Neon Chrome

Neon Chrome

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Bloody Chrome
   
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Tags: ACTOR, MISC
File Size
Posted
116.863 MB
28 Feb, 2017 @ 9:30pm
1 Change Note ( view )

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Bloody Chrome

Description
Designed to make combat more chaotic in general. I think it does a pretty good job.

Anything classified as a weapon in the game files deals double base damage now. Doesn't include most explosives.

Standard enemies and player characters have 50% more health. Bosses have 100% more health.

Conventional and ion shotguns and SMGs deal reduced damage versus mechanical enemies. The SMGs didn't really need to be any worse, but I tried to keep things consistent. Conventional ones lose 20% for a total multiplier of x0.8 damage and ion ones lose 10% for a total multiplier of x1.2 damage.

Each role now has more varied stats, along with varying shields tied to their default cybernetic modules. Each role also has one additional starting module that is not tied to the role, meaning others can pick these additional enhancements up.

The game now features additional enhancements which start unlocked. A good amount of them affect shields in some capacity. I had to end up removing the instant enhancements from the active pool since the game only seems to support 56 enhancements total.

There are now eight additional weapons that start locked. The two sets are as follows:
Automatic shotguns that trade projectiles per shot, reload speed, and some accuracy for improved rate of fire and magazine size.
Marksman rifles that are similar to burst rifles but offer devastating single shot damage and improved accuracy in exchange for lowered magazine capacity and reload speed. The heavy rifle and railgun still do enough damage as to not become useless if you're looking for even more firepower.
These weapons are unlocked in the area after the vanilla variants show up. Auto-Shotgun shows up in the first area, etc.

Each chapter features one additional level, and overall level difficulty is up from the start. Level modifiers that are indicated by yellow boxes on the stage screen are each 10% more likely to show up now.

Enemies are more effective almost across the board in ways other than simply dealing more damage. They turn faster and aggro from longer ranges. Enemies will also try to lead their shots in general.

I think it's down to miscellaneous stuff now. Companion drones have doubled rotation speed and damage upgrades cost a little bit more. Stat improvements that come with weapon levels are a tiny bit stronger, but probably not noticeably. Energy costs for secondary weapons are up 50%. Starting module slots are up to four, max slots for all roles are at 12.


I can't pretend all of the changes here were things I came up with on my own. Credit for ideas and inspiration goes to these mods and their developers here:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=747748170 - Shielded Agents
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=778129743 - Neon Chrome Rewired

Please be aware that I made a mistake with the tags when creating the base for this mod, and it should be considered a standalone mod. It is almost guaranteed to be incompatible with any other mod and has not been designed with the arena mode in mind.

It has come to my attention that even subscribing to Neon Chrome Rewired while this mod is active messes with some of the textures in-game.

That being said, I hope you have as much fun with this as I have.
14 Comments
Vivaporius 10 Jan, 2021 @ 9:56am 
It makes the game get stuck in a validation loop
eidolad 31 May, 2018 @ 4:42pm 
i have exact same issue: floating guns and shadows. did this a few times: disabling the mod, verifying game cache, reenabling, exit/restart game and the problem seems fixed
Werecryptid  [author] 18 May, 2018 @ 9:27am 
I don't know what to do to help you, sorry. I'd suggest verifying the game cache and toggling your mod subscription off and back on, but I'm not sure it's meaningful advice.
Sutasu! 18 May, 2018 @ 9:03am 
Nah, not possible. This was first mod I ever installed. Probably something else.
Werecryptid  [author] 18 May, 2018 @ 6:35am 
Sounds like poor combatibility with another mod, which this mod was not designed to support in the slightest, even if said other mod(s) is inactive.
Sutasu! 17 May, 2018 @ 9:54pm 
Hey. Everyone is just a floating heads and guns now. What the heck
Werecryptid  [author] 13 Nov, 2017 @ 8:31am 
Hey, I welcome the feedback. The Bulwark is incredibly niche, and it's mostly there as another option if you don't get a lot of modules that don't have to do with shields.
LichPotato 12 Nov, 2017 @ 9:40pm 
Is it just me, or is the "Bulwark" shield upgrade completely useless? If your shield regeneration is less than 10/sec, it just drains it, leaving the thing completely useless. I have yet to have a run where my shield regeneration reaches (much less exceeds) this number.

For the sake of attempting to not sound whiny, I'd like to say that this mod is otherwise great. The shot leading in particular really ups the challenge, and makes the experience that much more enjoyable.
Jawnycat 30 Sep, 2017 @ 11:12am 
Yeah, that looks to be it. Had to do a full reinstall after unsubscribing to Rewired to fix it, but it's working fine now. Weird. Thanks for figuring it out, looking foward to enjoying yer rebalance now, is nice so far.
Werecryptid  [author] 30 Sep, 2017 @ 10:29am 
I've replicated this only through subscribing to Rewired. Seems like a weird incompatability interaction.