Brotato

Brotato

Balance Mod
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Update: Apr 2 @ 1:48am

2.5.0:
Fixes for 1.1.10 compatibility.
Bugfixed Chef getting extra Sausage with some starting weapons.
T1 Dodge Levelup 3->4%
Added Demon-Rock starter
Removed minor Incendiary Turret tweaks (game changed so they no longer work correctly; might revisit later if I have time)

Update: Mar 5 @ 10:06pm

2.4.3:
* Creature reworked: Instead of weapon scaling, they now get stronger cursed benefits on their items/weapons (and the bonus scales with Curse Stat). This makes them more uniquely varied and less about "fast weapons = OP".
* Sharp Tooth reworked: Only Primitive now (no longer precise) which makes it easier to find, and low-tier Sharp Teeth are less awful with better scaling/lifesteal from damage.
* Tweaked mat drops to be per-mat rather than per-enemy (same average result, but it is much rarer to see a big enemy to drop nothing now).
* Tuned down buffs to Crash Zone's Wave 14-15 Hordes (with the 1.1 enemy despawning changes, it made these waves a bit too much at times).
* Bugfixed Renegade's new downside to work properly (it was only affecting Wave 1 instead of all waves before).
* Bugfixed new Cyborg SFX to actually work (old implementation was working in the editor but not on the live version).
* Spider Crab Elite Phase 3 Range increased (no longer so trivial to just walk out of distance).
* Mantis Elite initial cooldown slightly lower.
* Fixed Cursed Bait to no longer spawn extra groups of Lampreys.
* Minor Stick nerf (T1/T2 -1 base damage).
* Minor tweaks to Weird Food, Ice Cube, Lure, Snowball, White Flag, Barricade, Sunken Bell, Harpoon Gun, Black Flag, Duct Tape, Sharp Bullet, Corrupted Shard, Dangerous Bunny, Metal Plate, Tentacle, Candle, Chameleon, Power Generator, Shmoop, Strange Book, Wisdom, Crystal.
* Starting weapon changes: Demon +Shuriken; Hunter +Screwdriver, +Knife; Saver +Hiking Pole, +Torch; Entrepreneur +Screwdriver, +Sharp Tooth; Lich +Cacti Club; Sick +Chopper; Vampire +Cacti Club; Gangster +Claw; Creature +Shuriken, +Ghost Axe, +Taser, -Fist; Buccaneer +Revolver; Mage +Cacti Club; Golem +Quarterstaff; Crazy -Sharp Tooth; Vagabond -Sharp Tooth; Diver -Sharp Tooth.
* One-armed can no longer be offered lower-tier versions of the weapon you have equipped (Very minor; removes completely useless weapons and makes swapping weapons very slightly easier).
* Sailor/Knight 'Tier II' effect now shows in light-green (since it's a partial upside, partial downside).

Update: Feb 12 @ 4:39am

2.3.9:
* Candle now has -5% Enemy Damage (with 1 less Elemental Damage)
* Mild SMG cooldown nerf (meaning Attack Speed matters longer: softcaps at 67% instead of 51%)
* Increased Hatchet animation speed (~+7% DPS)
* Ghost Flint Range buff
* Crystal is now -HP instead of -Engineering and is cheaper
* Stargazer enemy has higher base Speed
* Mild price nerfs for Jerky & Spyglass
* Price buff to Barricade
* Hammer & Sledge now have slight Knockback Pierce (and less base Knockback) + further Sledge buffs
* Cute Monkey mostly reverted (now vanilla with higher price; it was too much price+power for a Tier-1 item)
* Minor tweaks to: Eyepatch, Gummy, Bag, Hedgehog, Scar, Shmoop, Tyler, Ugly Tooth, Power Gen, Tentacle Enemy, Goblin Shark, Wave 13
* Dwarf no longer offered Seashell
* Louder SFX for Brick breaking

Update: Feb 5 @ 5:48am

2.3.4:
* Updated for Game v1.1.9 changes (Vanilla now has my change that enabled more explosions to Crit)
* Weird Food's Downside Dodge -> Speed
* Pocket Factory now comes with +1 Tree stat (previous +1 Engineering buff removed)
* Minor Fisher and Hiker buffs
* Baby no longer favored for XP Gain Items
* Modest Hammer buffs + price reduction
* Minor tweaks to Alien Eyes, Cog, Candle, Power Generator, Tyler, Snowball, White Flag, Black Flag, Starfish, Sunken Bell
* Improved Curse effect to apply to White Flag's new ability
* Applied Mage's 2nd starting Sausage to all non-Elemental starter weapons
* Added Harpoon as a starter for Sailor; One-armed has a Slingshot starter again (was accidentally removed in vanilla's 1.1 update I guess?)

