T4ylor-T4ylorSurvivors icon

T4ylorSurvivors

Balance changes to all survivors primarily focused on buffing or nerfing skills which are not in line with their counterparts (Tactical Dive, Blight, Polar Field, ect...)

By T4ylor
Last updated 3 hours ago
Total downloads 4
Total rating 0 
Categories Modpacks Player Characters Tweaks Skills AI Generated
Dependency string T4ylor-T4ylorSurvivors-1.0.0
Dependants 0 other packages depend on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2122 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2122
RiskofThunder-HookGenPatcher-1.2.9 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.9

README

T4YLORSURVIVORS Cumulative Survivor Patch Notes - Current 1.0.0 Source

ACRID

Passive

  • Blight: Each stack lasts a fixed 8 seconds. Each damage tick has 0.1 proc coefficient per stack, capped at 1.0 total per victim per tick. The cap is shared across attackers. Native damage, stack scaling and tick frequency remain; Blight ticks can trigger ordinary on-hit items.

Secondary

  • Neurotoxin: Base cooldown increased from 2 seconds to 2.5 seconds.

Utility

  • Frenzied Leap: Base charges reduced from 2 to 1.
  • Frenzied Leap: Base cooldown reduced from 10 seconds to 8 seconds.
  • Frenzied Leap: Impact is now Poisonous, following the equipped passive. The existing 2-second cooldown refund per enemy hit is retained.

Special

  • Cloying Breath: With Poison equipped, applies Poison every accepted tick. With Blight equipped, applies Blight on ticks 1, 5, 9, etc. for each cloud/enemy pair. The former extra 40% Blight chance is removed. Cloud damage, tick frequency and other native properties remain.

Other

  • Added spawn immunity throughout Spawn and for 2 seconds after exiting it. The tail is granted only if Acrid is still alive.

ARTIFICER

Primary

  • Plasma Bolt: Damage increased from 280% to 310%.
  • Plasma Bolt: Direct and splash hits slow movement by 30% for 2 seconds.

Secondary

  • Cast Nano-Spear: Frozen Mithrix and False Son bosses execute below 10% health instead of 30%. Includes normal and hurt Mithrix and all three False Son boss forms. Other enemies retain the 30% frozen execution threshold.

Utility

  • Ion Surge: Moved from Special to Utility.
  • Ion Surge: Launch scales with movement speed, capped at twice its vanilla base-distance travel. Vanilla movement-speed scaling is retained below the new cap; the movement-speed factor is capped at 14 (base movement speed: 7). Native curve and duration are retained.
  • Tectonic Blast: Aiming downward provides more aerial knockback.

Special

  • Snapfreeze: Damage increased from 100% to 300%.
  • Snapfreeze: Moved from Utility to Special. Placement release input and cancelled-placement stock refunds now use the Special slot.
  • Snapfreeze: Frozen Mithrix and False Son bosses execute below 10% health instead of 30%, covering the same boss forms as Nano-Spear. Other enemies retain the 30% threshold. Frozen health-bar execution markers match the new threshold; freeze duration and other execution mechanics are unchanged.
  • Flamethrower: Damage range increased from 20 to 30 meters. Both hand effects extend forward by 50% to match the longer reach.

Other

  • Base acceleration increased from 40 to 60. Movement speed is unchanged.

BANDIT

Primary

  • Blast: Ammo capacity increased from 4 to 6 rounds, with 6 matching reticle pips.
  • Blast: Minimum interval between successful shots set to 0.3 seconds, independent of attack speed, reloads and skill interrupts. Vanilla uses a 0.1-second minimum base duration that scales with attack speed; the added elapsed-time limit prevents firing sooner than 0.3 seconds apart.
  • Blast: Firing spread and bloom buildup reduced by 50%.
  • Blast: Bullet radius increased by 20%; pierces enemies and stops at terrain.
  • Blast: Reticle pips remain centered when switching between Blast's 6-round display and Burst's 4-round display.

CAPTAIN

Secondary

  • Power Tazer: Shock-immune enemies are slowed by 50% for 5 seconds.

Utility

  • Orbital Probe and OGM-72 'DIABLO' Strike: Can be used in hidden realms that normally block orbital skills. Stock, targeting and delivery rules remain.

