Starbound

Starbound

Difficulty+
Showing 1-10 of 11 entries
< 1  2 >
Update: 20 Mar, 2017 @ 1:41pm

Removed the Frackin' Universe patch since it is now redundent. All FU armors now use the leveling system.

Update: 27 Feb, 2017 @ 12:01pm

A bunch of small tweaks to the curves, and added more control over the curves like what Nightmare Edition has (though without the difficulty increase of Nightmare Edition).

NPCs now have more health, 1.5x more than they did before. Let me know if this is working out, gameplay wise, or if you think I should tweak it further.

Update: 20 Feb, 2017 @ 7:52pm

Updated for Frackin' Universe 5.0.16

Update: 19 Feb, 2017 @ 4:07pm

Fixed crash caused by duplicate item.

Update: 19 Feb, 2017 @ 7:09am

Update: 16 Feb, 2017 @ 1:40pm

FU compatability update

Update: 6 Feb, 2017 @ 9:12pm

Difficulty+ now replaces the vanilla table that defines NPC energy. In vanilla, NPCs at tier 10 have the exact same amount of energy as they would at Tier 1. This now follows a curve simillar to the one used to define their health, which can make them a little more aggressive later on in the game.

Update: 5 Feb, 2017 @ 6:12pm

After some very (very) thorough testing to figure out why NPCs were dealing gigatons of damage, I found out I had greatly misinterpreted what one of the tables represented. Turns out to be that it was not a multiplier to the base damage of their weapon, like I thought it was, and was actualy more like the damage multiplier the player would get from wearing armor. As a result, I've applied the wrong scale causing them to deal a massive amount of damage.

While messing around with that, I rexamined every other table that I had changed (and some that I had not) and basically completely overhauled the mod. It is mostly the same basic concepts, it just works as intended now.

The big differences are:
- Weapon damage multipliers are calculated in a manner with respect to the following factors (rather than a simple linear equation): armor health mods at the tier, armor damage mods at the tier and armor defense at the tier.
- Monster health multipliers reflect the change in damage multipliers. They have a health multiplier of 1.00 at tier 0, and this is multiplied proportionaly with the damage multiplier for each tier after.
- Monster damage is determined in a simillar manner, but uses the damage multiplier and armor modifier relative to what it is at tier 1.
- NPC health multipliers have been tweaked slightly.
- Difficulty+ has taken control over damage multipliers for armor, and lowers them so that a damage multiplier for a weapon will not be lower at a tier compared to the previous tier. Damage is now mostly dependent on your wepaon.
(Note: the values for armor defense, and specifically absorbtion, are based on those from Alternative Armor Scale.)

What these big differences do is that it effecitly zero-sums your progress compared to the teir you are currently on. If you are hit by an attack that has a base damage of about 33 (before any damage multipliers are applied, at tier 0 that attack would deal 50 damage), and you have all the same tier equipment as the planet you are on, then you will always loose about 48% of your health.

Update: 3 Feb, 2017 @ 1:54pm

Increased the upper limit of damage from 1,000 to 1,000,000.

Update: 3 Feb, 2017 @ 10:10am

Fixed a typo that caused starter world monsters to have 10x more health than what I had intended. Yikes.
... actually I think that might have just been the harmless critters geting a massive amount of health.