesn't mirror Cyclops worm so directly.]
- Hedgehog: Price 30->23
- Helmet: Price 15->19; -2% Speed --> -10 Range [Swapped downside with Head Injury so that Injury doesn't mirror Cyclops Worm so directly and so Helmet doesn't mirror Warrior's Helm.]
- Landmines: Spawn Frequency Every 12 seconds -> Every 10 seconds; Explosion Size 175% -> 190%
- Lemonade: Price 15->16
- Lens: Range -5 -> -10
- Lost Duck: Luck 8 -> 9
- Lumberjack Shirt: Price 15->10
- Mutation: Price 25->24; Knockback -3 -> -2
- Pencil: Price 8->9; Now also gives +2% Crit Chance (and is tagged for Crit Chance)
- Propeller Hat: Price 28->25
- Ratzilla: Price 30->25
- Scar: Price 25->24; Range -8 -> -11
- Scared Sausage: Price 25->20; Tooltip now mentions hidden mechanic of improving natural burn [Price reduction helps encourage mixed builds.]
- Sharp Bullet: Knockback -3 -> -2
- Snake: Price 25->23; No Limit -> Limit 3 [Makes it so they no longer show up once you have as many as you need.]
- Terrified Onion: Price 15->12
- Tree: Price 15->16
- Ugly Tooth: Slow Per Hit 5% -> 7% (Still maxes at 20%); Speed -3% -> -2%
- Weird Food: Price 20->24; Dodge -2% --> Speed -2%
- Weird Ghost: Price 12->11; Starting HP Next Wave -100% -> -90% (which now also goes down further when cursed)
- Corrupted Shard: Price 12->15; Curse 1 -> 2; Damage 3% -> 4% [Now a bit more of an actual entry-point into Curse rather than incidental.]
- Feather: Price 18->19
- Penguin: Price 25->28; Base HP Regen 1 -> 0; HP Regen Per Consumable 1 -> 2; Limit 3 -> 2
- Small Fish: Price 18->20; Damage Multiplier +10% to targets over 75% HP -> +15% to targets over 70% HP; Attack Speed -3% -> -4%
- Whistle: Extra Loot Goblins +50% -> +60% [This still leaves it as a worse economy item than Coupon or Bag.]
- Acid: Price 65->63
- Alien Eyes: Price 50->47; Base Damage 1 -> 3; No Downside --> -8 Range
- Bait: Price 25->26
- Banner: Range 20 -> 25
- Blindfold: Price 45->42; Range -15 -> -18
- Black Belt: XP Gain +25% -> +30%
- Blood Leech: Price 45->38
- Bonk Dog: Primary Attack Internal Cooldown 28 -> 30; Primary Attack Melee Damage Scaling 60% -> 50%
- Bot-o-mine: Tier 2 -> Tier 3; Price 55->57; Laser Internal Cooldown 32 -> 35; Laser Engineering Scaling 100% -> 75%
- Campfire: Price 40->39; Fog Visibility +50% -> +20%
- Catling Gun: Internal Cooldown 55 -> 60; Ranged Damage Scaling 60% -> 50%
- Celery Tea: Price 35->32; Extra Enemy HP +100% -> +60%
- Clockwork Wasp: Price 45->46
- Cog: Damage -4% -> -1% [This penalty usually doesn't matter much for an Engineering build anyway, so this makes it less punishing to splash.]
- Cyclops Worm: Range -12 -> -16
- Dangerous Bunny: Price 30->34
- Doc Moth: Tier 2 -> Tier 3
- Energy Bracelet: Crit Chance 4% -> 5%
- Fruit Basket: Price 45->58; Fruit Drop Chance 1% -> 2%; HP Regen -3 -> Damage -6%; Limit 4 -> 3
- Gambling Token: Dodge 8% -> 9%
- Ice Cube: Price 50->46
- Incendiary Turret: Price 40->38; Engineering Scaling 33% -> 35% [Better rounding.]
- Leather Vest: Price 45->49
- Little Frog: Price 45->35; Pickup Range +20% -> +30%
- Little Muscley Dude: Range -15 -> -18
- Lure: Price 34->41
- Medal: Price 55->62; Crit Chance -4% -> -3%
- Metal Detector: Damage -5% -> -4%
- Metal Plate: Price 40->45
- Missile: Damage 10% -> 11%
- Piggy Bank: Price 40->38
- Pocket Factory: Price 75->70; Now comes with +1 Tree Stat (same as buying one Tree item) [Makes it less reliant on finding Trees.]
- Pumpkin: Price 40->35; -2% Damage --> No Downside; Now also gives +15% Bounce damage (only relevant for Ricochet); No Limit -> Limit 8 [This item's real effect is less than people expect. Limit stops it from showing up in endless if you've already maxed the possible value.]
- Recycling Machine: Price 35->32; No Downside --> -1 HP Regen
- Reinforced Steel: Engineering 3 -> 4
- Riposte: Price 40->34
- Ritual: Price 60->57
- Scope: Range 25 -> 40
- Shady Potion: Luck 20 -> 19
- Small Magazine: Price 60->64; -6 Damage% -> -5 [Slightly better fit in the situation you want it just for the Attack Speed, similar otherwise.]
- Snail: Enemy Speed -8% -> -10%; -3% Speed --> -4% Attack Speed
- Snowball: Price 50->43
- Spicy Sauce: Explosion Size 125% -> 140%; Base Crit Chance 0% -> 1%; Now tagged for 'consumables' instead of 'luck'; (Clarified effect of having multiple copies)
- Tentacle: Price 35->39
- Tyler: Engineering & Elemental Scaling 90% -> 100% [All my other buffs are now vanilla, so I only bump the scaling slightly now.]
- Wheelbarrow: Price 40->38
- Whetstone: Price 40->42
- White Flag: Price 40->30; Harvesting 5 -> 6; Now also reduces the Enemy Limit before despawning begins (100->80 for single-player) [Aiming to give another way for reduced enemies to actually be a good thing by making swarms of enemies, especially Hordes, less dense.]
- Bait: Fixed Cursed Bait to only spawn one set of Lampreys
- Bone Dice: Price 30->27; Chance to proc +1 Damage% 50% -> 60%
- Cauldron: +20 Damage% for 2 seconds -> +25 Damage% for 3 seconds; Pickup Range +50% -> +40%; Now tagged for 'consumables'
- Eyepatch: Price 55->61; Crit Chance 3% -> 6% _[Now works better as an entry point into Crit.]