Special

  • Orbital Supply Beacon: Can be used in hidden realms that normally block orbital skills. Normal stock, targeting and delivery rules remain.
  • Healing Beacon: Allies already at full combined health receive barrier from each normal healing tick, accumulating up to 20% of maximum health. Vanilla grants no barrier. Each tick grants up to 2% maximum health every 0.2 seconds, limited by the remaining barrier cap. Shields count toward the full-health check; a tick that finishes healing does not also grant barrier. Existing barrier is never removed or reduced by this cap.

COMMANDO

Secondary

  • Phase Round: Initial damage increased from 300% to 320%. Each enemy pierced now adds 80% of initial damage, up from vanilla's 40%. The existing additive ramp now deals 320%, 576%, 832%, and so on, before other modifiers.
  • Phase Blast: Each pellet's proc coefficient increased from 0.5 to 0.7. The two blasts still fire 4 pellets each at 200% damage per pellet.

Utility

  • Tactical Dive: Adds 200 armor for 0.5 seconds, using the standard visible ArmorBoost buff. It does not stack another armor bonus onto an active ArmorBoost buff.

Special

  • Suppressive Fire: Base shot count increased from 6 to 8, and damage per bullet increased from 100% to 115%. Shot count still increases with attack speed.
  • Frag Grenade: Outgoing speed after enemy collisions reduced by 50%. Ground and wall bounces, damage, fuse and blast radius are unchanged.

ENGINEER

Primary

  • Bouncing Grenades: Base charge rate increased by 10%. Charge timing is divided by 1.10 (about 90.91% of vanilla duration), not reduced by 10%. The native 3-second total duration becomes about 2.727 seconds, and the 2-second maximum charge time becomes about 1.818 seconds, before attack-speed scaling. Maximum grenade count and grenade damage are preserved.

Secondary

  • Pressure Mines: Fully armed damage increased from 900% to 1000%. Weak and partially armed damage are unchanged.

Special

  • TR58 Carbonizer Turret: Base health regeneration increased from 0.6 to 2.0 health per second. Base health remains 130; health growth is unchanged.

Other

  • Survivor base damage reduced from 14 to 13, and damage growth reduced from +2.8 to +2.6 per level.

HUNTRESS

Utility

  • Blink: Base cooldown reduced from 7 to 6 seconds.

Special

  • Arrow Rain: Damage increased by 5%. The native proc coefficient is unchanged.
  • Arrow Rain: Falling arrows now fill the extended damage column.
  • Arrow Rain: Vertical reach extended to 100 meters above the targeted area, including through intervening platforms. Horizontal radius is unchanged.

LOADER

Secondary

  • Grapple Fist: Halves cooldown after 1 second or less attached. Flight time does not count; misses and Spiked Fist receive no refund.

Other

  • Base maximum health reduced from 160 to 130. Health growth remains +48 per level.
  • Base armor reduced from 20 to 10.

MERCENARY

Primary

  • Laser Sword: The third swing grants a visible Expose Ready buff while its hitbox is active. The buff uses the existing Expose icon and color.
  • Laser Sword: Using a skill during that active window cancels the sword animation but preserves the third-swing hitbox and Expose Ready throughout the follow-up skill's preparation and execution. Both end when that skill finishes or is interrupted; a later skill does not chain another extension.
  • Laser Sword: The retained sword volume follows Mercenary and preserves the original swing's damage, native Expose and already-hit enemy history. It does not repeatedly damage an enemy already hit by that swing or add Expose to the follow-up skill's own attacks.

Secondary

  • Rising Thunder: Damage increased from 550% to 600%.
  • Rising Thunder: Base duration shortened by 25%. Integrated movement curves preserve base-distance travel without scaling the remaining upward velocity.
  • Whirlwind (ground/air): Faster attack speed shortens the movement animation without reducing its base movement-phase distance.

Utility

  • Blinding Assault and Focused Assault: Dash duration scales with attack speed while preserving base dash distance. Native walls, hit-stop and interrupts remain.

Special

  • Eviscerate: Preparation/entry dash accelerates with attack speed without losing base dash distance. Target-searching/damage phase and target stopping remain native.

MUL-T

Primary

  • Scrap Launcher: Reload speed scales with attack speed.
  • Scrap Launcher: Explosions now deal full damage throughout their existing blast radius, with no distance falloff or sweet spot.
  • Power-Saw: Direct saw kills grant 0.5s of Regenerative. Nonlethal hits, DOT kills and item-proc kills do not trigger it. Works in either Power Mode slot.

Other

  • Base acceleration increased from 30 to 60. Movement speed is unchanged.

