Heroes of Hammerwatch

Heroes of Hammerwatch

Bauble Shop (Better Moon Temple Rewards) for HOH v115
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.
GoonBoiBarry 10 Sep @ 9:05am 
Not to be that guy, but have you actually tested if it drops from the bat or sentinels? Cause I can't seem to get them to drop anything. I love your mods by the way
CleverUsername  [author] 10 Sep @ 9:00am 
Baubles will drop from all minibosses and bosses. (thralls, giant bats, and the statues in act 3). They will also drop from the great threat rooms in Act 1. And all bosses. The drop rate from minibosses is about 5%, so you should see about one drop per floor if you clear the floor.
GoonBoiBarry 10 Sep @ 8:09am 
I've done 7 or so runs with only the clever merge mod installed and have not seen a single bauble, or item for that matter, drop from any miniboss except thralls. Is this intended? I also used overseers and expanded floors, so a pretty decent sample size.
Averath 8 Dec, 2023 @ 12:06am 
Also, before I forget. I found a typo. When you hover over something in the Bauble shop, it says "NGP Requirement: NPG+#"

The letters are swapped where it tells you what the requirement is to "NPG" instead of "NGP".

I also saw something similar with the Increase Ore Bonus to "++4% Bonus".

This doesn't appear to be caused by a mod conflict, as I'm only currently testing Clever Merge Mod.
CleverUsername  [author] 7 Dec, 2023 @ 11:04pm 
I guess I would also suggest using the Expanded Floors fountain buff. And remember that at NG+1 and higher, levels are 15% larger and have 33% more enemies than NG0. More enemies means more mini-bosses :)
Averath 7 Dec, 2023 @ 10:55pm 
Hmm. I did have Enemy Overseers turned on, but ended my NG+3 run with only about 7 baubles. I also had Lucky Day and Lucky Hat. Maybe I was just really unlucky. But I can see what you're going for.
CleverUsername  [author] 7 Dec, 2023 @ 10:16pm 
They are kind of meant to feel like collecting statue blueprints from the pyramid. Sometimes you get one, sometimes you don't. Most runs, I end up being able to make two purchases, though often not my first choice. The drop rates are balanced so that you get 12 baubles in an average run, equally distributed between colors (though I've gotten as many as 18). Remember to have Enemy Overseers turned on and to kill every mini-boss.

Instead of doing the bauble vault, I ended up implementing the Start With Bauble augment and the ability to save augments for later in the run,
Averath 7 Dec, 2023 @ 3:59pm 
Decided to start testing this out, because it's fascinating. So far, after a couple runs of the Moon Temple, I'd say that the Bauble Vault will likely be what makes or breaks this. I'm not sure if I was just unlucky, but I got tons of one type of bauble, and almost nothing of other types. Which meant that by the time I got to the end of the run, I couldn't actually afford anything.

And there's nothing more frustrating than feeling as if all of your progress was for nothing.

I was thinking: There's no way that you could have these baubles be a resource like Ore, where you're able to take them out into the town, is there? Seeing as they're in the dungeon, I assume there's some sort of block that prevents you from tracking it somehow.

Just, from a player psychology perspective for a game like this. Doing a successful run and having nothing to show for it is a very easy way to get people like me to just move on to a different game entirely.
CleverUsername  [author] 11 Jul, 2023 @ 10:49pm 
In reference to the previous answer, the Tower now has the Golden Anvil for set upgrades (in the Item Set Mastery mod). I really feel like the pyramid is already set with the statues and doesn't need anything else.
CleverUsername  [author] 15 Jun, 2023 @ 4:19pm 
No such plans. This is specifically for Moon Temple. Pyramid already has statues and Tower is best for pushing new NG+ levels and getting the title bonuses. Moon Temple didn't have anything like that. so this mod was specifically to make Moon Temple more worth exploring. Might give the other dungeons more of their own unique things though...
John1117 15 Jun, 2023 @ 3:33pm 
any plans to add bauble to the tower or pyramid
CleverUsername  [author] 9 Jun, 2023 @ 1:25pm 
This mod is now included in Clever Merge Mod if you want to use it alongside my other mods.
CleverUsername  [author] 7 May, 2023 @ 2:38pm 
Ok! With the new update, gameplay should be improved. At least that is my hope.
CleverUsername  [author] 29 Apr, 2023 @ 5:51am 
Well, at this point, it should be compatible with custom classes, and pet mods.. and not much else :/

Also, don't expect *too* much from the mod just yet. Everything should *work*, but I'm not sure that collecting baubles at random only to not be able to afford anything at the store is much *fun*. I'll need to think about alterations to make the gameplay better.
ValoriousRaph 28 Apr, 2023 @ 11:46pm 
Wow, this looks awesome. I had been waiting to play the DLCs until friends were ready, but I could use some time playing again. Just what I need. Do you know what mods it will clash with?
CleverUsername  [author] 28 Apr, 2023 @ 10:33pm 
Coming Soon (maybe?): Bauble Vault. This augment will allow players to save a number of baubles for future runs. This should allow for more strategy in bauble collection instead of just being random. It will likely replace the Start With Bauble augment.

Other Features:
Added tons of new Modifiers
fixed drop tables for Moon Temple minibosses. They already had drop tables in the code, but they were not connected. They should now drop loot.
Gold Gain due to net negative Fountain Favor now appears on the character sheet. It always appeared in the total, but was missing from the itemized list.
CleverUsername  [author] 28 Apr, 2023 @ 10:33pm 
Warning! (Multiplayer): I have done my best to make this mod multiplayer compatible, but I don’t really play multiplayer, so I haven’t really tested it. The intended behavior is: Unlike statues, all augments should use your local augment levels in multiplayer. Your levels should determine the bonuses that are applied, which augments are displayed in the Effects section of the character sheet and which augments are for sale at the bauble shop. For the personal statue, *your* statue levels should determine the effect of your personal statue, while the server should continue to determine the three main statues. When slotting a personal statue, statues that are slotted on the server should not appear on the list of options. When joining a game, if you have a personal staute slotted that duplicates a statue on the server, that your personal statue should be unslotted. Let me know if you notice any deviations from this intended behavior.
CleverUsername  [author] 28 Apr, 2023 @ 10:33pm 
----------------Description Continued----------------------

Notes:
Warning! (Compatibility): This mod messes with a lot of game files and will not be compatible with many other mods. It’s not even compatible with some of my own other mods. Figuring something out is a high priority.