- Fish Hook: Price 35->38
- Jerky: Price 50->57
- Pearl: Price 60->52; Chance for free Pearl in crate 3% -> 4%; Limit 20 -> 15
- Pile of Books (Cursed): Bonus Crit Chance & Engineering from Curse reduced to slightly above normal Curse levels. (This item was a special exception where Curse gave extra benefits, but now it's been buffed and most of its cost/value is in the stats directly, so the big bonus no longer makes sense.)
- Saltwater: Extra Speed When Hit 10% -> 15%
- Spyglass: Price 30->32
- Treasure Map: Added Effect: 4 Luck; Now also tagged for 'Exploration' (Cryptid/Explorer/Lucky); (No longer adds extra Luck when Cursed)
- Adrenaline: 50% Chance to Heal 5 HP -> 50% Chance to Heal 7 HP
- Alien Magic: Price 85->83
- Alloy: Melee Damage 3 -> 5; Dodge -6% -> -5%
- Baby With a Beard: Ranged Damage Scaling 100% -> 75%
- Ball and Chain: Price 75->78
- Bandana: Price 75->70; Added Effect: +5% Piercing Damage; Damage% -10% -> -8%
- Barricade: Price 75->63; Armor While Not Moving 8 -> 10; Knockback 3 -> 4; Speed -5% -> -3%
- Blood Donation: Price 50->40 [The primary 'cost' is the damage, so the material cost should be lower.]
- Bowler Hat: Price 75->70; Luck 15 -> 21
- Candle: Price 65->42; Added Effect: -5% Enemy Damage; Elemental Damage 4 -> 2; -5% Damage --> -4% Attack Speed; Fog Visibility +25% -> +15% [Now more reasonable to take this primarily for the safety benefit.]
- Candy Bag: No longer gives useless stats [Uses the same mechanic that prevents e.g. Ghost from being offered Armor items.]
- Chameleon: Tier 3 -> Tier 2; Price 70->51; 20% Dodge While Standing Still --> 50 Luck While Standing Still; Dodge 3% -> 4%; (Now also tagged for Luck) _[Reworked because Dodge really wants to be reliably capped at 60% to be good, so inconsistent Dodge is extremely hard to get real value from. This also gives a second stand-still item at tier-2, as well as another Luck item at Tier 1-2 where they're lacking.]
- Community Support: Price 75->70 [The amount of actual Attack Speed granted is less than most people expect it to be.]
- Crown: Price 70->65
- Fairy: Price 85->88; 1 HP Regen Per 1 Unique Tier-1 Item --> 2 HP Regen Per 3 Unique Tier-1 Items (Tooltip shows a counter for how many items needed for the next stat increase); -3 HP Regen Per 1 Unique Tier-4 Item --> -3 Max HP Per 1 Unique Tier-4 Item
- Fin: Price 65->64; Speed 10% -> 9%; Luck -8 -> -9
- Ghost Outfit: Price 80->77; Armor -3 -> HP -3
- Glass Canon: Price 75->70
- Honey: Price 70->51; Ranged Damage 3 -> 2; Explosion Size 5% -> 10%; -3% Dodge --> No Penalty; -3% Speed --> -20 Range [Reworked to make it worthwhile when you only care about the Explosion side, and swapped the downside so that it wasn't the same as Reinforced Steel.]
- Hunting Trophy: Price 55->60
- Improved Tools: Price 70->63
- Laser Turret: Crit Damage 2.0x -> 2.5x (When you have Pile of Books)
- Lucky Charm: Price 75->70
- Peacock: Price 50->47
- Plastic Explosive: Price 60->51
- Poisonous Tonic: Range 15 -> 27
- Power Generator: Price 65->59; -5% Damage --> -1 Max HP Per 6% Speed
- Rip and Tear: Price 65->61; Base Crit Chance 0% -> 1%; (Clarified effect of having multiple copies)
- Shackles: Price 80->88; Range 80 -> 88
- Shmoop: Price 60->61; 2 HP Regen --> 2% Lifesteal; (Now tagged for Lifesteal instead of HP Regen)
- Statue: Price 60->54
- Stone Skin: Attack Speed -6% -> -7%
- Strange Book: Price 70->60
- Tardigrade: Price 50->40; Now ignores self-damage effects (anything that bypasses invulnerability); Added to Dodge Item Tag Pool
- Toolbox: Engineering 6 -> 7; Attack Speed -8% -> -5%
- Triangle of Power: Armor +1 --> Dodge +4%; (Now tagged for Dodge instead of Armor)
- Vigilante Ring: Price 92->72
- Wandering Bot: Price 60->38
- Warrior Helm: Price 80->82
- Wheat: Price 85->82; Harvesting 10 -> 15
- Wings: Range 30 -> 33
- Wisdom: Price 85->76
- Ball and Chain (Cursed): Weapon Cooldown Floor ~0.35s -> ~0.5s
- Crystal: Price 65->52; Engineering -2 --> Max HP -2 [Engineering builds rarely care about Attack Speed anyway, so it gets an appropriate real downside while being cheaper to compensate.]
- Goblet: Price 70->69; Chance of heal per kill 15% -> 12%
- Goldfish: Price 23->16 [I'd prefer a more interesting buff if I have time to create one, but this will help a weak item for now.]
- Lighthouse: Fog Visibility +100% -> +30%
- Mirror: Price 60->57
- Starfish: Price 75->68
- Sunken Bell: Price 65->42; Explosion Size 600% -> 700%
- Diploma: XP Gain +50% -> +60%
- Esty's Couch: Price 100->90
- Explosive Shells: Explosion Damage +60% -> +45%; Explosion Size +15% -> +20%; Damage -15% -> Armor -1 [Lets it fit in more reasonably with mixed builds, and gives a little more emphasis on the more-unique size factor rather than just damage.]
- Explosive Turret: Accuracy 60% -> 65%
- Exoskeleton: Price 90->95
- Extra Stomach: Price 100->105; Now tagged for 'consumables' instead of 'luck'.
