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Wewk

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Wewkelito

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About this mod

Mutants in the base game are very overwhelming early game, but once you get some late game weapons they become incredibly easy. This aims to make them easier early game, but harder late game, by reducing armor (and reducing the impact of armor damage reduction (and !increase!)) but increasing their HP pool.

Permissions and credits
Changelogs
First let me credit R40k with No More Tanky Mutants for correctly identifying the "core issue" rather than just reducing mutant hp (It bothered me that 12x70 buck coming out of a Saiga magically was much better, for instance). Mutant HP reduction mods will make mutants incredibly easy in the later stages of the game.

By building on that mod, but adding HP (and sometimes increasing movement) as well as reducing ArmorDifferenceCoefProjectiles (Explanation at the end) I think I've struck a nice, decently challenging, balance. Some mutants have been plain buffed without changing their armor value.

The changes (original values in brackets) are:

BlindDog:
MaxHP 90 (63)


Bloodsucker:
MaxHP 700 (500)
Armor 1 (2)
removed the individual ArmorDifferenceCoefProjectiles modifier (read more at the end)


Boar:
MaxHP 320 (220)
Armor 2 (1)  //I think this thematically makes sense but probably doesn't do much of a difference in gameplay


Burer:
MaxHP 900 (400)
Armor 2 (4)
removed the individual ArmorDifferenceCoefProjectiles modifier (read more at the end)


Cat:
MaxHP 500 (400)
Armor 1 (3)
RunSpeed 500 (450)
SprintSpeed 650 (570)
JumpSpeedCoef 1.5 (1)
BaseTurnRate 40 (30)


Chimera:
//Only armor change. The damage difference with high/low pen weapons will be lessened though, read more at the end
//Also I don't want to overtune it because of certain fights
Armor 2 (4)


Controller:
MaxHP 850 (500)
Armor 1 (4)


Deer:
MaxHP 1000 (600)
Armor 1 (3)


Flesh:
MaxHP 350 (280)


Poltergeist:
MaxHP 650 (400)
Armor 1 (3)
removed the individual ArmorDifferenceCoefProjectiles modifier (read more at the end)


PseudoDog:
MaxHP 450 (300)
Armor 1 (3)


Pseudogiant:
MaxHP 4400 (4000)
Armor 2 (4)


Snork: //I thought these were incredibly weak in the base game compared to the old games.
MaxHP 300 (150)
RegenHP 0.25 (0.05)
Armor 1 (3)
RunSpeed 550 (450)
SprintSpeed 720 (620)
JumpSpeedCoef 1.5 (1)
AirControlCoef 0.3 (0.1)
BaseTurnRate 40 (30)


MutantBase.cfg (ALL MUTANTS)
ArmorDifferenceCoefProjectiles 1.1 (1.5)


The short explanation is that this is the multiplier by which damage is reduced if you have lower penetration, and increased if you have higher penetration than the armor of the mutant.

By reducing this I've reduced the difference of damage scaling between early(low pen) and late(high pen) game weapons.


To illustrate, the formula is something like (credits to infsolv)
BaseDamage * ArmorDifferenceCoefProjectiles ^ (ArmorPiercing - Strike)=FinalDamage
So let's say you're using a 4 pen weapon with 50 damage against an 1 armor enemy (like a flesh or a blind dog)
50*1.5^ (4-1)=168.75
The differential in armor will give you more than 100 extra damage.
With a ArmorDifferenceCoefProjectiles of 1.1, you will only gain something like 16 extra damage.

On the flip side, if you use a weapon with 1 pen and 50 damage, against an enemy with 4 armor (Like a Burer, or Controller):
50*1.5^ (1-4)=14.81
Your damage will be reduced by 71%.
With a ArmorDifferenceCoefProjectiles value of 1.1, it will instead be reduced to 37.5 (25% reduction)


This mod won't be compatible with any other mods that change values of the mutants (specifically in the ObjPrototypes folder).

I will not be taking questions. I will not be taking feedback.
These specific values came to me in a dream and I won't change them (probably).