Heroes of Hammerwatch

Heroes of Hammerwatch

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Bauble Shop (Better Moon Temple Rewards) for HOH v115
   
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Type: Mod
File Size
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246.459 KB
28 Apr, 2023 @ 10:28pm
21 May @ 1:21am
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Bauble Shop (Better Moon Temple Rewards) for HOH v115

Description
Adds a new shop to the Moon Temple where permanent augments can be purchased
Recommended Mod: Incendiary Demise Nerf
Balance Suggestions and Bug Reports welcome.
Special thanks to Discord modding channel. Especially KellyFromSales and Thraxx.void

So.. though I like the Moon Temple as a new dungeon, I found the existing rewards a bit underwhelming especially when compared to the risk. In particular, unlike the other dungeons, there were no guild-wide rewards. So, I wanted to add some better rewards to the Moon Temple. Here is what this mod includes:

Baubles!: Bosses, mini-bosses and Great Threat rooms in the Moon Temple will now drop baubles (small, round gems) in one of four colors. Combinations of baubles can be traded for augments at the bauble shop. The drop rates are balanced for having the Enemy Overseers fountain effect turned ON.

Bauble Shop: Whenever you find an item shop in the Moon Temple, you will also find a bauble shop (I bet you were wondering who that other guy was...). Each bauble shop will have a small number of augments for sale. If you have the right combination of baubles you can purchase an augment with those baubles and an amount of ore from your town stash. (I understand the thematic awkwardness of using town ore to make purchases during a run. Purchases in town should use town ore and purchases during a run should use run ore. However, in this case, for game balance purposes, this was the choice that needed to be made, even though it lacks elegance.) It is NOT intended that you will be able to make a purchase from the bauble shop on every run. Sometimes, the augments that you have the baubles for are just not the ones that become available. Some runs, maybe you get lucky and can make more than one purchase.

Augments!: Augments are permanent, upgradable enhancements to either this character or to all characters in your guild. Augments are purchased for baubles and ore at the bauble shop.

Augments Table: The descriptions below contain the following information:
Augment Name: Name of augment
Personal/Guild: Personal augments apply only to the character that purchased them. Guild augments apply to all of your characters. Personal augments tend to be more powerful.
Base Ore Cost: The town ore cost of the first level of the augment. Prices that are marked as “(flat)” do not increase with augment level. Otherwise, augment prices increase at the same rate as statue prices.
NGP requirement: In order to purchase an augment, you must be playing the Moon Temple at a sufficiently high NGP+ level. Powerful augments may have a high NGP requirement. Purchasing higher levels of an augment will increase the NGP requirement for the next level.
Description: Description of the bonus that the augment provides

Guild Augments:
-Increase Gold Bonus, guild, 100(flat), 1 per NGP, Increases gold gain by 8% per level for the entire guild.
-Increase Ore Bonus, guild, 150(flat), 1 per NGP, Increases ore gain by 4% per level for the entire guild.
-Increase Gold Bonus Per NGP, guild, 200(flat), 1 per NGP, Increases gold gain by 2% per NGP level for each level of the augment for the entire guild. (max 20)
-Increase Ore Bonus Per NGP, guild, 300(flat), 1 per NGP, Increases ore gain by 1% per NGP level for each level of the augment for the entire guild. (max 20)
-Increase Tax Midpoint, guild, 200(flat), 1 per NGP, Increases tax midpoint by 1,500 per level for the entire guild. Keep more of the gold that you earn!
-Reduce Statue Ore Cost, guild, 100, 1 per NGP, When upgrading a statue at the sculptor, the price is calculated as if the statue was 0.4 levels lower for each level of this augment.
-Reduce Augment Ore Cost, guild, 100, 1 per NGP, When upgrading a augment, the price is calculated as if the augment was lower for each level of this augment. Particularly expensive augments can have their price reduced below base cost.
-Magical Damage on Primary Attack, guild, 100, 1 per NGP, Adds 1 point of magical damage to primary attack for all guild members. (Note: In my home version, I play with the Incendiary Demise tavern drink completely nerfed. In my opinion, not only is +40 magical damage ridiculously over-powered, but also giving it to the player all at once dramatically changes the game, immediately. With this mod, you can still gain a large magic bonus, but gradually. And you have to work for it. I’m including the Incendiary Demise nerf as a separate mod, because bundling it with this mod might turn people off.. but I do recommend that you use it. Or just avoid Incendiary Demise altogether.)
-Imps Stay Longer, guild, 100, 1 per NGP, Increases that time that imps stay spawned by 5% per level.
-Increase Monolith Duration, guild, 100, 1 per NGP, Increases the duration of monolith buffs by 5% per level. (max 20)
-Start with Bauble, guild, 4,000, 1 per 5 NGP, All guild members start each run of the Moon Temple with one free bauble per level of this augment (max 3).
-50 Legacy Points, guild, 10, 5 per each NGP, Opens anther path for earning legacy points. 50 per purchase.
- Extra Arena Swords, guild, 250 (flat), 1 per NPG, Gives all guild members 10 extra arena sword tokens per level of the augment.