- Focus: Price 110->104; Attack Speed penalty per weapon -3% -> -4%
- Gnome: Melee Damage 10 -> 12; Elemental Damage 10 -> 8; Range -20 -> -25
- Gobbler's Hat: Price 130->110; Speed -15% -> -8%; Dodge -10% -> -5%; Additional Downside of -2 Armor; Materials Dropped +70% -> +50% [A less-extreme version that's still a massive income increase but a bit more takeable in a serious run.]
- Greek Fire: Price 100->105; Fog Visibility +75% -> +20%
- Heavy Bullets: Price 100->95; Range +10 --> Crit Chance +5%; Crit Chance -5% --> Accuracy -25%; (Replaced 'Range' tag with 'Crit Chance') [The Ranged Weapons section below also covers some Accuracy tweaks that're primarily relevant if you have Heavy Bullets.]
- Hourglass: Starting HP Next Wave -100% -> -90% (which now also goes down when cursed)
- Jet Pack: Price 100->96; HP -5 -> -3
- Lucky Coin: Price: 105->70; Armor -2 -> -1
- Mammoth: Price 110->115; Melee Damage 20 -> 17; HP Regen 5 -> 4; Speed -3% -> -5%
- Medikit: Price: 95 -> 105; Starting HP Regen 10 -> 4
- Night Goggles: Price 95->87; Crit Chance 15% -> 14%; Range 50 -> 80; -3 HP --> -4% Speed [Now more worthwhile if you mostly care about the range.]
- Octopus: Price 105->110
- Potato: Price 95->100
- Regeneration Potion: HP Regen 3 -> 4
- Retromation's Hoodie: +2% Attack Speed for every 1% Dodge --> +3% Attack Speed for every 2% Dodge
- Ricochet: All weapons that naturally pierce now have a default bounce damage of 70% instead of 50% (Crossbow, Shotgun, Laser Gun, Pistol, Shredder, Minigun, Obliterator, Chain-gun, Gatling Laser, Flamethrower, Icicle, Railgun, Laser Turret; Blunderbuss, Harpoon Gun, Javelin). [In vanilla, it's a red-tier item that only works on ranged weapons to begin with, but then still ends up worthless on weapons like Shotgun and Shredder making it overly niche.]
- Robot Arm: Price 100->92
- Scapegoat: Price 110->100
- Spider: Price 110->102; Attack Speed Per Different Weapon 6% -> 8%; Damage 12% -> 8%
- Wolf Helmet: Price 90->95; Additional Downside of -5 Harvesting
- Ashes: Range 100 -> 80
- Axolotl: Price 130->115
- Kraken's Eye: Price 110->105
- Lantern: Fog Visibility +75% -> +30%
- Sifd's Relic (Cursed): Base Additional Dodge 10% -> 5% [The Armor increasing from Curse is already strong, so the additional Dodge is now a solid ~9% instead of bananas ~18%.]
- Blunt: -2/-4/-6/-8/-10 Speed -> -1/-2/-3/-4/-5 Speed
- Primitive: 3 HP Per -> 2 HP Per
- Guns: 10/20/30/40/50 Range -> 2/4/6/8/10 Attack Speed [Helps Guns care about your Range stat more often.]
- Chopper: Base Damage 6/12/18/30 -> 7/12/17/27 [The new vanilla Chopper focuses its power heavily on the Tier-4 version and this smooths out the curve a smidge.]
- Circular Saw: Crit Chance 5%/10%/20% -> 10%/15%/25%
- Fist: Damage 8/16/32/64 -> 7/14/28/56; Cooldown 0.78/0.73/0.69/0.59 -> 0.79/0.74/0.71/0.63
- Flaming Brass Knuckles: Cooldown 0.78/0.73/0.69/0.59 -> 0.79/0.74/0.71/0.63
- Ghost Flint: Tier-1 Damage 6 -> 7
- Hammer: Range 175(All) -> 180/190/200; Cooldown 1.67/1.59/1.50 -> 1.63/1.55/1.48 (accounts for the increased Range); Knockback 30/40/50 -> 25/30/40
- Jousting Lance: Speed Bonus 2%/3%/4%/5% -> 1%/2%/4%/5%
- Lightning Shiv: Cooldown 1.01/0.93/0.86/0.78 -> 1.03/0.96/0.89/0.81; (Fixed tooltip bounce count) [Most of my Shiv nerfs are now in vanilla; I've opted to keep this small additional cooldown nerf.]
- Plasma Sledge: Explosion Size 100%/125% -> 120%/140%; Explosion Chance 25%/50% -> 33%/50%; Range 175(All) -> 190/200; Cooldown 1.55/1.49 -> 1.52/1.46 (accounts for the increased Range); Now has 10%(All) Knockback Piercing (more effective against resistant enemies); Knockback 30(All) -> 25(All)
- Scissors: Crit Chance 10%/12%/15%/20% -> 10%/15%/20%/25%; Tier-3/4 Cooldown 0.94/0.86 -> 0.93/0.83 [Makes higher tier versions more worth using; Buffing cooldown helps their potential as a healing add-in to a Precise build, and increasing base crit chance helps it fit in better with its Precise peers.]
- Screwdriver: Tier-4 Mine Rate 3 seconds -> 4 seconds [Maxing at 2 seconds only required a single Wasp, so this gives room to grow.]; Landmine Explosion Size 175% -> 190%
- Sharp Tooth: No longer part of the Precise Set (now only Primitive); +1% Lifesteal for every XX% missing health 25%/20%/15%/10% -> 20%/17%/14%/10%; Melee Damage Scaling 50%(All) -> 60%(All); Lifesteal Scaling 50%/65%/80%/100% -> 60%/70%/80%/100%; Cooldown 1.14/1.07/1.00/0.93 -> 1.11/1.04/0.97/0.89 [Being part of the two biggest Sets when it really wants to be your only weapon made it harder to find (and also polluted the pool for other Precise weapons). Low-tier Teeth felt awful and struggled to get off the ground so they kick in the Lifesteal bonuses earlier, and all tiers have less-bad Melee Scaling, making it easier to directly increase their damage (tho still worse than normal weapons).]
- Spear: Range 350/375/400/500 -> 325/350/375/450; Cooldown 1.52/1.40/1.28/1.24 -> 1.61/1.48/1.35/1.28 (accounts for the lowered Range)
- Spiky Shield: Price 15/31/61/122 -> 17/34/66/120; Damage Scaling From Armor 80%/100%/130%/170% -> 75%/100%/125%/150% (Vanilla partially implemented this nerf, but it's still strong with the full reduction.)
