Rain World

Rain World

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MoreSlugcats Nerfs
   
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20 Sep, 2024 @ 5:35pm
2 Apr @ 2:11pm
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MoreSlugcats Nerfs

Description
A mod that balances the Downpour slugcats to be less OP whilst adding some fun new mechanics to keep things fun. ALL of these changes can be totally disabled in the mods's config menu (or modified to your liking). Since its initial release, this mod has grown to encompass many ideas for slugcat nerfs, several of which you may dislike. That's fine! Disable or tweak them to your liking!
Ever felt like Gourmand creating life was a little unrealistic? Or Artificer is totally over-powered and not fun? Or Rivulet gets too easy after taking the Cell? Or Saint's tongue shouldn't launch you so high? Well, this mod fixes all of that!

UPDATE 1.1.0: Rain Meadow compatibility!
Not that Meadow compatibility matters too much. Really, all this does is prevent you from using this mod as a "cheat."
Yeah, sorry, no more cheating.

Gourmand:
* Gourmand moves 10% faster when on an empty stomach (but gets exhausted 10% more quickly) (configurable).
* Crafting Nerfs: Gourmand can no longer create life or void-powered explosives.
* Gourmand's slide speed is reduced slightly (0.8x) (configurable in the config menu).
* Gourmand's spears deal 0.8x damage than usual. You can alter this number to your pleasure in the config menu.
* Gourmand becomes exhausted 10% faster when at 0 food pips, lessening as Gourmand consumes more food. (Additionally, Gourmand's overall rate of exhaustion can be configured, but is unchanged by default.)
(Gourmand has minimal changes that don't affect his gameplay much, except it'll be harder to kill the red centipede.)

Artificer:
* Movement speed is slightly reduced (0.9x) (configurable).
* Scavenger population is 50-60% of what it previously was, making things easier. (Alternatively, you can increase the population).
* Crafting explosives now costs twice as much food (but only requires 1 pip).
* Artificer's explosion jumps are less powerful (0.8x), restraining mobility slightly. Or you can increase the explosion power...
* Explosion jumps and parries reduce your food by a quarter-pip (configurable) (optionally can make this required to explosion jump).
* Parries now count as two explosion jumps towards the explosion counter.
* Being stunned by explosions causes Artificer to overheat (configurable).
* Scavengers are worth half as much food in Artificer's campaign (only 2 pips) (configurable). This encourages the player to find other food sources.
* Artificer's spear throws can now be angled up to 25 degrees (configurable)! Now you can stab scavs slightly above or below you!
* (Artificer's throwing ability can be optionally configured.)
* Artificer's spear throws are significantly slower in arena mode only (configurable).
* For quality-of-life, Artificer's second ending can be obtained after the first one on the same save file now (configurable). (Note: Works by resetting all echo progress upon achieving the first ending (so echoes can be revisited). Makes visiting echoes still grant karma.)
(Artificer's absurdity was what prompted this mod to be made. I reduced her powers but also her threats (scavs), and gave her the unique ability to fight back against scavs better by angling spear throws.)

Rivulet:
* Rivulet's land movement speed is decreased (0.8x) (configurable).
* Rivulet's spear throwing ability and damage is reduced to be identical to Monk's.
* Rivulet's slide speed is slightly decreased (0.8x) (configurable).
* Rivulet's jump height is significantly decreased (0.8x) (or you can increase it in the config menu).
* (Rivulet Spoilers:) Taking 5P's Cell no longer extends cycles (by default, taking the Cell doubles or triples cycle length). Instead, it makes precycles much more common, but precycle rain is less dangerous.
* Rot walls will not pull in Rivulet as hard, making escape more likely.
(Rivulet just needed minor decreases in movement. However, taking the Cell made gameplay easy in the base campaign. Now you'll have to use its power to rush through the light rain.)

Spearmaster:
* Spearmaster's movement speed has been slightly decreased (0.9x) (configurable).
* Takes a quarter-pip of food away for every second spear produced (configurable).
* Growing a spear without any food causes Spearmaster to have Gourmand's exhaustion for a few seconds (configurable).
* Repeatedly throwing spears (and/or growing them with food) can briefly trigger Gourmand's exhaustion mechanic for a second or two (configurable).
* Increased the chance of dying instantly to a lizard bite by 50% (configurable).
* Increased Spearmaster's jump height by ~10% (configurable) to make platforming sections slightly easier and to compensate for the 10% speed decrease.
* Spearmaster's produced needles now only deal 80% of their former damage (1 damage when thrown by Spearmaster). This makes normal spears still valuable.
* (Spearmaster's throwing ability can be optionally configured.)
* (The rate at which Spearmaster grows spears can be optionally configured, but is unchanged by default.)
(Spearmaster didn't really need any gameplay balancing. The eighth-pip cost is insignificant unless you tend to spam spears, and the exhaustion mechanics are just a fun gimmick to make spamming spear throws slightly harder.)

