Barotrauma

Barotrauma

NT Grafting
Aegis_Myles  [developer] 27 Jul @ 1:20pm
Balancing Suggestions
This mod still needs balancing to be worked out, as I have not completed a run with it.

If you play with the mod and have any requests for balancing in any way, please voice your opinion and why you think what you do.

Thank you for the help
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Showing 1-7 of 7 comments
can you a lua config
KABOOM 28 Jul @ 12:37pm 
Cool mod, locking the whole mechanic behind a talent tree doesn't seem enjoyable though. This choice will just make the doctors hoard all the goodies for themselves or not take the tree needed for the most to exist in the run at all. My suggestion is to handle it like baro devs handled genes.
Aegis_Myles  [developer] 28 Jul @ 2:42pm 
Originally posted by KABOOM:
Cool mod, locking the whole mechanic behind a talent tree doesn't seem enjoyable though. This choice will just make the doctors hoard all the goodies for themselves or not take the tree needed for the most to exist in the run at all. My suggestion is to handle it like baro devs handled genes.
That's a good point, I just implemented a patch to make DNA Ligation Enhancer able to be found in broken subs and purchased from the Husk Cultists.

This should make grafting possible without going down the medic tree, but still far easier if you do go down it.
I experimented a bit with the lungs! I timed oxygen drain, and found no difference with or without 'enhanced' lungs.

I'm assuming they give you oxygen low resistance, similar to tiger thresher genes, but found very little difference between mudraptor lungs and the crawler lungs, the first of which are supposed to be better than the crawler ones I think? At least according to the google drive. Both the lungs made it take around 10~ seconds longer for someone to pass out from oxygen low/hypoxemia and all the related symptoms.

If it is intended to improve your resistance to oxygen low, then the mudraptor number should probably be improved a bit in comparison to crawler lungs, as I couldn't find a difference between them. :))

In general, it could maybe be an idea to increase the number a tiny bit on both variants, as oxygen low resistance does not do a whole lot at lower percentages, and is barely noticeable, unless it is at a quite high percentage, since it isn't a linear buff. Definitively depends how good you want the grafts to be overall though. :))
Aegis_Myles  [developer] 22 Sep @ 6:05pm 
Originally posted by Spookyheart:
I experimented a bit with the lungs! I timed oxygen drain, and found no difference with or without 'enhanced' lungs.

I'm assuming they give you oxygen low resistance, similar to tiger thresher genes, but found very little difference between mudraptor lungs and the crawler lungs, the first of which are supposed to be better than the crawler ones I think? At least according to the google drive. Both the lungs made it take around 10~ seconds longer for someone to pass out from oxygen low/hypoxemia and all the related symptoms.

If it is intended to improve your resistance to oxygen low, then the mudraptor number should probably be improved a bit in comparison to crawler lungs, as I couldn't find a difference between them. :))

In general, it could maybe be an idea to increase the number a tiny bit on both variants, as oxygen low resistance does not do a whole lot at lower percentages, and is barely noticeable, unless it is at a quite high percentage, since it isn't a linear buff. Definitively depends how good you want the grafts to be overall though. :))
Oooh yes, I had a pretty tough time testing the speed it takes to drown with/without the lungs, so I definitely wasn't sure how good these were at all.

I'll definitely look into changing them in the future to be more relevant
why not just make the unlocks part of the xenology tree? you could even replace bloody business entirely with one of the perks.
Aegis_Myles  [developer] 24 Sep @ 1:54pm 
Originally posted by MarkipliersMilkers:
why not just make the unlocks part of the xenology tree? you could even replace bloody business entirely with one of the perks.
I was aiming to add content, not remove any. I understand they have some overlap but at the same time I figured the mod would be far less well received if I decided to just rip out an entire tree for my mod to take it's place.

Instead I made minor synergy by making the husk gene required for husk transplants.
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