- Stick: Base Damage 8/9/10/12 -> 7/8/10/17; Tier-4 Damage-Per-Stick 10 -> 9 [Tier-4 has the same damage with 6 sticks but is stronger with fewer sticks, giving more room to switch your build out of Sticks if desired.]
- Sword: Tier-4 Cooldown 0.98s -> 0.91s
- Thief Dagger: Knockback 2 -> 0 (All Tiers); Tier-4 Crit Chance 40% -> 35%
- Anchor: Price 48/90/175 -> 39/74/133; Tier-4 Damage Scaling From Curse 125% -> 140%
- Brick: Can no longer break during Wave 1; Breaking SFX slightly louder
- Hiking Pole: Steps Needed For Range Increase 70/60/50/40 -> 60/55/50/40
- Mace: Price 46/92/185 -> 30/59/105; Cooldown 1.39/1.31/1.23 -> 1.28/1.16/1.06
- Sickle: Removed from the game. [Scaling with Harvesting leads to an item that is going to be overly strong or overly weak with little in-between.]
- War Hammer: Cooldown 2.11/1.95 -> 2.0/1.7; Crit Damage 1.5x -> 1.75x
- Additional Price Adjustments: Jousting Lance: 20/36/72/132 -> 20/36/71/128; Lightning Shiv 18/36/66/142 -> 18/36/68/125; Plasma Sledge 136/272 -> 122/218; Trident: 49/96/200 -> 49/94/166; War Hammer 130/255 -> 119/209
- Other Tier-4 Price Reductions: Brick: 40 -> 36; Cacti Club: 149 -> 133; Captain's Sword: 210 -> 198; Chainsaw: 242 -> 210; Chopper: 122 -> 111; Circular Saw: 173 -> 151; Claw: 110 -> 100; DEX-troyer: 315 -> 285; Drill 250 -> 240; Excalibur: 230 -> 225; Fist: 91 -> 81; Flaming Brass Knuckles: 173 -> 151; Ghost Axe: 149 -> 133; Ghost Flint: 105 -> 95; Hand: 91 -> 81; Hatchet: 91 -> 81; Hiking Pole: 130 -> 120; Knife: 91 -> 81; Lute: 122 -> 111; Plank: 122 -> 111; Power Fist: 221 -> 198; Pruner: 95 -> 93; Quarterstaff: 122 -> 111; Rock: 91 -> 81; Scissors: 122 -> 111; Screwdriver 91 -> 91; Scythe: 285 -> 265; Sharp Tooth: 105 -> 95; Spear: 149 -> 133; Spoon: 122 -> 111; Stick: 91 -> 81; Sword: 190 -> 168; Thief Dagger: 105 -> 95; Thunder Sword: 238 -> 209; Torch: 91 -> 81; Vorpal Sword 200 -> 180; Wrench: 149 -> 133
- Chain-gun: Long Reload Cooldown 2.04s -> 3.51s; Accuracy 80% -> 65%
- Double-barrel Shotgun: (Firing SFX slightly quieter)
- Icicle: Range 400 -> 350; Cooldown 1.03/0.95/0.87/0.70 -> 1.05/0.97/0.88/0.72; Knockback 5 -> 3
- Laser Gun: Tier-1 Cooldown 1.98 -> 1.95; Ranged Damage Scaling 400%/450%/500%/600% -> 400%/500%/600%/700% [Cooldown tweak allows 1 extra shot during Wave 1.]
- Nuclear Launcher: Cooldown 2.12 -> 2.20; Base Damage 60/120 -> 50/100; Range 800 -> 650; Ranged Scaling 100%/100% -> 125%/125%; Elemental Scaling 100%/100% -> 150%/150% [Similar strength in Elemental builds, a touch weaker otherwise.]
- Obliterator: Projectile Hitbox Width +25%; Tier-3 Range 800 -> 700
- Potato Thrower: Added to the Blunt Weapon Set [Blunt Set allows it to find some synergy options when picked as a starting weapon.]
- Railgun: Dodge Damage Scaling 30%/35%/40%/45% -> 25%/30%/35%/40%; Ranged Damage Scaling 80%/80%/90%/100% -> 100%(All)
- Revolver: Price 20/34/70/130 -> 18/36/68/125; Range 450 -> 425; Big Reload Cooldown 2.07s/1.93s/1.80s/1.67s -> 2.30s/2.15s/2.00s/1.85s [About 5% slower attack rate overall.]
- Rocket Launcher: Range 500/550/600 -> 500(All)
- Shredder: (Firing SFX slightly quieter)
- SMG: (Firing SFX slightly quieter)
- Sniper Gun: Price 115/245 -> 108/191; Ranged Damage Scaling 100%(All) -> 250%/350%; Tier-4 Crit Chance 20% -> 25%; Range 800/1000 -> 600/700; [Given that it's in the Gun Set, it should at least passably scale from Ranged Damage and fit into a Gun build - even with these scaling amounts, it still scales worse than a Pistol. Meanwhile it's a weapon that scales off Range, so it shouldn't have so much base Range that adding more is irrelevant.]
- Harpoon Gun: Melee Damage Scaling 100%(All) -> 75%/85%/100%; Piercing 3/4/5 -> 3/4/6; Max Range 800/850/900 -> 750/825/900; Price 50/105/220 -> 46/90/160 [Better differentiates the tiers while nerfing the powerful lower-tier scaling a bit.]
