A downloadable mod

This is a mod for another NTT mod called Dicey Wastelands: https://themysticsword.itch.io/ntt-dicey-wastelands

This mod seeks to rebalance a lot of the integral aspects of every character in this mod.

I really like Dicey Wastelands, but during my playthroughs as every character I noticed how most of them just felt lacking in several aspects, in the sense that they didn't have anything special. Most of the times I found myself playing as Plant or Rebel and just feeling like I was playing a common character, as their skills didn't really change the way you were meant to play them. 

Well with this tiny rebalance pack I made sure that didn't happen again, giving unique qualities to every character in this modpack, and rebalancing the pre-existing ones to make them more unique and useful in battle.

Enjoy!

Changes showcased in: https://www.youtube.com/playlist?list=PLUYzSIp7NO8dtd6X3ebIV_Rb2J3IAZvFE

The majority of the videos are under 1 minute, so they're worth checking out.

CharacterChanges
Base Game- A normal ammo chest containing a free item will spawn near the player on the first floor of every run.
- Upgrade chests now have a popup that states how to use them.
Fish- He now gets extra gold from each fight.
Crystal- Her skill now gives 'shield' based on the die.
- Her skill can now only get a max of 3.
EyesN/A.
Melting- His skill is now reusable.
- His skill now deals 1 extra damage per 'Destroy' status effect on the enemy.
Plant- His skill now has a 5 countdown instead of using two odds.
- His skill is now reusable.
Yung Venuz- Changed his skill's name to "Pop!".
- His skill now gives 'Fury' instead of 'Reload'.
- His skill now weakens all of your equipment on the next turn.
- His skill now has a 4 countdown.
Steroids- Changed his skill to "Flex".
- His new skill takes two dice (MAX3) and gives an equivalent in 'Buff'.
- Steroids now starts with "Dual Revolvers".
- Dual Revolvers act like two normal revolvers merged in one item.
Robot- His skill now heals by the dice value.
- His skill now destroys the dice used for the next turn.
Chicken- Her skill now allows her to throw a dice and deal double damage based on the dice value.
- Her skill now destroys the die used for the next turn.
Rebel- Her skill now takes even numbers.
- Her skill now deals self damage based on the dice value.
- Her skill now gives extra dice based on half the dice value.
Horror- His skill was redone from scratch.
- His skill only takes evens.
- His skill now inflicts 'Radiation'to himself based on the dice value.
- His skill now inflicts 'Radiation'to the enemy based on half the dice value.

- Horror is now immune to 'Radiation'
Rogue- Rogue now starts with "IDPD Rifle".
- Her new weapon only takes MAX3 dice.
- Her new weapon can be reused up to 3 times per turn.
Skeleton- His skill now gives an extra die for the rest of the battle.
- Skeleton now starts with "Rusty Revolver".
- His new weapon deals damage based on the dice value.
- His new weapon is reusable.
- His new weapon has 50% chance of failing.
Frog- Frog now starts with "Frog Pistol".
- His new weapon deals double damage based on the dice value.
- His new weapon only takes MAX3 dice.
- His skill now inflicts 'Poison' based off half the dice value.
- His skill now only takes MIN2.
- His skill is now reusable.
- Frog can now heal from 'Poison'.
- HP healed by 'Poison' is equivalent to half the 'Poison' value on the player.

Enjoy!


Check this other mod of mine in case you want to make the mod look prettier! https://agentcucco.itch.io/more-vivid-colors-dw

Check this other mod of mine in case you want to spice up the mod's endgame! https://agentcucco.itch.io/post-loop-mutations-dicey-wastelands-mod

Download

Download
Z_RebalancePack.zip 31 kB

Install instructions

To install follow these steps: 

1. Enter the "diceywastelands" folder located in your NTT mods folder. 

2. Access the folder called "mods" inside "diceywastelands". 

3. Extract the contents of the .zip file in said folder.

After this the mod should be automatically loaded in when loading Dicey Wastelands.

Development log

Comments

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(2 edits)

I'm finding that the mod loads in pieces... somehow. If installed by instructions given, rebalances to the characters' abilities apply (except for fish's extra gold), but the new starting weapons don't and the free item chest does not appear. If I *incorrectly* install it to the NTT mods folder, the free chest appears and these abilities load as well, but the new starter weapons attempt to load and become errors instead with the exception of the rusty revolver.

Seeing that the mod seems to load some parts properly in either place, I loaded the mod *twice*, once paired with DW and once from the NTT mods folder. This seems to give me a complete package, including the extra gold from fish. Nothing about the install instructions suggests this is how it is meant to behave, and I'd imagine I'm probably doing something wrong somewhere. I suppose if anyone is having this same problem, this is the solution for now.

I also haven't tested this behavior with the mutations expansion, so for now I'll play it safe and expect that any potential issues could be fixed by loading it twice.

This is most likely because the mod is outdated, I pushed a couple of updates to regular Dicey Wastelands after taking over which caused a couple conflicts with my prior mods, I might eventually update my old DW addons, but I doubt that's gonna be the case.

If I had to guess, the reason why loading the addon externally to DW works, is because it might be overriding some of the original mod's behavior, which is what also causes the errors to appear.

For now, assuming your current setup has issues, I'd recommend you go back to the last update posted by MysticSword (instead of mine) on DW if you wanna use my addons.

Hi, so i follow the install instructions but the mod does not load at all for the DiceyWastelands. I would like to use this mod and i am hoping if you can help with my problem.


(I have extracted the files from the Z_RebalancePack.zip into NuclearThrone(in NTT of course)>mods>diceywastelands>mods)


This goes to same for the mutations mod for this series. I have downloaded that but it has not loaded at all.

You should extract the folder itself (not the contents) inside diceywastelands/mods, but make sure to extract the folder and not the files. Then just loading the entire diceywastelands mod as per usual, should load the mods as well.

(4 edits)

Here is what my folder looks like at the moment.


And here are the files in the folder just in case. 

Btw im so sorry i replied very late!!

Is there a file i might be missing? Or is it because im using EpicGames?

*This is where my folder was originally. My first comment meant the folder not the files. So this is where the folder is when i tried the mod and didnt load.

I'm not exactly sure as to how NTT works on Epic, but if you can load DiceyWastelands properly, I see no reason as to why it wouldn't load its mods too. I might've screwed up something about mod loading on my last update, I don't exactly recall how mods actually work on dw.