Personal Augments:
-Increase Level Cap, personal, 100, 1 per NGP, Increases the experience level cap by 1 for each level of this augment for this character only.
-Personal Statue!!, personal, 400, 1 per 2 NGP, Enables the building of a fourth statue in the Mercenary Camp for this character only. The sculptor’s younger brother has set himself up in the Mercenary Camp and will allow you to manage your personal statue. Unlike other statues, each character can set a different statue in this slot and it will change automatically when a character is loaded. This augment increases the level of statue that the personal statue slot can hold. If a statue of a higher level is put in this slot, it will only function at the level of this augment. In the slot level is zero, then the personal statue will have no effect. You still need to upgrade the statue levels, themselves. (There seem to be many statues that are designed to work for specific character classes. These statues seem interesting, but I never bother using them because it is just too much management and there are other statues that work well for everyone. The intension of this augment is that those character-specific statues would go in the personal slot. This would then also motivate players to upgrade the less used statues increasing the value of the ore upgrade augments and statue price reduction augments.)
-Enemies Explode!!, personal, 400, 1 per 2 NGP, Slain enemies have a 25% chance of exploding for 10 physical damage +2 per level of the augment.
-Fountain Favor, personal, 10,000, 1 per 10 NGP, Gives one point of favor at the fountain for each level of this augment for this character only (max 3). (Technically, gives one point of *negative* favor, but that just sounds weird.)

----Continued in Comments----




28 Comments
GoonBoiBarry 13 Sep @ 9:55am 
Nah it's not in the same folder as the ng+ ones, it's the mt folder with loot.sval. The original game does have these here. When I unpacked clever merge (am using the merge, just posted the issue here since I figured it was specific to baubles :) ), neither unit file was present
CleverUsername  [author] 13 Sep @ 9:37am 
You know what... the original game did not have those files in those folders, so I am not comfortable altering that right now without knowing why.
CleverUsername  [author] 13 Sep @ 9:29am 
BTW... if you want even more content, try Clever Merge Mod, which includes this mod and others.
CleverUsername  [author] 13 Sep @ 9:28am 
Hmm... I see what you mean. It needs to be in both folders (otherwise it will not work for other NG+ levels). I will release an update.
CleverUsername  [author] 13 Sep @ 9:24am 
Thank you! I'll take a look!
GoonBoiBarry 13 Sep @ 8:48am 
Okay so I unpacked the mod and noticed the ng+0 unit for the bat and sentinel weren't in their folder like the ng+ units, so I added them in and instantly started getting keys and finally a bauble. Maybe I'm just the unluckiest HoH player in the world and this is just a coincidence, but I ain't going back to the original lol. Thanks for all your hard work though, this mod really rounds out the moon temple beautifully :)
CleverUsername  [author] 10 Sep @ 10:22am 
Only thing I can say is to try NG1 (the maps are larger) but I did test NG0 as well
GoonBoiBarry 10 Sep @ 9:32am 
Hmm okay, that's strange then cause I've killed probably a 100 total in just base ng+0 and nothing. The probability of no drops is like 0.5% lol. But thanks for looking into it, hopefully the game will stop making me feel crazy soon
CleverUsername  [author] 10 Sep @ 9:16am 
I had thought: so, there are actually several different versions of each creature (for different NG+ levels) each with their own loot profiles. Many one of the NG+ variants is bugged? So, I tested each variant separately and everything worked as it should.
CleverUsername  [author] 10 Sep @ 9:13am 
Yes. I play this game a lot (and always with my mods enabled). They definitely drop. Now, that being said... I have seen some weird stuff happen with the RNG in this game. The drop rate for baubles is balanced to give you an average of 12 baubles per run, and, considering the number of opportunities for drops, I'd think that the variance would be pretty tight... but I have had runs where I end with like 7 baubles, and I have had (many) runs where I end with 22 or more. I have tested and retested to see why this might happen, but could never find anything wrong.