- Flute: Price 20/45/80/165 -> 18/40/79/149
- Additional Price Adjustments: Crossbow: 16/34/62/132 -> 16/32/61/107; Fireball: 36/66/140 -> 36/68/125; Icicle: 18/36/66/140 -> 18/36/68/125; Obliterator 127/255 -> 122/218; Particle Accelerator: 144/289 -> 130/232; Potato Thrower: 36/69/139 -> 33/64/114; Railgun: 20/40/80/160 -> 20/40/76/139. Blunderbuss: 45/95/192 -> 46/90/160; Javelin: 18/36/66/140 -> 18/36/68/125
- Other Tier-4 Price Reductions: Chain-gun: 300->265; Double Barrel Shotgun: 149 -> 133; Flamethrower: 207 -> 185; Gatling Laser: 290 -> 260; Ghost Scepter: 122 -> 111; Grenade Launcher: 212 -> 191; Laser Gun: 122 -> 111; Medical Gun: 122 -> 111; Mini-gun 255 -> 225; Nuclear Launcher: 289 -> 251; Pistol: 91 -> 81; Rocket Launcher: 207 -> 185; Shredder: 122 -> 111; Shuriken: 105 -> 95; Slingshot: 122 -> 111; SMG: 149 -> 133; Sniper Gun: 245 -> 205; Taser: 122 -> 111; Wand: 91 -> 81
- Other Minor Accuracy Tweaks (mostly only relevant if Accuracy is lowered by Heavy Bullets or Eyepatch): Medical Gun 0.9(Tier1-3)->1.0(All); SMG 0.7/0.75/0.8/0.85->0.7/0.74/0.77/0.8; Mini-gun 0.85/1.0 -> 0.8/1.0; Shotgun 0.9/0.95/1.0/1.0->0.9(All); Potato Thrower 0.9(All)->1.0(All); Rocket Launcher 0.8/0.9/1.0 -> 0.9(All) [For reference, Revolver is 0.9(All), and most other unlisted weapons are 1.0(All).]
- Artificer: Can no longer be offered Baby Elephant or Cyberball
- Baby: Harvesting 12 -> 15; XP Required to Level Up +130% -> +120%; No longer favored to find XP Gain items [The extra Harvesting allows them to get their first Level-ups after Waves 1 and 2 much more reliably.]
- Beast Master: Can no longer be offered Range or Attack Speed levelup options; Can no longer be offered Crystal, Coffee, Community Support, Retromation's Hoodie, Statue, Banner, Gummy Berserker, Seashell, or Spider
- Brawler: Range Modifications now reduced by 50%; Range -50 -> -140 (-70); Unarmed Attack Speed Bonus 50% -> 40%; Now applies their +AttackSpeed Bonus to weapons that scale with Attack Speed (Claw); Can no longer be offered Ranged Damage levelup options; Can no longer be offered Catling Gun [In addition to directly nerfing a strong character, the idea here is to make being really close-ranged more of a requirement, giving the character a more unique feel.]
- Bull: HP Regen Modifications +50% -> +33%; Max HP +20 -> +15; Starting HP Regen 15 -> 12; Base Damage 30 -> 25; Explosion Damage Scaling 300% -> 250%; Can no longer be offered Attack Speed, Range, or Lifesteal levelup options; Can no longer be offered Triangle of Power, Retromation's Hoodie, Statue, Banner, Gummy Berserker, or Spider
- Chunky: Can no longer be offered Lifesteal levelup options; Can no longer be offered Esty's Couch, Doc Moth, or Jet Pack
- Crazy: No longer starts with a Knife; Now applies their +Range Bonus to weapons that scale with Range (Crossbow & Sniper Rifle); Starting Dodge -30% -> -15% [If this isn't going to be -100%, it might as well be an amount you can pull out of the deficit if you really want to, especially with Claw & Crossbow Sets giving Dodge]; Starting Ranged Damage -10 -> -15 [Prevents Crossbows from being overly strong]; Starting Engineering -10 -> -15 [To complete the pattern]
- Cryptid: Bonus XP/Gold Per Living Tree 12 -> 10; No longer favored to find Lumberjack Shirt; Can no longer be offered Lifesteal levelup options
- Cyborg: Now makes a distinct sound effect when switching from Ranged Damage to Engineering mode
- Demon: Materials to 1 HP Ratio 13 -> 14
- Doctor: Harvesting 5 -> 0; Starting HP Regen 5 -> 3
- Engineer: No longer starts with a Wrench; Starting Engineering 10 -> 6; Elemental Damage Penalty -50% -> -20% [Allows Engineer to lean into a mixed Engineering+Elemental build if desired, and makes more sense for Plank as a starting weapon.]
- Entrepreneur: Shop Prices -25% -> -20%; Can no longer be offered Piggy Bank.
- Explorer: Starting Trees: 12 -> 11
- Farmer: Now starts with a Garden [A flavorful buff to a character that's more impacted by nerfs to early Harvesting than most, and one that is most relevant for their weaker, non-Pruner builds.]
- Fisher: Extra HP 5 -> 8
- Ghost: ; Can no longer be offered Armor levelup options
- Gladiator: -30 Luck -> -40; Can no longer be offered Ranged Damage levelup options
- Golem: Can no longer be offered Esty's Couch
- Jack: Damage Vs Elites/Bosses 125% -> 120%; Extra Enemy HP 175% -> 180%
- King: Now only gives Attack Speed and Damage for every different tier-4 weapon; Bonus Attack Speed & Damage 25% -> 20%
- Knight: 2 Melee Damage per 1 Armor -> 3 Melee Damage per 2 Armor; Can no longer be offered Harvesting or Ranged Damage levelup options
- Loud: -3 Harvesting per Wave -> -5; Damage 30% -> 25%
- Lucky: 100 Starting Luck -> 60; Luck Modifications +25% -> +40%; Attack Speed -60% -> -50%; (Luck stat slightly better and slightly easier to come by) [This makes you care more about actually raising Lucky's Luck stat.]
- Mage: Now gets a 2nd Sausage when starting with non-Elemental weapons; -50% Engineering Mods -> -33% [Vanilla partially adapted this change, but -50% is still oppressive for making this alt build work, while -33% is more in the 'hard-but-manageable' range.]
- Masochist: HP Regen 20 -> 15; Armor 8 -> 5; Can no longer be offered Triangle of Power or Crystal
- Mutant: XP Needed For Level-up 66% -> 60% [Evens things back out a bit now that +XP items are actually strong on this character.]
- One-armed: Now gains a 3-Set bonus for whichever weapon they have equipped (except for Legendary) [A specialized buff to a difficult character that especially helps some of their worst starters like Shuriken.]; Can no longer be offered Spider; Can no longer be offered lower-tier versions of your equipped weapon [Very minor; swapping weapons is slightly easier.]
- Pacifist: Now also favored to find Dodge items; Can no longer be offered Engineering levelup options; Can no longer be offered Whistle or Bot-o-mine.
- Ranger: No longer starts with a Pistol; Can no longer be offered Melee Damage levelup options.
