Starbound

Starbound

40 ratings
Rivvy Rebalance
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15.193 MB
5 Jun, 2022 @ 2:27pm
15 Jun, 2022 @ 8:47am
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Rivvy Rebalance

In 1 collection by Riverina
RBSB
187 items
Description
So if You're like me and You have over 1500 hours in Starbound You'll have noticed that the Devs gave us buff items, crew, pets, augments and more and .... they're not really needed, even nano wraps aren't worth upgrading from bandages as You'll rarely be hit in combat and You'll waffle stomp most everything in Your way with relative ease, most bosses and enemies can be defeated hassle free with two tiers of equipment lower than they are! So, this mod aims to make the game more challenging in both mechanical and statistical manners without making it impossible. Bare in mind I'm basing this mod off of what I consider a fair challenge which may be impossible for some or easy for others.

Current things it changes-

AI Aggression: Particularly with many monsters they will seek You out from further away and are slightly faster, they have a much smaller window between attacks and some may attack constantly and consistently.

AI Stat changes: Rather than mess with the scaling value for monsters, I've gone through every single file and changed their base stats directly, some are changed in more unique ways than others being faster or attacking from further away, some are beefier and others inflicting more damage.

Player Scaling Changes: I reduced the Player Armor Scaling but increased Player health scaling, they add up to about the same durability so You might be asking "What was the point behind this?" To make crafting healing items more worth while! As You'll last about the same amount of time when taking hits You'll notice You're burning through more health items to regain that lost health, making it more rewarding to ether Avoid damage with evasive action or a shield. Speaking of Shields! with every monster doing a little more Damage I did increase the Shield's health, because Active Tanking is a lot more fun with a party than passive tanking (e.g raw defensive stats on armor in contrast to having to actively block attacks.)

NPC Changes-
All NPCs; Scaling Slightly increased and I've modified the NPC weapons they draw from to make them more dangerous without over doing it, these weapons fire faster use less energy and pack more of a punch! Lastly, All NPCs move a bit faster.
Crew NPCs; So far the Chemist buffs have a dramatically increased duration to get more use out of them and the Mechanic and Engineer both have increased effects on Your ship's Speed and Fuel Cost, I intend to give defining factors to the Janitor, Soldier and Outlaw to seperate them in mechanical function, something other than the weapons they bring to the table.
Todo- I want to further indivudalize many of the unique NPCs within the game to make them stand out from the more common rabble.

Space Enemies: For the most part these guys are actually fine! However, I wanted great mech pilots to really shine and thus I had an idea, Kill Zones. By increasing the range on turrets and the rate of fire on dual turrets they can make evasive action against their attacks while also dealing with other space enemies tricky but a satisfying and rewarding feeling.

Bosses: There... is so much I want to do with Bosses in this mod, I want Vox not to stand there for 8 whole seconds while we kick her teeth in, I want each boss to feel threatening instead of being a big mob that just takes a while to chip away at... and most of all- I want to fix that gosh darn Spider thing Boss's bug where he sometimes gets stuck in an animation when He's suppose to die. I figure if I'm modifying every single creature's file I might as well figure out what does that and fix it while I'm at it! in the mean time they're chonkier bois.
Current changes to the Crystal Boss; He'll spawn Moontants a little more often and faster when he does it, he'll also enter the 'panic' state sooner, Still trying to figure out how to approach his beam attacks properly, I am still intending to give him a couple of new attack patterns, but in due time.

Future Plans: I fully intend to give more creatures (Especially generated) more attack options, not only giving them such options from attacks that were active during the Beta (I do miss flame thrower birds :c ) but adding new ones made myself, I want to add new mini-bosses in the world and make them more imposing, so when You see them You just know You're in for a fight.

I fully intend to make Bosses more potent and give them more attack patterns as well as increasing the effectiveness of the ones they use now, I want NPCs to have more diversity in the weapon they have a chance to spawn with, things like rapid fire burst rockets to make players leap out of the way to evade or homing bullets to make quickly placing blocks or taking cover a more note worthy combat solution.

My end game goal here is of course, to make Starbound a generally more fun and challenging game without just saying "Haha, this mob one shots You!" or turning everything in to bullet sponges, I would gladly accept and greatly appreciate any feedback on the mod as well as and ideas or suggestions for the direction the mod is taking, the Starbound Community's been good to me, it's time to return the favor!

Lastly, I do work full time so updates may be further and fewer in between than I'd like, and this mod will probably fight with other mods that also directly change vanilla monster files and scaling files.
39 Comments
1st.Fleet 29 Jun @ 6:08am 
No pressure and completely understandable I have modded before as well just ensuring no one has to go through headache of figuring out which mod is causing issues. I appreciate your contribution to improving the game and hope the best for you.
Riverina  [author] 28 Jun @ 9:25am 
Completely understandable comment, due to a myriad of issues in life I have limited passion or time to fix this mod, Until I either get into a position where I have the free time to work on this and of course the passion to do so again I'm inclined to agree with mister first fleet, for now it's a mod that is going to go un-updated. I encourage anyone else who likes the concept to grab the mod and make their own version with fixes included.
1st.Fleet 24 Jun @ 1:21am 
I would advise no one to use this mod as the issue with large monster was never fixed and if you come across one will force you off the planet when it attacks. It unclear if he disabled large monster but there may be other mods which re-enable large monster again. After turning this off I do not have the issues with large monsters.
NonstickNutsack 20 May, 2023 @ 7:46pm 
compatible with that one combat mod but just npc behaviour?
Riverina  [author] 13 Sep, 2022 @ 4:39am 
Current Progress Update-
Figured out what caused the game crashes with large generated monsters disabled that until I can fully resolve it and re-enable their alternate attacks.
Working on Vox not standing there for 8 seconds when the fight starts but that's on the back burner because I did an oopsie.
The Oopsie- Confused the game engine by messing with Max Health and Max Energy Augments, goal was to make them a % multiplier instead of flat modifier similar to the Rage Augments. dealing with that bug at the moment.
Lukiwarble 9 Sep, 2022 @ 7:38am 
F
Riverina  [author] 9 Sep, 2022 @ 6:36am 
Expect an update here early-to-mid next week guys, Unemployed right now YA YEET.
LukeniteGamer 7 Sep, 2022 @ 8:58am 
Great mod, definitely makes the game feel more difficult, only thing I would change is decreasing the damage output by 10-15%. Really like the boss changes that make the fights last a little longer.
Lukiwarble 4 Sep, 2022 @ 12:13pm 
and another one: animator.lua error: could not set state melee for type body, for entity type largequadrupedminiboss
메망 25 Aug, 2022 @ 1:40am 
i wait for you fix miniboss :steambored: