Brotato

Brotato

144 ratings
Balance Mod
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
348.750 KB
Oct 22, 2023 @ 8:13pm
Mar 5 @ 10:06pm
18 Change Notes ( view )

Subscribe to download
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 a bit 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 the major changes you should know about.

(Dozens of changes from the original Balance Mod have now been implemented directly into the base game. A summary of those prior changes is at the end of the 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! ~75 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).
  • Range gained from level-ups & items is ~15% higher (both increases and decreases).
  • 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 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 now color-coded. Cyborg's transition has unique SFX. Which items are 'structures' now indicated in the shop. Tooltips now 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.
  • Tier-4 weapons are cheaper across the board (also a small indirect Luck buff). Other weapon prices slightly tweaked for more logical/consistent progression.
  • 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 less awful early.
  • Minigun, Hammer, and Sledge now have Knockback Piercing, meaning their Knockback is more effective against resistant enemies like Chargers.
  • Sickle removed from the game.
  • SMG, Spear & Thief Dagger are nerfed; Mace is buffed.
  • Ghost Flint, Hatchet, Laser Gun, Obliterator, Plank, Plasma Sledge, Potato Thrower, Scissors, Sword, Wand, Cacti Club, Hammer, and War Hammer receive minor buffs.
  • Chain-gun, Flaming Brass Knuckles, Fist, Lightning Shiv, Nuclear Launcher, Revolver, and Thief Dagger 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 Bloody Hand/Donation.
  • Ricochet is now friendlier with already-piercing weapons.
  • 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.
  • Utility Crit items (Pile of Books, Eyepatch) come with more Crit Chance to work better as speculative picks.
  • 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) are better (as you have less time to profit from them).
  • Chameleon, Wandering Bot, and Lucky Coin significantly cheaper. Hedgehog, Mutation, Duct Tape, Sausage, and Bone Dice cheaper. Saltwater more impactful.
  • Candle is cheaper and now reduces enemy damage.
  • 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.
  • Baby can more reliably hit Level 2 after Wave 1.
  • 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
  • (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 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 Resources
Fully unlocked Brotato (& DLC) save file (with blank character completion so you can still track your progress): https://www.darktwinge.com/skip-metaprogression-unlocks/brotato-save-file/

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
Inschato, ArosRising, Hyphen-ated, Pasha, WL, 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)
3
Jan 28 @ 4:32am
Is Chinese translation for this mod still needed?
SOMA
76 Comments
DarkTwinge  [author] Feb 27 @ 12:45pm 
@Prediction Glad you like it! I still find Fairy really strong in most cases; I still buy it maybe 3/4ths of the time I see it, and generally still consider it stronger than Sad Tomato (which isn't a bad item). As always I'll keep monitoring and considering tweaks, tho.
Prediction Feb 26 @ 7:51pm 
Absolutely loved this balance mod, what a great work from the author!
There's one personal suggestion here, I think Fairy has been overtuned on its downside effect, maybe it could be changed to only applying -2 Max HP per tier IV item?
DarkTwinge  [author] Feb 17 @ 3:47pm 
@Inquisition I change the numbers for Bone Dice, but not the code for how it works. Most likely a conflict outside of Balance Mod, tho could still be a multi-mod issue. (Also a small chance recent base-game performance updates caused an issue there?)
Inquisition Feb 17 @ 12:02am 
Hey I noticed the reroll dice that have % chance to -1 hp and to +1% damage weren't working in coop today. I've got a couple mods going so I am not sure if you've touched it or not.
CheezBallz Jan 29 @ 3:50pm 
individually Mashtato and Pentato
DarkTwinge  [author] Jan 29 @ 12:08pm 
@CheezBallz It's often going to be difficult for significant overhaul/content mods to work together. I can't investigate half a dozen different possibilities here: If you narrow it down to only running Balance Mod and one other main mod where it's still having issues, I can look into it and see if it can be addressed from my end.
CheezBallz Jan 29 @ 8:01am 
the problem is it doesn’t load the mods and says balance mod at the bottom of the screen for the error
CheezBallz Jan 28 @ 3:21pm 
also pentato and patamods
CheezBallz Jan 28 @ 3:20pm 
team spirit, witchery, mashtato
CheezBallz Jan 28 @ 3:19pm 
the content packs by Lex Looter