- Renegade: Additional Malus: +2% Items Price at the end of each wave. [Renegade's early game is moderately challenging, while their late game tends to be quite easy. This ramps up the shop costs over time, which leaves the early game fairly similar but makes the later game less trivial.]
- Sick: Starting Lifesteal 25% -> 20%; No longer favored to find Lifesteal items; Can now find Tardigrade (as it now ignores self-damage); Can no longer be offered HP Regeneration levelup options; Can no longer be offered Esty's Couch
- Soldier: 200% Pickup Range -> 125% [Gives them some reason to care about Pickup Range items.]
- Speedy: Starting Speed 30% -> 20% [More room to meaningfully increase from where you start]; Starting Armor -3 -> -2; Can no longer be offered Barricade.
- Streamer: Now also favored to find Stand-still items.
- Vagabond: Can no longer be offered Focus.
- Vampire: Consumable Healing -100 -> -20 [Allows healing from Elite Crates.]; Can no longer be offered HP Regeneration levelup options; Can no longer be offered Tardigrade or Esty's Couch
- Wildling: No longer starts with a Stick.
- Wounded: Can no longer be offered Barricade or Duct Tape.
- [Initial weapon removals (Crazy, Ranger, Wildling, Engineer) make those characters more varied by making the starting weapon choice matter more, preventing the default fall-back option.]
- Captain: No longer favored to find XP Gain items. [Their benefit is only about average, and Barnacle especially is sad for Captain.]
- Chef: Can no longer be offered Elemental Damage levelup options; Can no longer be offered Eyes Surgery.
- Creature: No longer scales weapon damage with Curse; Now increases cursed equipment strength based on how much Curse stat you have; Now has higher minimum curse strength (-20% to +30% instead of -30% to +30%) [This makes the character less about simply being OP with fast weapons and instead leans into curse in a more unique way.]
- Diver: Now starts with +10% Crit Chance
- Druid: Max HP +5 -> No Extra HP; 33% Chance for any fruit to give +1 Luck -> 100% Chance for poisoned fruit to give +2 Luck; Can no longer be offered Lifesteal or HP Regeneration levelup options; Can no longer be offered Doc Moth or Esty's Couch [This gives a risk/reward element to the poisoned fruit, making them a more unique aspect to interact with.]
- Dwarf: Can no longer be offered Seashell or Improved Tools.
- Gangster: Early Elites do less damage (see below).
- Hiker: Gold Per 10 Steps 5 -> 6; Starting Speed -5% -> No Penalty; Speed Modifications +10% -> No Bonus; Can no longer be offered Stand-still Items
- Ogre: No longer favored to find Esty's Couch more often
- Sailor: Dodge Cap 20% -> 25%; Can now be offered Dodge items. [While Dodge is still not good on Sailor, it is usable enough that the items don't need to be completely unavailable.]
- Sick: Can no longer be offered Crystal.
- Adjusted early Elite damage to have a cleaner progression. Compared to vanilla: Waves 1-8 do 20% less damage; Waves 9-11 do 5% more damage; Wave 12 does 10% more damage; Wave 13 does 5% less damage. [A recent vanilla change reduces Wave 9-12 Elite damage by 25%, but this ignores Gangster, meaning a Wave 8 Elite did the same damage as one on Wave 11.]
- All Elites on Waves 17-19 have an additional 20% health.
- Bosses (Predator/Invoker): HP Per Wave 750 -> 875 [Now the same HP as the Abyss Bosses have.]
- Colossus: Phase 2 Cooldown 0.9s -> 1.02s [Gives a touch more breathing room during the rapid onslaught of Phase 2.]
- Mantis: Time Before First Attack 2s -> 1.75s; Phase 2 Cooldown 1.33s -> 1.25s; Phase 2 Charge Duration 0.7s -> 0.85s; Phase 2 Charge Speed 800 -> 740 (Total Distance 560 -> 629) [Differentiates Mantis and Rhino more.]
- Butcher: Phase 2 & 3 Max Range increased [Makes it so you can't so easily get out of range of the slashes; most relevant for Explorer.]
- Rhino: Base Speed 250 -> 275
- Gargoyle: Time Before First Attack 2.42s -> 1.42s
- Spider Crab:: Phase 1 Crab Summoning Cooldown 2s -> 1.85s; Summoning Radius 600 -> 850; HP to switch to 2nd Phase 85% -> 82%; Time to switch to 2nd Phase 12s -> 13s; Phase 3 Max Range increased [Aiming to make the initial summoning phase more noticeable and interesting; this causes one extra summoning before switching phases from time.]
- Turtle: Time Before First Attack 2s -> 0.5s; HP Per Wave 700 -> 750; Base Armor 3 -> 1; Armor Per Wave 0.5 -> 0.75 [Similar armor early, more armor later. Also means its armor is more reasonable if Gangster sees it very early. HP is now the same as normal Elites.]
- Gobbler: Base HP 5 -> 1; Speed range for each evolution 300-400/175-275/50-150 -> 320-400/200-280/80-160; HP increase upon evolution 50% -> 75%; Ugly Tooth no longer applies slow to Gobblers (they are already unaffected by Snail)
- Fly: Base HP 15 -> 1; HP Per Wave 4 -> 9 [Similar HP early, more HP late.]
- Tentacle: Item Crate Drop Chance 2% -> 3%
- Horned Spitter (Nightmare): Projectile Speed 600 -> 550; Minimum Range 0 -> 165; Movement Speed 200 -> 190 [Lets you approach melee range a little more safely, especially if you back them into an edge.]
- Dread Magician (Nightmare): Base HP 15 -> 2; HP Per Wave 8 -> 5 [This gives them slightly less HP than regular Magicians, rewarding careful play more; they still have more Speed, double the projectiles, and spawn in groups of 5 instead of 3. Also less punishing for random damage sources such as Pets and Structures.]
- Corrupted Buffer (Nightmare): Damage Increase Per Wave 1.0 -> 0.7 [This is a support enemy, they shouldn't be doing real contact damage on their own.]
- Looter: Knockback Resistance 0% -> 30% [Makes high knockback less of a downside when trying to kill Loot Goblins.]
