Wildfrost

Wildfrost

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Harder Bells
   
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Tags: Mod
File Size
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Updated
371.255 KB
13 Apr, 2024 @ 8:26am
9 Jun @ 10:00am
18 Change Notes ( view )

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Harder Bells

Description
Adds different difficulty levels for the bells..just in case you wanted the game to be header.

All bells have a "Normal" difficulty, some have a "Hard" difficulty and all have a "Scary" difficulty. The config will use 0 for Normal difficulty, 1 for harder and 2 for Scary. (Valid inputs can be seen next to each bell's config)
{And a special...something for titan bell when you use 3}

When using the Config Manager, the value reached will be rounded to the nearest integer when using the slider. It will also show the valid values when hovering over the bar.

Any invalid inputs used will result in the normal bell being used.

Bells update when entering the Tribe selection screen from the town, so make changes while in the town area.

Blingsnail Bell:
Normal (0): Normal Bling Bell
Hard (1): Shop prices are all increased by 15. Crowns increase by 20 after each purcahse.
Scary (2): Shop prices are all increased by 25. Crowns increase by 25 after each purchase.

Titan Bell:
Normal (0): Normal Titan Bell
Hard (1): Custom Titan Bells for each boss (they aren't too cruel)
Scary (2): Custom Titan Bell, and old Titan bell at the same time.
????? (3): A cruel Custom Titan bell filled with horrible crimes and smackback....and a potentially angry monkey

Gunk Bell:
Normal (0): Normal Gunk Bell
Scary (2): After each Boss, get a horrible Gunk Fruit. (Cannot be played, 0 attack)

Bell of Death:
Normal (0): Normal Bell of Death
Scary (2): Permadeath is activated instead. Keep your allies safe.

Frosthand Bell:
Normal (0): Normal Frosthand Bell
Hard (1): Bell now applies to all non-vanquish fights.
Scary (2): Can hit minibosses, an extra charm is in each.

Icebourne Bell:
Normal (0): Normal Icebourne Bell
Hard (1): Puts 2 Battle charms into wave 1 and 2 of Ice lands battles, and 1 in the third wave. Bosses/Minibosses can recieve these.
Scary (2): Puts 2 Battle charms into wave 1 and 2 of Ice lands battles, and 1 in the third wave. Bosses/Minibosses can recieve these. And the effects of the original Icebourne Bell get applied to every Non-IceLand battle.

Gloom Bell:
Normal (0): Normal Gloom Bell (2 cursed items per "section" between fights)
Hard (1): More items are cursed (around 3 items per "section" between fights)
Scary (2): A lot more are cursed (around 5 items per "section" between fights)

Gobbler Bell:
Normal (0): Normal Gobbler Bell
Hard (1):Puts a Worse Gobbler into Boss Fights (gains 2 hp and snowshield)
Scary (2): Puts an Oobler into Boss Fights (gains Frontline and Ooba bear's effect ontop of previous buffs)

Horde Bell:
Normal (0): Normal Horde Bell
Hard (1): Double Horde Bell
Scary (2): Triple Horde Bell


Frostbourne Bell:
Normal (0): Normal Frostbourne Bell
Hard (1): Puts 2 Sun charms into wave 1 and 2 of Frost lands battles, and 1 in the third wave.
Bosses/Minibosses can recieve charms from this.
Scary (2): Puts 2 Sun charms into wave 1 and 2 of Frost lands battles, and 1 in the third wave.
Bosses/Minibosses can recieve charms from this.
And the effects of the original Frostbourne Bell get applied to every Non-FrostLands battle.

Tyrant Bell:
Normal (0): Normal Tyrant Bell
Hard (1): 1 crown is cursed, 1 is turned into a Lazy charm (basically useless cursed charm), This can hit any shop now.
Scary (2): 2 are turned into Lazy charms, 1 is turned into an immovable crown that takes 6 bling when triggered/used (cannot take if you can't afford), This can hit any shop now.

Dread Bell:
Normal (0): Normal Dread Bell
Hard (1): Adds the following charms into the dread charm pool:
Hog, Greed, Moko, Durian, Squid, Bom, Flameblade
Scary (2): Adds the charms from above, makes dread bell affect the Frost guardian fight
and puts a charm on a random enemy in the third wave of each fight.

Blood Bell:
Normal (0): Normal Blood Bell.
no :3



I feel like the wording of some of these sucks, please ask question and I'll improve the explanations if necessary.
12 Comments
Potato!  [author] 9 Jun @ 10:00am 
it seems as though at some point I accidentally uploaded a wrong version (idk what happened on 27 Nov 24, but what an idiot). Fixed it, now Titan bell, Forsthand bell, Gloom bell all work properly again.
CheezBallz 9 Jun @ 8:24am 
titan bell level 2 isn't working for me. at least not for queen globerry, she only has a heart charm
Potato!  [author] 4 Mar @ 11:17pm 
ah, oki
Noobly 4 Mar @ 11:15pm 
Hey I really appreciate it! The pink tribe (squid face) dosent work. I tried taking out the mods to see what it was. It turned out to be the Increased variable reward offering. Not sure why.
Potato!  [author] 4 Mar @ 10:07pm 
I am not sure what you mean by that? I'm testing it out and all the Goobers tribes are appearing perfectly fine for me.
Which tribe is not showing up?
Noobly 4 Mar @ 1:48pm 
This mod dosennt seem to work well with a bunch of frinedly goobers mod. it removes a tribe from being playable. Could this be looked into? You have such a great mod and i am trying to create the best experience
Venzen 23 Aug, 2024 @ 4:09pm 
Bell of death should be in hard mode like: ''If your allies die, they become injured, if they die again while injured, they permadie'' thats just my idea
Cathorist 8 Aug, 2024 @ 11:12pm 
Hey thanks for taking the time to Reply Potato! I have some mods that make the game a bit easier so i use our mod to balance it out and make it even harder!, Best of luck on your larger project!!!
Potato!  [author] 8 Aug, 2024 @ 12:43am 
Hi Cathorist! Thank you for your input, currently I'm not really thinking about this mod much at all, I never really had plans to change it any more than I have already, and I definitely didn't think about balancing while making it lmao
I'm already working on a larger project so I don't really want to spend time on this rn, but maybe after I'll think about touching this mod again (maybe, I suck at balancing stuff so can't promise that)
Cathorist 8 Aug, 2024 @ 12:25am 
Hello Potato! I have a suggestion for the mod! For the icebourne bells difficulty upgrade I think changing the added charms from Battle Charms to Raspberry charms may make it more forgiving. Currently some enemies spawning with 2 of those can jus burst a little too much damage, (Im looking at you moko's and purple dagger dudes!) The raspberry charm still increases their damage so its similar enough to Battle charms in my opinion, and gives the enemies a little more staying power! Have a good one!