Rain World

Rain World

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Rift Regions Rework ("Engoodening" update)
   
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Regions, Campaigns
Compatible With: Watcher
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4.355 MB
Apr 16 @ 1:47pm
Aug 27 @ 8:10pm
19 Change Notes ( view )
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Rift Regions Rework ("Engoodening" update)

Description
Massive rework mod for Watcher's rift regions. Includes palette changes, creature spawn changes, new and reworked connections, and core gameplay changes. Originally this was meant to just add more MSC creatures to Watcher regions and was mostly meant for personal use, then it spiralled out of control into what it is now and I'm still trying to make it suitable for the general public instead of just myself. Most reworks are meant to recapture the experience of playing various modded regions for the first time, so if you're familiar with custom regions you might have some fun recognizing certain elements.
Obviously does not affect Watcher's intro regions (the ones from the base game) since those are not rift regions. Highly recommended that you restart Watcher's campaign for this, obviously.

!! -Examples & Highlights To Grab Your Attention- !!
- Outer Rim's wind blows toward The Throne instead of away from it
- Coral Caves has much less static visuals
- Heat Ducts and Thermal Relay use objects from the Shrouded Assembly mod
- All of the Aether Ridge regions are much more unique from each other and have improved visuals
- Shrouded Coast has its old gimmick from the mod version
- Verdant Waterways is overgrown with foliage and has only green creatures in it
- Badlands has less locusts and more spore puffs
- Over half the regions in the campaign have different end-of-cycle effects
- Fetid Glen is much smaller and it's a lot easier to see in it
- The rotten base game regions have spawns that fit much better

Important! The mod adds and changes several rift connections, so the interactive map you can find online is not 100% reliable now. You can use the in-game map but if you'd like to see them before playing, a semi-comprehensive list of them is in the pinned discussion post or in the 'notes-rifts.txt' file if you know how to access the files for this mod.

Some changes cause the in-game map to display incorrect water levels or not display terrain correctly, and fixing them would require manually remaking the map image files, since the program I use to generate maps and room connections does not account for those changes.
Additionally, the new rifts added by the mod sometimes like to 'double' their visual effects, meaning they display as two rifts in the exact same spot, but it shouldn't have any gameplay impact and will be fixed next update.

HIGHLY recommended that you play this with Watcher QOL, that mod adds some new obscure creature interactions which this one makes more common.
Stay tuned for future updates! I've got some big plans for the next ones.
Popular Discussions View All (2)
2
Aug 28 @ 12:18am
Likely-related exception?
VerdeBlue
131 Comments
riley_  [author] Sep 1 @ 6:10pm 
actually i'm gonna remove the "part 1" from this cause it doesn't feel right and this update is a lot more focused on general improvements than the next one
mudkipghast Aug 27 @ 3:29pm 
damn, remind me when it's ready, please
riley_  [author] Aug 27 @ 3:22pm 
FUCK i forgot to change the file name on drastic fm reprise. i need to downdate the mod. 3 more months.
riley_  [author] Aug 27 @ 3:20pm 
the mod is updated!!! i didn't put the salination rework in this update cause it's not done yet but i was getting really self-conscious about the fact i had left the mod in the broken state for almost the entire summer without updating it, so now the update's split into two parts!
VerdeBlue Jul 23 @ 3:52pm 
vv Oh, heavens, I don't remember that much. I did have to remove something similar from my port of the Salination arena.
riley_  [author] Jul 23 @ 3:01pm 
thanks for letting me know about the misspelled creature spawns though, the aether ridge ones i wrote are really old and clearly i need to revisit them
riley_  [author] Jul 23 @ 3:00pm 
i removed that cause it's ugly and had a visual bug with vulture shadows. the epilepsy thing was some extremely fast strobing red lights in the lower rooms with water in them, which i replaced with RedSubmersible light fixtures
VerdeBlue Jul 23 @ 2:36pm 
On a smaller note, no noodleflies spawn in aether ridge due to the names not having "Needle"/"NeedleWorm" in the world file. Just in case ya didn't check that out.

Also, Fetid Glen is functional enough (as I see it) that I enjoy where ya went with it, even though it doesn't feel dangerous to traverse. And I'm assuming that the staticy background back then was deemed a danger to those with photosensitive epilepsy, is it that or somethin' else?
riley_  [author] Jul 9 @ 5:38pm 
ah, yeah that requires lediting unfortunately, i didn't change any of the room connections to creature dens (they're just broken pipes now)
VerdeBlue Jul 9 @ 5:25pm 
Sorry, I meant a den for other creatures (creature den)!