SANDBOX — this is a test environment. No servers are actually deployed and no real payments are charged.
Back to NxLabs

NxLabs / Vintage Story

Temporals Reformed - An Enemy Behavior Overhaul

DBy Darthzz

Overhauls enemies to be more individually imposing and unpredictable, yet fewer in numbers.

Temporals Reformed - An Enemy Behavior Overhaul

Description

This mod takes an alternative approach to enemy balance to make them feel more individually dangerous, dynamic, intimidating, more reactive and less predictable. Yet, also, reduces ALL temporal mob spawnrates to roughly half and makes them require more darkness to spawn*. It also makes enemies react slightly less mindlessly, giving them slightly better self preservation and changing their aggression behavior. You can now for example, distract enemies through various means, or slip by some drifters (who aren't as aggressive) in caves instead of being harassed constantly. The goal of this mod is to make enemies feel much more individually intimidating without relying on massive groups or hordes.

In short, the vanilla enemy dynamics are completely inverted and flipped on their head to create a more "survival horror" adjacent vibe. Conserve resources, and don't fight unless you absolutely have to defend yourself!

As a bonus, for balance purposes, friendly locusts are now stronger!

<span style="color: #3598db;">Fan of the behavior changes, but not the damage, health and spawn changes? Or simply want more Combat Overhaul compatibility? Consider Temporals Lite instead!</span>


<span style="color: #f1c40f;">(thumbnail art painted by me in Paint Tool Sai 2, follow me on other socials by the name Darthzz or Derethzz for more)</span>

<span style="color: #e74c3c;">!!! This mod will make the game harder in some ways, easier in other ways. It is neither ultra-hardcore nor easy. !!!
<span style="font-size: 8pt;">(also be wary of latency, this mod might make that more dangerous in multiplayer unfortunately)</span>
</span>

Some of these changes include:

Spoiler!
<span style="color: #2b3e50;">- ALL temporal mobs are a lot stronger, though with a certain nuance. Low tier mobs aren't as "far gone" yet and thus have a bit of "brains", and are therefore more cautious to make up for wherever they fall behind, while the later tiers become more feral, more brutish, less cautious. However, you won't see as many huge hordes anymore unless the rift activity is super high or you're at the very bottom of the world. Or heavier temporal storms. They also require more darkness to spawn than in vanilla. But to make up for this, enemies have MUCH stronger attack power and health, in some cases enough that full armor will still be realistically strong (and highly recommended), but not as totally impervious.&nbsp;

- Note, despite temporal enemy mob spawns being FAR fewer than in vanilla, you should still be wary during temporal storms and heavier rift activity, as well as the deepest layers of caves. You will still see a lot of enemies in those scenarios. Just not as much "1 trillion drifters in low rift activity swarm your house" type stuff compared to vanilla. Sometimes temporal mobs also have a chance to spawn as groups rather than individuals when the chance-to-spawn passes. There are also "summoner" scenarios you have to keep in mind as well. If you know, you know.

- Light matters more. Not only do they require more darkness to spawn, but are also even less aggressive in daylight, and more fearful toward manmade light sources of all kinds depending on the light strength. This typically also includes handheld light sources, a bright lantern for instance will be more likely to ward off foes compared to a dim bowl lamp. Their manner of fear will however vary per tier. The further their state has progressed, the more resilient they become.

- Temporal mobs will attack and react to some animal types, primarily Predators. They will attack and flee from a select few more creature types instead of being so fixated on the player all the time. This EXCLUDES farm type animals for the most part, as that could lead to too many unfair scenarios. But also, they have a chance to take meat from drops on the ground and from corpses. It is now a viable strategy to distract temporal enemies with meat. Whether or not they're actually "eating" it or instead taking it for some other mysterious purpose is open to interpretation...&nbsp;

</span><span style="color: #2b3e50;">- Enemies are more reactive to being pelted with ranged attacks, most of the time. They will either run far away, run to cover, make a big U-turn to charge straight at you, or even find a better path around to give you the element of surprise. Bigger crowds of enemies tend to also react when even just one gets hit. Due to limitations and core game jank though, this won't always happen unfortunately.</span>

<span style="color: #2b3e50;">- Most temporal mobs are now more versatile in terms of terrain traversal. Shivers can climb any surface like locusts can, while Drifters and Bowtorns have higher stepheight. Stepheight handles how many blocks up a mob can walk over and requires a solid surface to stand on top, unlike true climbing, which is far less strict. This means mobs are better at escaping, reaching you in hard-to-reach positions, and also less prone to getting stuck in pits, unless it's a VERY VERY deep one.</span>

<span style="color: #2b3e50;">- Enemy strength is somewhat evened out across tiers. What this means is that lower and higher tier strength is more smoothed out and less abrupt compared to eachother for the most part. This also means however that lower tier enemies will still be rather strong throughout the game. Since mob spawns are overall much fewer and more sparse than in vanilla, and since this is going for more of a survival horror adjacent

Download

No download link is available for this entry right now.

Ratings & reviews

No ratings yet

Sign in to leave a rating or comment.