Enemy
Not enough ratings
8 Bit Enemy Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
891.229 KB
11 Mar, 2018 @ 5:08pm
1 Change Note ( view )

Subscribe to download
8 Bit Enemy Mod

Description
The goal of the mod is to create a more challenging game in ways that are fun rather than frustrating (or at least, for a given version of Fun). There are several ways of doing this, including very minor stat enhancements to the Enemies, adjusting item properties, adding new enemies to fight and adding in the bosses as random encounters albeit a bit depowered outside of the castles.

I would like at this time to very much thank Tom for his support in this endeavor, and for his dedication to making Enemy an easily moddable game. It shows in the way the files are organized and in the ease of use. (Also, it's been 2 and a half years if not longer when this game came out! I know we take extended support for granted, but damn, shoutout where it counts!)

How to Install:

simply subscribe to this Mod, and reboot Enemy on steam once or twice. If the Enemy star t screen indicates the mod has been installed but the game hasn't changed (the simplest way I know is to start a new game and see if the Medkit costs 25 Time Units to use and two inventory spaces), then try rebooting the game again. This appears to be a minor, albeit known bug at this time with any Enemy Mod.


Current Features

Minibosses:

The bosses now wander the zones outside their castle as well. they are depowered compared to their boss counterparts in terms of health and mental pools, but will still pose a significant threat to the unwary. All four bosses are now implemented.

New Enemies:

I've added several new enemies in the Adventure, Horror, and Action zones. Adventure now has Rangers, Alchemists, and Hoods. Action has Hitmen, and Horror has Demons and Zombies. The focus has been in either creating new stat or new skill combinations in order to provide versatility in foes and make a bit more use of dual users, armor, and shields.

Item Changes:

I've changed several items in order to distinguish them from each other, provide more situational use, or provide a relatively easy power balance.

One Use Items: Many one use items have had their price adjusted. Medkits have had their time unit cost to use increased to 25, making them more costly to use in the heat of battle. Medkits are now available no matter the level of the town (they used to disappear from shops as healing potions became standard fare). Potions of Healing have become Potions of Regeneration, which heal you 33% of your health at the end of each round for three straight rounds.

Several items have had their stack size adjusted, in particular Mushrooms, Reflex Serums, Medkits, and a couple others. While this may result in a bit of inventory management, my hope is that it makes what your character carries more of an active strategic choice rather than just being loaded up for every possibility.

Weapon Changes: In general, ranged weapons have had their maximum capacity halved, and their reload time reduced to 25 time units. One exception is for the 357 and Sniper Rifle, which remain unchanged in both ammo sizes and reload times. Another is the Cannon and Super Cannon, which have had maximum ammo reduced by one and reload time adjusted to 35 time units. The goal here is to make reloading less a punishment for forgetting to reload outside of combat while making it more a part of the combat experience should you pull more than a few folks at a time.

Ammunition has likewise had their maximum stack values halved, with again the exception of cannon balls. This was done as part of limiting enemy ammunition and randomized chest and item box drops.

Melee Weapons with ammo limits have been mostly unchanged (Flamer, Chainsaw), but the Plasma Sword and Shield have had their ammo maximums reduced by half.

Clothes: As an apology for making resources more scarce (and because the new enemies may occasionally use hero clothing), I've lowered the cost of cosmetic clothing to 1 gold each.


Minor Enemy Enhancements: I've given each enemy an additional skill point at levels 7, 11, 17, and 21. A good chunk of these extra points has been spent in Endurance and Reactions, but by no means all. My hope is that by making them able to react slightly more quickly and move a little farther if needed, that either particular strategies or more broad character skill allotments will be utilized. Of particular note is that many Enemies in the Horror Zone got their endurance enhanced over time. It turns out that there are some interesting design choices involved in enhancing those particular stats, and I am still of two minds about it. I would be interested in your reactions to those changes.

Minor Enemy Item adjustments: Enemies have had their ammo drops reduced, as a means of limiting ammunition available to the player. This also means that some ranged enemies can be limited by drawing out their ranged fire prior to engaging them if one is feeling especially bold. Personally I don't.