RAILGUNNER

Passive

  • Magnetic Accelerator: Highlighted Weak Points and matching hit-acceptance radius are 70% of vanilla linear size (49% squared-radius threshold). Physical enemy hurtboxes and critical-strike conversion are unchanged.

Secondary

  • M99 Sniper and HH44 Marksman: Stationary grounded shots no longer apply physical self-push, preserving Bustling Fungus while firing.
  • M99 Sniper and HH44 Marksman: Shooter volume remains normal; other players' listeners hear 50% firing volume on clients running the mod. Unknown ownership and Wwise failures preserve native volume. Headshots/special sounds are unchanged.

Utility

  • Polar Field Device: Initial burst radius increased from 10 to 15 meters, matching the lasting field's existing 15-meter radius.
  • Polar Field Device: Replaces vanilla's inward pull with 1500 outward force; does not hit the owner. Deployment damage and proc coefficient remain zero; native enemy slow and projectile slowdown remain unchanged.
  • Polar Field Device: Post-stick deployment fuse reduced from 1s to 0.1s.
  • Polar Field Device: Railgunner and allies jump 100% higher when jumping inside an active allied bubble; overlapping fields do not stack.
  • Polar Field Device: Allied landings inside the active bubble take no fall damage. Fall speed, ordinary enemy damage and landings outside remain normal.

Special

  • Cryocharge: Piercing shot radius increased by 20%, from 2 to 2.4 meters.
  • Cryocharge: Shared freeze executes ordinary enemies below 30% health, and Mithrix/False Son boss forms below 10%, with matching health-bar markers. These rules remain enabled when Artificer is disabled. Freeze duration, eligibility, shot damage and piercing remain native.

REX

Primary

  • DIRECTIVE: Inject: Final syringe proc coefficient increased from 0.5 to 1.0. The first two syringes retain their 0.5 proc coefficient.

Utility

  • DIRECTIVE: Disperse: Replaces the forward-facing sonic boom with a blast directly beneath REX, affecting enemies within 13 meters of his feet and applying Weaken for 4 seconds.
  • DIRECTIVE: Disperse: Pushes enemies up and away with 20 outward speed and 8 upward lift before normal mass resistance. Clay Dunestriders receive 1.5x the resulting knockback, including both outward and upward components.
  • DIRECTIVE: Disperse: Adds an upward impulse to REX's existing momentum on the ground or in the air, at 90% of vanilla base airborne recoil strength. The movement-speed contribution to launch scaling is halved. Horizontal momentum is preserved; fast falls are slowed rather than automatically reversed.
  • DIRECTIVE: Disperse: Displays a pale-green horizontal range ring that expands to 13 meters, briefly holds and fades over 0.65 seconds at the cast location.

Special

  • DIRECTIVE: Harvest: Damage reduced from 330% to 100%; recovery shortened from 1 second to 0.25 seconds at base attack speed. Adds Weaken for 4 seconds.
  • DIRECTIVE: Harvest: Adds 5 shared Fruiting stacks to the enemy and refreshes the whole stack pool to 10 seconds. Reapplication adds to remaining stacks rather than resetting or capping the count.
  • Fruiting: Replaces vanilla's fruit-on-death effect. Allied direct skill hits, including minion attacks, have a flat 20% chance to consume 1 stack, drop 1 fruit and deal bonus damage equal to 400% of the triggering attacker's damage stat. DOT and item-proc damage cannot trigger this effect.
  • Fruiting: Bonus damage cannot crit or trigger on-hit effects. Normal kill rewards still apply.
  • Fruiting: Fruits heal 15% of maximum health, retaining normal team pickup rules and a 20-second lifetime. Enemies use the existing fruit-cluster visual indicator. No additional fruit drops occur on death.

VOID FIEND

Passive

  • Void Corruption: Out-of-combat corruption gain reduced from 3 to 2 per second. In-combat gain and other corruption sources remain unchanged.

Primary

  • Drown (normal): Adds distance falloff to the vanilla full-damage beam. Damage stays at full strength through 50 meters, then falls linearly to 50% at 100 meters. Damage remains at 50% beyond 100 meters. Proc coefficient, maximum range and slow are preserved; corrupted Drown is unchanged.

Secondary

  • Flood (corrupted): Explosion radius increased from 10 to 15 meters.
  • Flood (corrupted): Launch speed reduced from 70 to 50 m/s.
  • Flood (corrupted): Maximum flight lifetime increased from 99 to 150 seconds. The separate 4-second explosion-expiry timer is also increased to 150 seconds. Impacts still detonate normally; damage, proc coefficient and normal Flood are unchanged.