- Small Charger: Knockback Resistance 80% -> 75%
- Small Viking Charger: Knockback Resistance 80% -> 75%
- Tall Bruiser: Knockback Resistance 90% -> 87%
- Tall Armored Bruiser: Knockback Resistance 90% -> 87%
- Hatched Slasher: Knockback Resistance 90% -> 87%
- Mad Slasher (Nightmare): Knockback Resistance 90% -> 87%
- Lamprey Fish: Knockback Resistance 95% -> 93%
- [The base game mostly implemented my knockback tweaks, but it still felt difficult for Knockback to be impactful so I go a small step further.]
- Pufferfish: Now fires 4 projectiles when killed by a melee hit [This was the original behavior in beta. It means they are no longer irrelevant for a melee build, while still giving you safe angles to approach from.]
- Stargazer: Base Speed 100 -> 115; Boosted HP (When you destroy their Incubator) 150% -> 200%; Boosted Speed 250% -> 280%; SFX is now louder and always plays when a vat is entered (but not when you destroy a vat) [Makes it more of a downside to kill the Incubator first, rewarding careful play.]
- Scaled Stargazer (Nightmare): SFX is now a deeper growl compared to regular Stargazers, is louder, and always plays when a vat is entered (but not when you destroy a vat)
- Spiky Lung: Base HP 10 -> 5
- Vampire Squid: Initial Cooldown 1.17s -> 1.02s; Fireballs fired before longer cooldown 3 -> 4; HP Per Wave 5 -> 7; Minimum Spawn Distance From Player +120 _[This is a pretty rare and unique enemy; I want it to feel like a bigger threat while still leaving its HP relatively low.]
- Walrus: Base HP 40 -> 45; Knockback Resistance 90% -> 87%
- Cool Walrus (Nightmare): Knockback Resistance 90% -> 87%
- Goblin Shark: Fruit Drop Chance 1% -> 2%
- Scaled Goblin Shark (Nightmare): Fruit Drop Chance 1% -> 2%
- Narwhal: Knockback Resistance 90% -> 87%
- (DLC) Waves 3, 6, and 13: Now have guaranteed Seapig spawns (similar to Waves 4, 5, and 16 on The Abyss), giving more opportunity to opt into Curse on this map.
- Wave 4 (Nightmare): The first two Horned Flys (of eight total) are now Regular Flys.
- Wave 6 (Nightmare): The starting group of Eggs now spawn exactly 2 instead of randomly 2 or 3.
- (DLC) Wave 7 (Nightmare): Added an additional Walrus that spawns with 8 seconds left.
- Wave 12: Mummy Spawns 10 -> 16 [For comparison, Wave 11 averages 32.5 Mummies.]
- Wave 14: Helmet Spawns 108 -> 85; Basics spawn earlier (Makes the first ~15s a bit less empty, total 120->130 Basics); Single Magician Spawns 1-2 x6 -> 1-1 x6 [Removes the variance which removes the chance for an especially unlucky wave, and makes it so most of the fireball hurlers come from the Wizard Hats which you have more control over.]
- Wave 15: Helmet Spawns 114 -> 95
- Wave 16: 2 Flies added to each group of Helmets + Buffers (28 total); Helmet Groups a bit more spread out (500->725) [Aiming to make them less trivially smashed by melee quickly]; 2 additional groups of 1 Bruiser + 1 Armored Bruiser spawn, and they show up 10 seconds earlier (18 -> 22 total)
- (DLC) Wave 16: One of the added Flies is replaced with a Pufferfish.
- Wave 16 (Nightmare): Horned Flys now only spawn every 2 seconds during the last ~15s of the wave instead of every 1 second.
- Wave 18 (Nightmare): Corrupted Buffer spawns 3.5x8 -> 2x8 [Something you can more strategically play around instead of being a mess you can't really control.]
- Wave 20: Added additional Basics (5 every 5s = 80 total) and Fins (5 every 6s = 65 total), primarily to help out effects which are based on enemy/material counts (but also makes things a bit harder, especially for Ranged builds).
- Wave 20 (Nightmare): Puffy Wizard Hat spawns 1x7 -> 1x9 (with earlier spawns); Added 4 immediate Infected Slasher Eggs that spawn on the edge of the map, and another 4 after 11 seconds.
- Wave 14 & 15 Hordes: Added 4 single Magician spawns alongside 4 single Wizard Hats (Spawners) spread out over the last ~1/2 of the wave; Made the added Helmets in the 2nd half spawn on the edges of the map (with slightly fewer Helmets spawned); Made the Horde additions identical for 14 & 15; Removed one group of Basic Aliens to make more room for the others. [Aiming to make these Horde waves feel as threatening as Elite fights are.]
- Wave 4: The Lamprey now appears on Danger Level 1+ instead of only DL5. [This is a way to learn the enemy pattern more safely instead of having to take Bait.]
- Wave 9 (Nightmare): The first two Brainy Squids are now regular Vampire Squids.
- Wave 10 (Nightmare): 9 single Walrus spawns over each of the final 9 seconds -> Two groups of 3 Walrus spawn at 9 seconds and 7 seconds [Fixes the spawns so Jack doesn't get all of them, and front-loads them to be slightly more threatening.]
- Wave 13: Stargazer spawn timing 30s -> 28s; Egglord spawn timing 40s -> 34s [Spawns the one egg-layer earlier so it shows up soon enough to matter.]
- Wave 14 (Nightmare): Added 3 Walrus spawns during the first 10 seconds so it's no longer so empty to start. [Nightmare removes the D5 Walrus spawns during this period and replaces them with nothing.] The 4 Cool Walrus spawns are now also present during Horde and Elite waves. Cool Walrus spawn timing slightly tweaked (the first one 1s later; third and fourth slightly earlier). [Vanilla makes this wave easier than D5, because it removes a bunch of Walrus spawns and replaces them with nothing.]
