![]() Legendary Chests now have a cost multiplier of 10x instead of 16x Increased scaling of interactable prices from 1.25 to 1.6 Every newt altar now only has a 30% chance to spawn, including ones which were previously guaranteed to spawn Increased the damage of overloading bombs from 50% total to 150% total Overloading elites now deal far less knockback to players Reduced overloading bomb lifetime from 1.5s to 1.2s Increased overloading bomb blast radius from 6m to 9m Overloading bombs no longer stick to targets * This can be configured for Aurelionite * Boss items no longer drop from the teleporter (Someone remind me to look into replacing this feature at a later date) All bosses now have a chance to drop their boss items on death Monsoon Only: All monsters gain unique scaling stat bonuses. 125% in drizzle, 100% in rainstorm, 50% in monsoon, and no particles in eclipse configurable. The radius of the teleporter's particles is smaller depending on the difficulty setting. Reduced the damage boost of Tier 2 elites from 6x to 4.5x Reduced the damage boost of base Tier 1 elites from 2x to 1.5x Reduced the health boost of Tier 2 elites from 18x to 9x ![]() Reduced the health boost of base Tier 1 elites from 4x to 3x Stage 1 in eclipse, stage 4 in monsoon, stage 6 in rainstorm (the default), and stage 11 in drizzle. Tier 2 elites spawn earlier depending on the difficulty setting. Increased the rate at which the Difficulty Coefficient scales over time from 100% to 120% Reduced the rate at which the Difficulty Coefficient scales over stages from 115% to 110% No longer are the days where every difficulty starts just as easy as the others. The Difficulty Slider starts at a higher level depending on the difficulty setting. Difficulty Dependent Ambient Difficulty Boost: FEATURES & CONTENT Added Items: Mocha (Rework), Medics Scalpel, Coin GunĪdded Twisted Scavenger: Gibgib the GreedyĪll changes are configurable in "packets", similar to BalanceOverhaulRBO. DifficultyPlus storms will deal less damage, and be more forgiving in that the Teleporter provides shelter from them.Ĭurrent Changes. For the time being, you can try Artifact of Instability from DiluvianArtifacts for a similar experience.The idea of Storms is to provide a hard time limit, to force players to act quickly and make compromises.Fret not, however! The Teleporter bubble will provide shelter from all Storm hazards.When a Storm arrives, it will introduce new stage hazards, like scattered explosives, debuffs, reduced visibility, and even Storm-exclusive elites.The time it takes to arrive depends on your difficulty level. In every stage, a Storm will gradually approach.Future AdditionsĭifficultyPlus is only just getting started! In future releases, you can look out for the following changes: Taking too much time should be punishing, so that the ability to make the right decisions, sacrifices in the name of saving time, will be what saves your run. The goal of DifficultyPlus is to create a kind of gameplay where playing fast and dangerously is the most effective strategy, as opposed to taking your time and full clearing stages. It drags out the pace of the game to a crawl, nay, to a screeching halt, and yet time and time again it is the trap that players fall into as it is the path of least resistance. In Vanilla RoR2, more often than not it is the case that running away from combat is safer and easier in the long run than actively participating in combat. Where BORBO exists to correct item design and balance, DifficultyPlus is about monster and stage difficulty. ![]() Represented in a bar on the HUD, every minute increases the enemies’ power and spawn count, developing a great sense of urgency.DifficultyPlus is, in a way, a sister mod for BalanceOverhaulRBO. A scaling difficulty simply means that as time increases, so does difficulty. The Scaling Difficulty is the difficulty that increases after the start of a game. Test your abilities and skills against formidable foes.īlighted enemies have a chance to spawn on this difficulty. This is the way the game is meant to be played! Heath Regeneration per level is increased by 1.8HP/second Weeping and gnashing is replaced by laughter and tickles. Reduces difficulty for players new to the game. Every bend introduces pain and horrors of the planet.
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