Brotato

Brotato

177 ratings
[P&C Compatible] Balance Mod
3
7
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
687.106 KB
Oct 22, 2023 @ 8:13pm
Feb 26 @ 6:27pm
32 Change Notes ( view )

Subscribe to download
[P&C Compatible] Balance Mod

Description
Overview
More items are worth using and fewer choices are overpowered. Range and Luck stats are better. 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 and detailed. Overall difficulty is similar, with the easiest runs made modestly harder and the hardest runs made a bit easier.

The full list of all changes is here: https://github.com/DarkTwinge/Brotato-BalanceMod/#full-changelog - Below is a summary of major changes you should know about.

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.)


Change Summary
Mechanics
  • Easier to have mixed-weapon builds: The chances of being offered one of the exact weapons 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 (average amount is the same).
  • 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.

Weapons
  • Primitive set bonus is worse; Blunt set bonus is better. Gun set bonus changed to Attack Speed in order to make the Range stat more relevant.
  • Hand partially reworked to make Tier-3/4 worth buying.
  • Screwdriver partially reworked+buffed so it cares more about Crit.
  • Sharp Tooth reworked to only have one Set and to be stronger overall.
  • Minigun, Hammer, and Sledge now have Knockback Piercing, meaning their Knockback is more effective against resistant enemies like Chargers.
  • Sickle removed from the game.
  • Most Tier-4 weapons are cheaper (slightly buffs Luck & mixed weapon builds). Other weapon prices slightly tweaked for more logical/consistent progression.
  • Spear & Thief Dagger are nerfed; Mace is heavily buffed.
  • Ghost Flint, Hatchet, Laser Gun, Obliterator, Plank, Plasma Sledge, Potato Thrower, Scissors, Sword, Wand, Cacti Club, Hammer, and War Hammer receive minor buffs.
  • SMG, Fist, Icicle, Spiky Shield, Lightning Shiv, Flaming Brass Knuckles, Chain-gun, Nuclear Launcher, and Revolver receive minor nerfs.
  • Chopper, Harpoon Gun, and Sniper Gun get minor buffs+nerfs.

Items
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.
  • Tyler buffed and moved to tier-2; Bot-o-mine nerfed and moved to Tier-3. Catling Gun & Bonk Dog nerfed.
  • Utility Crit items work better as speculative picks: Pile of Books is Blue Tier & Eyepatch comes with more Crit.
  • Early economy items (Fertilizer, Coupon, Bag, Dangerous Bunny, Recycling Machine) 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.
  • Ghost Outfit significantly buffed. Wandering Bot and Lucky Coin significantly cheaper. Hedgehog, Duct Tape, Sausage, and Bone Dice cheaper. Saltwater more impactful.
  • Ricochet is now friendlier with already-piercing weapons.
  • Heavy Bullets now stronger overall but lowers Accuracy.

Characters
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.
  • One-armed and Baby receive moderate buffs. Hiker, Fisher, and Farmer get minor buffs.
  • Masochist, Knight, Doctor, Loud, Renegade, Bull, Cryptid, Explorer, Demon, King, Mutant, Gladiator, Engineer, Entrepreneur, and Brawler receive nerfs.
  • Most automatic starting weapons (e.g. Wildling, Crazy) are removed, making your chosen starter more meaningful.

Enemies & Waves
  • Late-game Elites have 15% 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.
  • (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.
  • 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 and helping enemy/material synergies. Wave 14/15 Horde Waves scarier.
  • Knockback a bit more effective against resistant enemies.



Support Me
Tune into my stream where I play a wide variety of indie games: https://www.twitch.tv/darktwinge

If you'd like to directly support my ability to make and maintain mods like this, you can do so on Patreon: http://www.patreon.com/DarkTwinge or directly: https://paypal.me/DarkTwinge

Other
You might also enjoy my FTL Balance Mod: https://www.darktwinge.com/ftl-balance/index.php

Recommended Quality of Life Mods
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

Thanks To
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.

License
You are free to use Balance Mod concepts & code with attribution — just link back to the Balance Mod and/or to my Twitch stream.
Popular Discussions View All (1)
6
Jan 2 @ 10:49pm
Is Chinese translation for this mod still needed?
SOMA
109 Comments
DarkTwinge  [author] Feb 22 @ 6:37pm 
@I_y_D Hmm, that's an awkward one. Everything seems to work just fine with both mods active inside the Editor Environment, and I don't see any direct function conflicts (we aren't modifying the same vanilla functions at all). However on the *live* game it does indeed have problems. Unfortunately not sure what can be done offhand; the Editor and the logs aren't giving me any errors or crashes to have any idea where to look further.
I_y_D Feb 20 @ 8:11am 
Game becomes bugged when gamethe's Beyond Danger is installed. For example slingshot becomes 0 range 0 damage weapon and item that gives HP and heals 5hp/s but removes any other healing becomes broken and doesn't heal at all. Not sure what mod is a problem, because separately both works fine but together some weird code magic happens.
Kakuzu"Banana Bread" Dec 26, 2025 @ 7:39pm 
@DarkTwinge Your right. It was other mods i had that I'm fine playing with out i had to remove.
DarkTwinge  [author] Dec 22, 2025 @ 4:07pm 
@Kakuzu"Banana Bread" It works fine on its own and is compatible with many other mods, but may conflict with other big content mods. What other mods are you running?
Kakuzu"Banana Bread" Dec 22, 2025 @ 12:06pm 
If this Mod fixed yet? whenever I Dl this it crashes my game.
DarkTwinge  [author] Nov 20, 2025 @ 11:58pm 
@AzrealPlays2 @I_y_D Okay, think I've found a way to fix Tardigrade mod compatibility! Briefly tested Catato and they could take multiple hits (weirdly they seemed to have more like 4-5 lives instead of 9, but this was also the case for me with Balance Mod off). Let me know if there's still any issues there.
Bert Sampson Nov 11, 2025 @ 7:55pm 
having it removed is fine, but i feel like it could just scale with melee and have bonus stat of something like gaining +1 harvesting on killing x amount of enemies, like ethereal weapons, or giving you +1 harvesting if you kill x amount of enemies with one attack, like how dwarf works. or something else probably more creative that you could have in mind, the consumable healing thing sounds fun. i'd d be fine with whatever, honestly just like having another melee option with the support tag. wouldn't mind it having bonus damage against enemies below x% health. not a priority though, everything else in the mod is great.
AzrealPlays2 Nov 11, 2025 @ 6:37pm 
Is there a way to add a config that can readd the Sickle and readjust some of the other changes, to make it more tailored to the user's liking? I know there's a Mod Options menu mod for things like that.
DarkTwinge  [author] Nov 11, 2025 @ 5:57pm 
@Bert Sampson Currently I'm happy with it simply being removed from the game — I don't want any weapon to directly scale with Harvesting because it's just too inherently problematic to have damage output and economy so directly entwined. If an interestingly unique route comes to mind and I have time to test it, then it's still possible it'll come back.

(Scaling with the 'Consumable Healing' stat was one cute possibility; probably a little too discreet, but I might try it sometime.)
Bert Sampson Nov 11, 2025 @ 2:25pm 
will resickle be reworked and readded?