Saint:
* Saint's tongue produces less upward velocity when being retracted (configurable). This makes Saint's tongue function more like a Grapple Worm.
* Saint's tongue is now shorter (80% of previous length).
* Saint cannot lean to the side as far while hanging down from the ceiling.
* Saint's swinging speed (when grappling using his tongue) is increased by 50%.
* Saint's tongue can now be aimed precisely using a controller stick.
* Lanterns swallowed by Saint provide much less heat (0.6x) (configurable). Now it's much better to hold them.
* The amount of heat provided by external objects is very slightly reduced (0.9x).
* (The rate at which Saint's temperature changes can be optionally configured.)
* Saint's "God Timer" is slightly reduced (configurable). Its recharge rate is optionally configurable.
(Saint could basically fly by spamming the jump button. Now his tongue simply functions as an OP Grapple Worm instead of a mode of sustainable flight. Additionally, hoarding 2 lanterns made the hypothermia mechanics irrelevant, so lanterns are now less potent.)

If there is anything else that annoys you about the Downpour slugcats that you want balanced, make a suggestion; maybe I'll make the change for you. If your suggestion is based how over-powered the slugcat is in arena mode, mention that in your suggestion.
And if you complain that my settings aren't severe enough... click on the "Extreme Settings" preset.
Popular Discussions View All (2)
83
20 Jul @ 4:21pm
Config Suggestions and Balancing
TheLazyCowboy1
32
17 May @ 11:46am
PINNED: Bug Reports
TheLazyCowboy1
139 Comments
TheLazyCowboy1  [author] 24 Jul @ 9:28pm 
@BrisckHiron, "* Growing a spear without any food causes Spearmaster to have Gourmand's exhaustion for a few seconds (configurable)."

I like your thinking; apparently we went through the same line of reasoning! Basically, every second spear generated, my code tries to subtract a quarter pip, but if the food is already at zero, the food meter is unchanged. This, however, doesn't prevent Spearmaster from actually creating the spear: Instead, losing food is triggered by him creating a spear. (So the spear is generated, then my code subtracts food.)
I tried adding an exhaustion effect (actually I think it may have been riley_'s idea) when creating a spear without food as a slight penalty (to hopefully discourage players from abusing the mechanic); however, it rarely has any impact on gameplay. Spearmaster can only have two live spears at a time anyway.
TheLazyCowboy1  [author] 24 Jul @ 9:28pm 
@BrisckHiron, "* Growing a spear without any food causes Spearmaster to have Gourmand's exhaustion for a few seconds (configurable)."

I like your thinking; apparently we went through the same line of reasoning! Basically, every second spear generated, my code tries to subtract a quarter pip, but if the food is already at zero, the food meter is unchanged. This, however, doesn't prevent Spearmaster from actually creating the spear: Instead, losing food is triggered by him creating a spear. (So the spear is generated, then my code subtracts food.)
I tried adding an exhaustion effect (actually I think it may have been riley_'s idea) when creating a spear without food as a slight penalty (to hopefully discourage players from abusing the mechanic); however, it rarely has any impact on gameplay. Spearmaster can only have two live spears at a time anyway.
BrisckHiron 24 Jul @ 12:27am 
But, what if Spearmaster for example starvs in a den/gets no backup food pips for the next cycle? Afterwards he will have 0 food pips and since you made the change to Spearmaster, that he needs 1/4 of a food pip for a spear, he just can't do that
(In a start of a cycle where he starts with 0 food pips) Unless you have some kind of change that, he gets a spear and exhaustion effect when he has 0 food pips mabye?

Let me know if you already had a similar solution or no :)
Sentina the Cat Proto 10 Jul @ 2:19pm 
"Scavenger population is 50-60% of what it previously was, making things easier." This isn't a nerf.
And if thats the case, you can kill all scavengers. But you need scavengers for karma gates.
So.. WHAT THE HECK
TheLazyCowboy1  [author] 14 Jun @ 9:56am 
@evilmoondragon, Oh, I didn't realize the warp cap was tied to ripple level. Yeah, it should probably stay constant at the minimum. And the invisibility meter gets ridiculously huge as ripple increases; that would definitely be tuned down.
evilmoondragon 14 Jun @ 8:47am 
@TheLazyCowboy1 The special ability meter and warp count increase based on your ripple, the former being based on your current ripple and the latter being based on your max ripple.

I believe at the highest max ripple your warp count is 2-3 times starting max ripple. Your ability meter also takes longer to purple out.

I think this gets pretty ridiculous and find myself thinking the max ripple duration should be same as the current min ripple duration/pre-ripple duration.
TheLazyCowboy1  [author] 7 Jun @ 11:39am 
@Peacherweasel | Skyjackal, Well, those mods just about entirely rewrite creature spawns, so I'm not surprised! I am pleasantly surprised that it didn't cause any issues, though.
Peacherweasel | Skyjackal 7 Jun @ 3:02am 
For some reason, I have increased the scavenger population for artificer up to 2x what it was originally on, though when I subbed to another mod (Dawn + No more rain world) it stopped working.
TheLazyCowboy1  [author] 2 Jun @ 4:19pm 
@-|Eli|-, Personally I really like the balance of the Watcher campaign. If I were to nerf something about Watcher, I would probably end up doing some of the following: 1. Make it so you can only safely warp ~2 times per cycle instead of ~4; 2. Simply decrease the size of Watcher's special ability meter; 3. Make Watcher temporarily visible when throwing an item (would be difficult); 4. Gradually increase the speed of void spawn when in ripple space.
-|Eli|- 2 Jun @ 4:11pm 
out of curiosity what is the watcher ability that might need nerfing