- Wave 18 (Nightmare): Firemane Anenomes now spawn in groups of 2 instead of 1. (1x3 spawns -> 2x3)
- Baby: Added Ghost Axe; Removed Taser
- Chunky: Added Potato Thrower
- Crazy: Added Crossbow [Which now works with their starting Range.]; Removed Sharp Tooth (no longer Precise)
- Cryptid: Added Flute, Railgun
- Cyborg: Added Medical Gun; Removed Crossbow, Pistol
- Demon: Added Shuriken, Potato Thrower
- Engineer: Removed Hammer
- Entrepreneur: Added Screwdriver, Sharp Tooth
- Explorer: Added Medical Gun
- Generalist: Added Medical Gun; Removed Lighting Shiv
- Gladiator: Removed Sharp Tooth, Hatchet
- Golem: Added Quarterstaff
- Jack: Added Quarterstaff; Removed Shuriken
- King: Added Cacti Club, Chopper, Flaming Brass Knuckles, Icicle, Wand
- Masochist: Added Hatchet
- Mage: Added Wrench, Cacti Club
- Mutant: Added Chopper, Hatchet, Ghost Flint; Removed Ghost Axe
- Old: Added Medical Gun
- One-armed: Added Slingshot, Sword, Hammer, Flaming Brass Knuckles, Fireball
- Pacifist: Added Scissors, Rock
- Ranger: Added Medical Gun; Removed Pistol
- Saver: Added Stick, Torch
- Sick: Added Chopper
- Soldier: Added Medical Gun
- Vagabond: Added Medical Gun, Rock, Scissors; Removed Hatchet, Laser Gun, Sharp Tooth (as it now only has one Set)
- Vampire: Added Cacti Club
- Well-rounded: Added Ghost Axe; Removed Ghost Flint
- Wildling: Removed Sharp Tooth [Doesn't benefit from Wildling's ability.]
- Wounded: Added Claw, Lightning Shiv, Crossbow, Shuriken, Revolver; Removed Spiky Shield, Chopper, Fist, Quarterstaff, SMG
- Baby: Added Lute, Brick; Removed Flute
- Buccaneer: Added Plank, Wrench, Revolver
- Builder: Added Icicle
- Captain: Added Wrench
- Chef: Removed Stick
- Creature: Added Shuriken, Ghost Axe, Taser; Removed Fist
- Curious: Added Medical Gun; Removed Hatchet
- Demon: Added Brick, Mace
- Diver: Added Lightning Shiv; Removed Sharp Tooth (no longer Precise)
- Dwarf: Added Circular Saw
- Entrepreneur: Added Brick
- Explorer: Added Lute, Javelin
- Gangster: Added Claw, Chopper
- King: Added Blunderbuss, Harpoon Gun, Spoon
- Hiker: Added Slingshot, Medical Gun
- Mage: Added Spoon
- Multi-tasker: Added Spoon
- Ogre: Added Knife
- One-armed: Added Harpoon Gun
- Romantic: Added Jousting Lance, Screwdriver; Removed Fist
- Sailor: Added Harpoon Gun
- Saver: Added Hiking Pole
- Sick: Added Javelin
- Vampire: Added Javelin
You might also enjoy my FTL Balance Mod: https://www.darktwinge.com/ftl-balance/index.php
- Bait & Wave Reminder: https://steamcommunity.com/sharedfiles/filedetails/?id=3029249900
- Piggy Bank Reminder: https://steamcommunity.com/sharedfiles/filedetails/?id=3005196583
- Revamped Icons: https://steamcommunity.com/sharedfiles/filedetails/?id=3003721761
- Advanced Statistics: https://steamcommunity.com/sharedfiles/filedetails/?id=3025488976
- Improved Tooltips: https://steamcommunity.com/sharedfiles/filedetails/?id=3019195689
WL, Inschato, ArosRising, Hyphen-ated, Pasha, Lady Lynn, and everyone else that's assisted with feedback, suggestions, or coding! Also thanks to Blobfish for being receptive to feedback, implementing many previous Balance Mod changes directly into the base game.
You are free to use Balance Mod concepts & code with attribution. E.g. if you want to make a spin-off mod with only some changes, you are welcome to do so: just link back to the Balance Mod and/or to my Twitch stream.
These changes were originally made for Balance Mod but are now implemented into the main game (either directly or similarly enough to obsolete my version):
- Knockback now always moves the enemy away from the player.
- Over 100 starting weapon changes.
- Bugfixed Wave 3 shops so they can sell more than 1 weapon.
- Bugfixed Soldier so their Damage bonuses are properly active all the time.
- Fairy & King show icons for relevant items in shops; Renegade now also shows icons for crates.
- Fixed Crit to work properly for: Glutton, Ogre, Spicy Sauce, Rip & Tear.
- Item Nerfs to: Exoskeleton, Coffee, Plant, Tentacle, Bloody Hand, Extra Stomach, Lure
- Item Buffs to: Sifd's Relic, Eyes Surgery, Spicy Sauce, Snail, Wisdom, Gambling Token, Little Frog, Gummy Berserker, Scar, Black Belt, Bean Teacher, Diploma, Big Arms, Tyler, Pile of Books, Tyler (again)
- Item Tweaks to: Stone Skin, Book (formerly Pencil)
- Item Rework of: Robot Arm
- Weapon Nerfs to: Lightning Shiv, Flamethrower, Stick, Blunderbuss
- Weapon Buffs to: Torch, Sniper Gun, Plank, Cacti Club, Scissors, Chopper, Crossbow, Medical Gun, Wand, Rock, Pistol, Hammer, Excalibur, Hammer (again), Cacti Club (again), Ghost Flint, Power Fist, Anchor, War Hammer, Obliterator, Potato Thrower, Plank (again), Hand (T3-4), Hatchet, Screwdriver
- Character Buffs to: Artificer, Jack
- Character Nerfs to: Knight
- Character Tweaks to: Doctor, Mutant
- Elite Nerfs to: Croc, Mother
- Elite Buffs to: Rhino
- Elite Buff+Rework of: Gargoyle
- Fixed Tagging/Restricting for 30+ items.
- Which items are 'structures' is indicated in the shop.
- Pocket Factory now counts as a Structure. Fixed Incendiary Turret tooltip's incorrect damage rounding.
- HP tweaks to Looter and Helmet enemies. Drop rate tweak to Tentacle enemy. Knockback tweak to Spawned Magician enemy.
- Revolver & Chain-gun: Fixed a bug that caused them to instantly reload when used alongside effects that check if you're moving (e.g. Solider). Also bugfixed inaccurate long cooldown tooltip.
- Garden cooldowns now show a decimal when applicable. Weapons with very low cooldowns (such as SMG or Minigun) now show an extra decimal place in their cooldown for better accuracy. Fixed cooldown visual for the fastest weapons. Bugfixed Multi-tasker cooldown randomization so it isn't so extreme.
- Stats now update properly on shop reroll for Saver.
- Fighting Stick & Plasma Sledgehammer renamed.