Bloonjitsu7-BloonItemRebalance icon

BloonItemRebalance

Rebalances and reworks a wide variety of items, both modded and vanilla! Fully Configurable!

CHANGELOG

1.3.1

  • Fixed NRE related to longstanding solitude
  • Fixed readme not having Rig's Arsenal listed as an optional dependency

1.3.0

  • Void Items Update!

  • Added Rig's Arsenal as an optional dependency

  • New Item Changes:

    • Singularity Band

      • Increased total damage from 100% (+100% per stack) to 300% (+150% per stack)
      • Increased the required base damage to proc from 400% to 600%
      • Radius now increases by +1.5m per stack
      • Increased proc coefficient from 1 to 2
      • Singularity band is an infamously bad item, so I wanted to lean into it being more of a stronger version of the standard bands that has a tougher activation requirement.
    • Waterlogged Wellies (Nautilus)

      • Complete Rework:
      • You have +15% (+15% per stack) crit chance while airborne, and +15% (+15% per stack) crit damage while grounded. Your critical strikes can weaken airborne enemies for 2s (+0.5s per stack) and pull them to the ground. Corrupts all Hiker’s Boots.
      • While I do like the idea of wellies, it removing the only other common vanilla crit item just kind of rubs me the wrong way.
    • Umbral Pyre (Rig's Arsenal)

      • Changed corruption from Gasoline to Bolstering Lantern
      • Umbral Pyre is really cool, but it has a corruption overlap with Supercritical Coolant (and it also just fits lantern better from both a visual and gameplay standpoint imo).
    • Supercritical Coolant (Vanilla Void)

      • Removed the stacking slow debuff
      • Now inflicts 2 stacks of Frost instead
      • Reduced debuff duration from 6s (+3s per stack) to 4s (+1s per stack)
      • Increased damage from 20% (+20% per stack) to 200% (+50% per stack)
      • Increased radius from 12m (+4m per stack) to 15m (+5m per stack)
      • Supercritical Coolant is the perfect corruption for Gasoline, though it felt a bit outdated. I've replaced the debuff with the standardized one added in SotS, as well as boosting its stats to be closer to Gasoline, since it was pretty much just a direct downgrade in most situations before.
    • Executioner's Burden (Vanilla Void)

      • Complete Rework:
      • Slaying an elite monster releases a wave in a 30m (+5m per stack) area around you, dealing 500% (+350% per stack) base damage and inflicting dread for 8s. Foes afflicted with dread are instantly killed below 25% max hp. Corrupts all Old Guillotines.
      • Executioner's Burden has a major effect overlap with Altered Soul from Nautilus, so I decided to give it a complete overhaul.

1.2.2

  • Fixed issue with Pocket I.C.B.M's damage bonus not getting removed properly

1.2.1

  • Added an extra config option to substandard duplicator to prevent the entire mod from breaking if TempItemsTooShort is installed (will probably be changed to auto-compat later)

1.2.0

  • Vanilla Items Update!

  • New Item Changes:

    • Unstable Transmitter

      • Complete Rework:
      • Upon dropping below 25% health, release a pulse within 30m that grants you 25% barrier and teleports enemies away. Gain an additional 5% barrier for each enemy hit by the pulse. Can be used 1 (+1 per stack) times every 200s.
      • Unstable Transmitter suffers from a very bad case of complexity creep alongside just not working in the way you'd think it would work. This rework should help trim the fat off of the item while also making it more consistent.
    • War Bonds

      • Complete Rework:
      • For every 15 gold that you spend, load 1 (+1 per stack) barrage. Whenever an elite or boss monster spawns, one of your barrages automatically fires at them for 1500% (+300% per stack) base damage. Gold requirement scales over time.
      • I'm going to be completely honest, War Bonds might be my least favorite item in vanilla. Its entire purpose is just to skip boss fights, which just isn't very fun at all imo. This rework should hopefully make it much less of a drag to use.
    • Pocket I.C.B.M.

      • Reduced bonus missiles from 3 to 2
      • Removed missile damage bonus
      • Now automatically fires missiles every 10s (-25% per stack) while in combat, dealing 500% (+50% per stack) damage each
      • Pocket I.C.B.M. very clearly suffers from the Ignition Tank problem where it requires other items in order to function, but is insanely busted when it has access to those items (far more so than Ignition Tank).
    • Titanic Knurl

      • Complete Rework:
      • Gain 10 (+10 per stack) maximum health and 0.5 hp/s (+0.5 hp/s per stack) health regeneration per level.
      • Changing Titanic Knurl into a strictly level-based item gives it a much more unique identity while also allowing it to scale much better into the late game.
    • Genesis Loop