Special

  • Suppress (normal): Healing reduced from 25% to 20% maximum health. Still consumes 25% corruption.
  • Suppress (corrupted): Self-damage reduced from 25% to 20% maximum health. Still grants 25% corruption.
  • Suppress (corrupted): Charge and recovery phases each shortened by 50%, reducing the total cast from 2 seconds to 1 second at base attack speed. Native attack-speed scaling is preserved; normal Suppress timing is unchanged.

FALSE SON

  • Lunar Tampering: Unused spikes grant 4% attack speed and 2 armor each; used spikes grant 4% movement speed and 2 health regeneration each.
  • Laser of the Father refreshes existing Lunar Ruin timers on hit and applies one stack every 24 consecutive ticks per enemy. Misses/new casts reset streaks. At base attack speed, 24 ticks takes about 3 seconds.
  • Lunar Ruin no longer multiplies shared damage packets or counts twice for Death Mark.
  • Step of the Brothers: Zero-damage detection sweep cannot proc items; explosions retain native damage and proc coefficient.
  • Laser Burst: 50% secondary restock rounds up, fixing one-stock loadouts.
  • Laser of the Father: Beam visuals update every rendered frame.

SEEKER

  • Reprieve: Flight speed reduced by 10%. Turning starts normal and decreases linearly with speed to 80% lower at maximum flight speed.
  • Saving Grace: Keeps its +7% stat bonus and Meditate's ally effects. Seeker consumes it after surviving damage at 25% combined health or lower to heal 75% maximum health instantly, like Power Elixir. It no longer self-revives. Its native once-per-stage consumption limit remains.
  • Palm Blast: Reaching seven Tranquility grants Saving Grace to living survivors. It does not gain Meditate's dead-ally revive.

CHEF

Secondary

  • Ice Box: Each cast randomly selects one straight cube; the other two each have slight independent random pitch and yaw within a 2.5-degree cone.
  • Boosted Ice Box: Damage reduced from 1500% to 1000%. Utility
  • Roll: Yes CHEF no longer cancels an active Roll.
  • Roll: Automatic step climbing is disabled during Roll, with a 60-degree slope limit (or the original motor limit if lower). Steep collisions and ramp crests cannot create upward launch speed. Deliberate jumps remain available; normal motor settings return on exit.

DRIFTER

Utility

  • Tornado Slam: Charge and spin steering are now 3x vanilla, as confirmed. Native charge steering is 180 degrees/s -> 540 degrees/s; spin steering is 90 -> 270 degrees/s. Native zero-turn bounce pauses remain zero; the 30-degree/s recovery setting is read at 90 degrees/s. Steering values are scaled only when read, preventing repeated casts from multiplying fields.
  • While actively spinning, attract unclaimed allied Junk within 15 meters and line of sight. Attraction speed is capped at 30m/s, with 60m/s^2 acceleration and an approach limit to avoid overshooting the collector. With multiple spinning Drifters, the nearest eligible teammate attracts it.
  • Pulling stops upon cancel, interruption, death, leaving the radius or loss of line of sight. Charging alone does not attract Junk. Existing native homing targets, pickup delay and collection rules remain unchanged.
  • Removed ALL custom boss/size ricochet rules, nonboss push suppression, enemy swinging/guided throws, extra collision damage, enemy motor hooks and extra combat callbacks. Boss ricochets, bounce speed/duration limits, damage, ordinary knockback, Junk generation and Primary/jump cancellation now use the game's original behavior.
  • The redesign removes the old collision/throw code involved in the reported boss-hit runaway-speed/uncancellable/no-damage/Junk-spam failure. Offline checks verify no custom collision, damage, speed or Junk-generation hooks remain; in-game boss stress testing is still required.

OPERATOR

Utility

  • FIREWALL: If the entire use blocks nothing and deals no damage, halve its cooldown.
  • The credit is granted after the held shield and released projectile end. Cooldown items apply before the 50% credit.
  • Other Operator attacks, drone damage and item-proc damage do not affect the decision. Normal shield behavior, charge, damage, lifetime and stock remain.
  • Uses a default-enabled Operator / EnableOperatorChanges config switch. Original FIREWALL text is retained; the added rule appears in bold purple.
  • Refund decisions run on the server and are sent to the owning client. All multiplayer peers need this version with Operator changes enabled. Dead bodies, replaced skills and superseded casts receive no late refund.