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 Post subject: Universal Balance and Build Diversity ALPHA
 Post Posted: Tue Jul 22, 2014 8:08 pm 
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Joined: Fri Feb 07, 2014 8:29 pm
Posts: 1154
Location: Hitting the skill ceiling
This mod is intended to balance all characters. Currently it is in alpha and only balance some characters, animations may not be perfect, and the shop does not properly display stats, you should read the patch notes to find out what things do. Also please report any bugs that are not on the known issues here. Thanks. :ayla:

Patch notes:
Main build:
Clunk:
Returned base missile homing
Base self damage on explode reduced to 20
Clunk no longer hurts himself in cocoon

Upgrades:
Titanium hardhat changed to one stage, now negates all self damage rather than a set amount, costs 195 solar
Blueprints now shields near by allies as well at 30%
Universal charger now silences everyone in range

Gnaw is stuck in balance limbo and may be odd, though not totally broken

Coco:
Base move slowed
Sliding reduced
AA slows you down less
Base blaze Slow raised 5%
Base blaze slow duration increased 0.4 seconds
Base slow damage increased by 5

Upgrades:
1 stage of chuck's board removed, cost reduced to 100
Siphon disruptor now increases slow time by 0.7 seconds
Wave raiser changed to a 0.1 second silence
Silver reduced to +1.4 speed, cost reduced to 120
Super condoctur now works like a missile with a slow attack speed and high damage
Heavenly fire price increased to 340
Blinding lights changed to a 20% lifesteal
Power gloves currenntly not working (looking for replacement ideas)

Ayla:
Base evil eye range and projectile speed slightly increased
AA Range slightly increased

Upgrades:
Rubber band ball now adds 5 damage but negates lifesteal.
Sonic listening device now also gives hp from droids you kill but at a reduced rate
Evil eye range now instead allows you to fire evil eye during rage, but at half power and slow

Swiggins:

Base anchor health increased to 50
Base anchor duration decreased to 3

Upgrades:
Not seaweed changed to give shots pierce
Kraken statue stun increased to 0.65 seconds
Ancient octant aoe increased to 4.2
Treasure lottery map now affects all kills by swiggins
Double glazed royal porclein changed to heal swiggins for 5 HPS whiles anchor is connected to an enemy
Magnetic anchor DPS increased to 4
Krill biscuits are resisting my modding attempts and remain the same *

Ted McPain:
Stim changed to add damage, +2 machine gun damage and +16 shotgun damage
Ted now reloads 4 shells at once but takes twice as long to reload

Upgrades:
Armpit shaving cream is now a 15 hp HoT lasting 6 seconds, and gains a second stage
Ammo weekly now adds +1 machine gun damage and +8 shotgun damage
Angel wing TP now reloads all shells
Puffed spider eggs now increase the firing cone of shotgun by 40 degrees per stage

Sentry:
Base move decreased by 0.4
Blackhole duration reduced to 0.35
Blackhole time to place inreased to 0.7 seconds
Blackhole gravity is now inescapable (30 times)

Upgrades:
Bug detector is changed to a 0.8 second silence


Experimental builds:
The current build, with a few added changes testing these is appreciated.

Droid HP drops:
Designed to lower lifesteal/regen dependency.
Sawblade drones drop 3 HP
fly drones drop 2 HP
Supers drop 15 HP

Ted Alternate Grenades:
Grenades no longer add damage, base damage and damage upgrade buffed to compensate
Grenades now replace shotgun entirely, shotgun will not fire, but a grenade that deals equal damage will fire.
Grenades are faster and easier to land, with almost no arming time, but only last for 1.25 seconds on the ground
Power briefs add knockback to the grenades
Puffed spider eggs increase aoe


Known issues:
Sentry's blackhole spawns a lighter color than intended
Coco's super conductor AOE has no animation
Gnaws wierdlings have no AOE animation

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I'm making a mod that balances the game
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Last edited by Infamous on Wed Jul 23, 2014 12:10 am, edited 1 time in total.

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Tue Jul 22, 2014 8:23 pm 
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Joined: Sat Nov 17, 2012 6:20 pm
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Location: Poland
Posting to watch, will give feedback soon.

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Tue Jul 22, 2014 8:39 pm 
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Joined: Fri Jun 06, 2014 1:01 pm
Posts: 3198
Location: France
This sounds interesting, I will try it :thumb: (And sorry for me being aggressive to you most of the time :tear: )

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Tue Jul 22, 2014 9:22 pm 
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Joined: Sat May 24, 2014 7:51 pm
Posts: 1117
Location: Lithuania, EU
gonna check it out for sure :)

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Wed Jul 23, 2014 1:55 pm 
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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Wed Jul 23, 2014 2:22 pm 
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Joined: Thu May 15, 2014 10:41 am
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Infamous wrote:
Blackhole gravity is now inescapable (30 times)


All my yesses. 135 inescapable damage coming right up!

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Wed Jul 23, 2014 3:22 pm 
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Joined: Fri Feb 07, 2014 8:29 pm
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Location: Hitting the skill ceiling
Pirate-Rob wrote:
Infamous wrote:
Blackhole gravity is now inescapable (30 times)


All my yesses. 135 inescapable damage coming right up!

Inescapable meaning once you are already in it, it's easier to dodge since it takes longer to form, but once you're in it certain chars shouldn't be able to run out. (pen/frog/vin dash, coco silver, rae boots)

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Wed Jul 23, 2014 8:50 pm 
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Joined: Sat May 18, 2013 12:03 pm
Posts: 358
Location: wonderland
Wait we're allowed to post ASM mods in the modding subforum? :GnawShock:

I should probably make a universal page for my mods, as I take up 2/7ths of the current ASM mods :shady:
(and around half of my mods aren't even released yet :blabl: )

Edit: Also why does :gnawshock: require capitals... pretty sure most others don't... :huh: In fact, I just went through them all, and not including symbols like : ? : ( :?: ), the only other one is from the custom smilies in chirimorin's userscript, which is : YJM : ( Image ), which is an abbreviation, so that makes sense... interesting.

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Last edited by Funnynin on Wed Jul 23, 2014 11:29 pm, edited 1 time in total.

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Wed Jul 23, 2014 9:16 pm 
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Joined: Sat Feb 08, 2014 8:02 pm
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Location: Massachusetts, where weather is as unpredictable as a laggy Clunk
Holy crap your ASC is the same exact upgrade I had for my Stimpack overhaul mod.

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 Post subject: Re: Universal Balance and Build Diversity ALPHA
 Post Posted: Fri Jul 25, 2014 6:30 pm 
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Joined: Sun Jun 08, 2014 11:03 pm
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N-N-N-N-Noice mod! I like the upgrades to Ted's Grenade Image

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