      • Complete Rework:
      • Whenever you take damage, gain 1% (+0.5% per stack) charge for every 1% total health lost. At full charge, release a massive nova that deals 6000% damage.
      • Genesis Loop is powerful, but is also wildly inconsistent to the point of it never really working when you want it to. This change should make it far more consistently useful without making it too overwhelmingly strong.
  • Item Balance Changes:

    • Ignition Tank

      • Reduced base cooldown time from 8s to 5s
      • The reworked ignition tank felt was a bit too inconsistent with its damage, so this buff felt warranted.
  • Renamed the dll file for clearer logs

1.1.3

  • Complete code refactor
  • Fixed mod completely breaking if any soft dependencies aren't installed, it should function properly now

1.1.2

  • Updated dependencies (oops)

1.1.1

  • (Hopefully) fixed certain aspects of the mod (such as text) not working if none of the soft dependencies are installed.
  • Updated the readme description for Haunted Lamp

1.1.0

  • All changes are now fully configurable!

    • Feel free to DM me if there's anything else you'd like to have a config for
  • Removed Flat Item Buff as an optional dependency

  • New Item Changes:

    • Seeping Ocean (Bubbet's Items)

      • Complete Rework:
      • Item drops have a 4% (+2% per stack) chance to become a random Void item of an equivalent rarity.
      • Considering the very limited loot pool of Void Lunars (only 9 of them if they're all enabled), I think it makes much more sense for this to transform items into standard Void items, instead of Void Lunars.
  • Item Balance Changes:

    • Warped Echo

      • Completely recoded and done within this mod, no longer requiring Flat Item Buff
      • New effect:
      • When hit, 50% of the damage you take is delayed for 2.5s (+10% per stack), up to a maximum of 1 (+1 per stack) hit(s) at a time. For each hit being delayed, gain +15% movement speed, attack speed, and cooldown speed.
    • Haunted Lamp (Starstorm 2)

      • Changed damage from 300% (+300% per stack) to 350% (+150% per stack)
      • This item still felt a tiny bit weak at one stack even after the buff, but it also felt way too strong at higher stacks, so this was the obvious solution.
  • Fixed Bison Steak having a broken description (oops)

  • Fixed Faraday Spur radius being twice as large as intended (oops 2: electric boogaloo)

  • Fixed game crashing on load if the Faraday Spur fix from Super Cyan Tweaks isn't disabled.

  • Fixed description for Bone Visor not changing if its configs (the original ones from Bubbet's Items) were set to default.

1.0.3

  • Added Nautilus as an optional dependency

  • New Item Changes:

    • Faraday Spur Rebalance

      • Reduced maximum movement speed and jump height down to 100%
      • Increased base charge rate by 1.25x
      • Charge rate now increases by 50% per stack
      • Increased damage from 400% (+280% per stack) to 800% (+400% per stack), but the damage now scales based on the amount of charge consumed
      • Changed max radius from 32.3m (+7.5m per stack) to 40m (unstacking)
      • Charge rate no longer decreases at lower FPS (fix borrowed from SuperCyanTweaks)
      • Faraday Spur is such a cool item, but it suffers from being simultaneously overpowered and feeling very finicky and unsatisfying to use. These changes should reduce the amount of times it flings you into the air at mach-7, while also making its discharge effect more valuable.
    • Observer's Optics Rework (Nautilus)

      • Completely replaced old effect with a new one:
      • Your equipment is consumed on use, granting you voidtouched power for 30s (+30s per stack). Additionally grants a stacking 25% collapse damage bonus and 5% chance to collapse on hit for the rest of the stage. Corrupts all Functional Couplers.
      • This item has a direct overlap with Drowned Visage from Bubbet's Items, so I had to completely rework it from the ground up. I'm considering replacing the collapse effect with the detain effect from FlatItemBuff's Lost Seer's Lenses rework later down the line, but for now I like it how it is.
  • No new configs yet (outside of the new changes), those will come in the next update where I'll add full configuration to every change from the mod

1.0.2

  • Added more in-depth configs for most vanilla items, as well as a handful of modded items

  • Item Balance Changes:

    • Bolstering Lantern

      • Reduced attack speed bonus from 8% to 7%, and regen bonus from 0.8 hp/s to 0.7 hp/s
      • Lantern felt a tiny bit too strong compared to other items in the same tier, though I am still very satisfied with the rework that I've settled on.
    • Bustling Fungus

      • Further reduced activation delay from 0.5s to 0.25s
      • In Bungus we trust.
  • Added a couple of extra flags to prevent a potential crash if Bubbet's Items isn't installed

  • Fixed ignition tank cooldown scaling not working properly

1.0.1

  • Forgot to migrate a Harmony Patch for the Bone Visor rework from the Base Mod (oops)

1.0.0

  • Initial Release