Starbound

Starbound

[FFS] Feast of Fire and Smoke Dungeon Tweaks
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Update: 30 Sep @ 7:22am

2.72HF:

Whoops I had player spawn by the end room to test it, and I forgot to put it back before I uploaded 2.72. My bad.

Update: 30 Sep @ 7:16am

2.72

Floor 5 Hardcore: Reworked the endurance fight. It will not proceed to the next wave when you defeat all the enemies

This is not foolproof however, as due to the way the zealots work, they turn into a projectile when they go to the next phase and therefor count as 'dead' in that brief moment. However, if you are killed, you will no longer need to worry about being overwhelmed by continuously spawning enemies.

Note that the pirates aren't counted in this. But the demons are.

However, I can't really port this change over to the non-hardcore version for the above reason.

Final Boss Hardcore: Reduced the health by a lot.

Update: 29 Sep @ 1:40pm

2.711: I also applied the below change to the hardcore version.

Funny part is that I had already had the framework for it in place, but never bothered to adjust the timers down to 2 seconds instead of 20 for some reason.

Update: 29 Sep @ 1:23pm

2.71:

EP4 Floor 4 QoL: Instead of being timer-based, the doors are now detection based and will open as soon as you clear the room.

Update: 29 Sep @ 10:15am

Minor fix with a misnamed folder. Didn't even know it was a problem till someone reported crashes.

Update: 30 Aug @ 4:23am

Ver 2.7:

Mostly updates to bring them in line with DaE:

EP 2 Last Battle (non-HC)

Twiguns heavily altered. They shoot p119sr rounds, but fire less often. So they shoot faster projectiles but less of them. This was done to be consistent with a similar change in DaE. Not sure if this makes it easier or harder.

Twiguns actually drop money now (or they SHOULD.)

Also, reduced amount of Twiguns and Spinemines. This WILL make things easier in that very annoying mission!


Enemy Change:

Cultist Para: Changed their shotgun to be in line with DaE changes to enemy shotguns. They shoot a blob of bullets instead of a giant wall. Makes them both harder and easier to deal with (harder that they can do more damage in a well placed shot, but easier that their easier to evade)

Update: 21 Aug @ 6:04pm

Hotfix:

- SRS Prisoner medic boxes restored to previous functionality (unintended side effect of reworking stimpacks)

- Dressing Kits actually heal burning/ice/electric/poisoned

Update: 19 Aug @ 10:25pm

EP0 Floor 1 and 2: fixed music oddity when facing the boss.

EP0 Floor 5 (HC): Increased spawn delay to help mitigate overwhelming the player.

EP0 Final Boss (HC): Reduced the aircraft level from Tier 5 to Tier 2 so they die faster.

Okay, I might have been a little harsh on the healing item changes. Especially the dress kit.

* Stim pack healing brought up a bit. (30/75/150/200) But they now lose their ability to heal statuses (only the dressing kit can do this now)

* Dressing Kit stun changed to suppress (-50% run speed, no jump). Heal has been bumped up to 50 over 15 sec (but suppress has been increased to 15 seconds too.) Dressing kits description also notifies you that it can stop vanilla status effects (they could always do this but it wasn't clear.) Basically, they now take the role of early game vanilla medkits.

Morphine remains unchanged. No, you still can't 'breathe morphine' anymore.

Update: 13 Aug @ 9:39pm

EP0P2-7: New musics to replace the tired old "Arctic Battle 3 theme" vanilla theme. They may not perfectly fit, but anything's better than the same tired Asra Nox battle theme over and over. Applies to both normal and hardcore versions.

Ep0 P7 (normal): Reduced spawn timers in the Pirate Zealot arena by half, speeding the segment up and increasing the challenge slightly (since, really, 80% of it is just waiting around for the next zealot to spawn.)

Ep2 P3 HC: beginning checkpoint added (I had taken out the dropship which I didn't realize acted as a checkpoint. sorry about that.)

Ep2 P5 HC: Restored the house back (to its non-tweak form) instead of that silly HL2 Beta Min Ed joke. But it's a bit different than normal... And (hopefully) more challenging in a good and rather funny way.

Hardcore EP2 ending: Expanded a bit. It's a bit funnier now. It still kills you if you hang around too long. So don't linger

Update: 3 Aug @ 6:17pm

I really left this mod in a sad state, didn't I? Well, time to fix a few things.


- Fixed mission 1 hardcore teleporter taking you directly to part 3 instead of to the beginning like it should have.

- Ep 0: Pod now gives you 20 dressing kits instead of 40. I'd reduce it to 5 if they hadn't been nerfed (see below.)

- Fixed the light in Ep 0 Floor 3. It was always lit even when it shouldn't have been.

- Healing items have been nerfed hard. They were just plain broken before. I hesitated to do this until now but after coming back from terraria, I definitely see the need for it.

* Dressing kit heals 30 health over 10s (instead of 60 instantly) and freezes you in place while its healing.
* Stimpacks have been reduced to 25% of their effect.
* Morphine now heals only 1 health per second instead of 10. No more 'breathing morphine'.

- Ep 0 Hardcore: Removed minion spawners from the hardcore boat boss. While the minion spawning was a good idea on paper, they didn't quite pan out in practice. Especially if you died they'd just swarm you, making the fight impossible.
Instead, I opted for something else that makes it a harder, yet somewhat fairer challenge. Hope you have good eyes. :) Also, be aware of it's 'panic mode'.

As a small mercy, instead of the minions, it will now spawn AT crates every 15-60 seconds to give you a fighting chance even in the event of death. In addition, the map preceding it also gives you 5 of these, again, to give you something of a fighting chance. I've also reduced the spawns on that map a little to account for- well, you'll see. Or maybe not.