Bomber enemies have also had their bombs altered by swapping out a portion of their best bombs with a bomb from a lower tier. They'll hit you with the good stuff first, then drop down to backup bombs. If you want their best drops you'll need to kill them quick.


Future Features: I've got a pretty busy life, and for now the main features I want in it are present. Hence the 1.0 above. However, given time and options, I wouldn't mind adding in or fixing the following items below.

More Enemy Varients: My goal is to have at least one enemy varient based off every existing Enemy. This is for several reasons, including diversity of foes, and providing a buffer for adding mini-bosses to the game so that they don't appear too often.

Removal of the Second Grocer: I would like the cell featuring the grocery in town will have the second sales person removed as a means of limiting the purchase of one-use items and making town invasions more dangerous. This may be done through a second mod in the future.

Minimum Mini-boss level: I personally love having the mini-bosses available from the first level. People may differ on this, however. If there is sufficient feedback, I will likely create a varient enemies.xml file that only has them show up at level 7 or later, for those who find facing off on the first map a bit rough.

Compatibility: This mod will likely present problems with any mod that modifies the enemies, items, or taunts folders.

Known Bugs:

1) Anonymous Gunman's ammo has not been reduced in keeping with other ammo reductions. If those extra cannon balls make a difference, more power to you! Otherwise I'll get to it...eventually.

2) Ally-Ranged Recruits and Ranged Main Character builds start off with too much ammo for their weapons. While I have no desire to reduce the starting ammo, it comes preloaded with more than the gun can hold with the new ammo limits. Currently, this will show up with the gun having a white semi-gibberish amount for the gun in the holster, though it should still count spent bullets properly. To change this for the ranged recruits is a low priority in comparison to other changes I wish to make, but I will get it done eventually. I do not know at this time if I can alter the Main Character's ammo loadout.

3)) This has crashed a total of once when I started a new game in a Horror Zone. While I see no reason for it to have happened except as a fluke, I'm flagging it here in case it happens to others.

Spoilers:

This is a quick breakdown on the new enemies, for those who are curious. As I believe it can ruin a bit of fun of discovery, I've left this for the end. Follow this link for a complete breakdown:

http://gtm.steamproxy.vip/app/339570/discussions/0/490123727973727992/

Popular Discussions View All (1)
7
25 Mar, 2018 @ 2:34am
dwda
4uD1cK-2
19 Comments
lechkingofdead 14 Mar, 2022 @ 1:51am 
apart of me feels sad for ownthis game because its so intrestin like even now i KNOW of the madness i had, of a block throwing roof bashing jumper man XD
michaelullom  [author] 13 Dec, 2021 @ 8:01am 
I never tried that, though I know it's possible. I believe a working knowledge of Blender (Blendr) woudl be helpful?
charming 9 Dec, 2021 @ 4:56pm 
how about creating new characters, voxel per voxel?
charming 15 Sep, 2021 @ 8:54am 
seems easy, i'm gonna try modding
michaelullom  [author] 15 Sep, 2021 @ 8:44am 
That said, modding the equipment is *really* easy, basically plaintext editing, and you could easily shake up your game if there's weapon, item, or armor types you'd like to have in it even just adjusting base values.
michaelullom  [author] 15 Sep, 2021 @ 8:43am 
*nods*. Originally my plan was to make duplicates of every generic enemy type. To my chagrin I don't remember if I succeeded. (I think I missed a few).
charming 15 Sep, 2021 @ 8:32am 
i wanted more mods
michaelullom  [author] 15 Sep, 2021 @ 8:27am 
Glad you enjoyed it! (and I have no idea how badly I could have misspelled your name, which I'm blaming on sleep deprivation).
charming 9 Sep, 2021 @ 3:24pm 
it is a good mod, i was playing it for a little while and i'm really enjoyed it
michaelullom  [author] 9 Sep, 2021 @ 1:20pm 
Madinha, did you give the Mod a shot? how does it play these days, it's been a few years since I've looked at it and I keep meaning to give another look at it.