Update: Jan 24 @ 12:21pm

2.2.4:
* Baby buffed: Reverted the shop price increase, slightly increased XP Gain
* Fixed Weird Ghost + Curse interaction
* Blunderbuss small Tier-3 damage nerf
* Captain no longer tagged for XP Gain
* Starting Weapons: Baby - Removed Flute & Taser, Added Ghost Axe & Brick; Mutant - Added Chopper
* Tweaked Gentle Alien, Wandering Bot
* Wave 4 Lamprey on Abyss now shows up on Danger Level 1 (as a way of learning that enemy outside of Bait)
* Fixed Sickle still appearing as a starter on Creature/Druid

Update: Jan 21 @ 1:34am

2.2.2:
* Items which are 'Structures' are now indicated in the shop
* White Flag now also lowers enemy limit (so it matters for Horde Waves)
*Sickle removed from the game. (Scaling with Harvesting almost inherently means that it is either overly weak or overly strong in a way that isn't very interesting most of the time.)
* Stargazer SFX adjustment: Now only makes the sound when they enter a Vat, to give you a chance to hunt them down before they become Monstrosities
* Tyler has slightly more range
* Laser Turret now has higher Crit Damage (with Pile of Books)
* Screwdriver gets more Engineering scaling on melee hits at higher tiers
* Crossbow re-tooled to scale better for higher tiers
* Turtle Elite HP buff
* Fly enemy HP buff (same early, more late)
* Minor rework of: Brawler (Range now harder to move out of the negative)
* Minor rework of Weird Ghost (-90% hp instead of -100%)
* War Hammer cooldown buff
* Tier-4 Power Fist damage buff
* Tier-4 lifesteal levelup better
* Tweaks to Tentacle, Vest, Goblet, Loud
* Riposte added to banned melee-damage items (so will no longer appear in the show for chars which cannot use Melee Damage)
* New starting weapons: Explorer MedGun, Builder Icicle, Mage Spoon, Romantic Screwdriver

Update: Jan 16 @ 7:36am

2.1.13:
* Crash Zone W14-15 Hordes harder
* Modest rework of: Honey
* Minor tweaks to: Energy Bracelet, Missile, White Flag, Adrenaline, Candle, Laser Turret, Tyler, Sunken Bell, Excalibur
* ~10 Starting Weapon tweaks (mostly adding Medical Guns)

Update: Jan 12 @ 7:32am

2.1.12:
* Added SFX when Cyborg transitions
* Mild Thief Dagger nerfs
* Mild rework-Buff for Snail
* Minor armor buff for Turtle Elite
* Minor Tweaks to: Ugly Tooth, Metal Plate, Alien Magic, Shackles, Robot Arm, Goblet, Sunken Bell, Engineer, Lucky, Vampire Squid
* Starting weapon tweaks to: Buccaneer, Demon, Hiker, Multi-tasker, Ogre
* Clarified Charm effect in tooltip

Update: Jan 6 @ 8:00am

2.1.10:
* Bugfixed the added Pufferwish on Wave 16 Crash Zone (was using the vanilla PF instead of Balance version)
* Tweaked the Scissors buff so it works a little more smoothly with its Precise peers.
* Mild Tier-4 Thief Dagger nerf
* Entrepreneur Shop Price nerf
* Ogre explosion crit bugfix now mentioned in readme (This was already bugfixed because it uses the same code that fixes Glutton, but now listed)
* Added mechanic details to Lifesteal and Small Fish tooltips

Update: Jan 2 @ 2:24am

2.1.9:
* Crash Zone now has Seapigs on W3, W6, and W13, allowing you to go for Curse on that map if desired.
* Wave 16 Crash Zone replaces one Fly with a Pufferfish when you have the DLC.

A handful of the below changes are aimed at making HP Regen less broadly the correct default choice for sustain, which it has become with the 1.1 changes + DLC. Aiming for there to be slightly more benefit to going negative HP Regen and slightly more benefit for positive Lifesteal.

* Partial reworks of: Fairy, Recycling Machine, Shmoop
* Minor additional nerf to: Spear
* Small buff to Whistle
* Reverted Campfire extra HP Regen+Price increase
* Minor tweaks to: Pencil, Onion, Black Belt, Celery Tea, Clockwork Wasp, White Flag, Chamelon, Peacock, Vig Ring, Wisdom, Diploma, Robot Arm, Sick, Feather, Eyepatch, Goblet
* Chef can no longer find Eyes Surgery