Brotato

Brotato

158 ratings
Balance Mod
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
349.473 KB
22 Oct, 2023 @ 8:13pm
2 Apr @ 1:48am
19 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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3029249900
Piggy Bank Reminder: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3005196583
Revamped Icons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3003721761
Advanced Statistics: https://steamhost.cn/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)
4
7 May @ 2:01pm
Is Chinese translation for this mod still needed?
SOMA
87 Comments
InQuognito 2 Jul @ 3:19pm 
I'm getting failures to load mods while launching with this installed sometimes. Restarting usually fixes it though. Modlist is BalanceMod, CurseIndicator, SmartPickupRadius and SortedInventory
wl 27 Jun @ 2:32pm 
I believe the incompatibility with Improved Tooltips can easily be solved. DarkTwinge is changing the function signature of the init function which means nothing else can ever extend the reroll button. Creating a member variable and setting it instead should make it work.
Vernyak 17 May @ 2:29pm 
It seems to me that this mod conflicts with Improved Tooltips. When choosing a boost when increasing the level on a roll, instead of the price, it simply writes 123, which is why it does not show what chance and, most importantly, what the price of the roll is:Burn:
DarkTwinge  [author] 12 May @ 2:12pm 
@I_y_D That's most likely correct and on my end. Dunno when my life will be stable again, but if I have a chance to work on this again I'll see if I can find a different way to implement it to instead block self-damage effects specifically.
I_y_D 12 May @ 12:31pm 
My prediction is that tardigrade no longer used when you take 1 damage, and monsters on first levels deal 1 damage, which kills the character.
I_y_D 12 May @ 12:29pm 
Hi. Not sure should I ask you or Patamods author. But when both mods are active, Cat character from Patamods dies in 1 hit, while it should nullify first 8 hits (survive first 8 deaths).
DarkTwinge  [author] 7 Apr @ 12:25am 
@Inquisition I'm currently in the middle of a big move and likely won't have time to investigate co-op bugs I'm afraid; not really sure what would cause such offhand alas.
Inquisition 6 Apr @ 3:01pm 
There is also a crash that is happening during a wave.
Inquisition 6 Apr @ 2:59pm 
Hey! Purchasing the bone dice causes the game to crash for me. I've eliminated my other mods and the issue still occurs. This is in coop.
DarkTwinge  [author] 2 Apr @ 1:52am 
@ValorousFlame Should be fixed; their optimization tweaks conflicted with my changes to Stargazers.