

The purpose of this mod is to add some level of scaling to (what I believe are) under performing items that don't really scale with the player.
Configs are provided for those that wish to tweak or disable most changes made by this mod.
- Health increase is boosted further by level similar to Cautious Slug's health regen.
- Killing an enemy grants a health regen increase for 3 seconds (+3 per stack).
While Bison Steak isn't a terrible item and is generally seen as being better than its predecessor Fresh Meat, it suffers from being weaker than alternatives in its tier (Tougher Times, Repulsion Armor and Personal Shield Generator) and also doesn't scale or have any good synergies. These two changes help keep the item relevant throughout the run and offer something its alternatives don't have.
- Reduced barrier amount on kill slightly. (15 -> 14)
- Now gives additional barrier based on a percent of the user's maximum health (+0.5% per stack).
Topaz Brooch is considered a good item so the change here is small. This simply makes the item more usable on high health builds/characters without the need for a Forgive Me Please or excessive stacking.
- Increases level instead of health.
- By default a single Infusion can give up to 1 level.
- Killing Elite and Boss type enemies gives more samples to reduce the need for grinding.
- If a minion has infusions and kills an enemy it sends the samples to the owner instead if they have infusions.
- When a minion spawns and has infusions it gets the same amount of samples as the owner.
With the changes I've made to the Bison Steak this item is pretty much redundant, this change mainly offers something Bison Steak doesn't. While this mostly increases health, damage and regen, other items scale with level so this item can boost those further.
Buff
- Gives an additional 0.5 healing regardless of proc coefficient. (Basically Withor's LeechingSeedBuff)
Rework
- Heals 1.5 (+1.5 per stack) when dealing damage with a DoT.
- Attacks have a 25% chance to apply a DoT called "Leech" for 5s (+2.5s per stack).
- Leech does not stack.
- Anyone that attacks enemies with Leech will heal for 4% of the damage dealt.
This item is often compared to Harvester's Scythe and in most cases the later is considered better. Both these changes are designed to give it a use case that Harvester's Scythe doesn't share.
- Stacking now increases the lifespan of the Squid Polyp. (+3 seconds per stack)
- Stacking increases the armor of the Squid Polyp. (+10 per stack)
- The Squid Polyp's attack now applies Tar.
- Squid Polyps now have their healing disabled if they haven't been active for a while. (25-27 seconds)
Squid Polyp is either an automatic scrap or specifically built around, in the latter's case you typically need to dedicate all your item choices to it. The Tar debuff is mostly for Death Mark synergy, but it's also useful for keeping enemies within range for longer. The lifespan and armor stacking bonuses give the item more value when stacking which is where I believe the item suffers most. Disabling healing for Squids that have been inactive for too long is for those situations where you've hit the minion cap and you have ten Squid Polyps chilling on the other side of the map.
Shared Changes
- Alpha Construct ally now detonate on death, dealing 450% damage in a 12m radius.
- The projectile that spawns the construct will now replace and kill excess constructs instead of spawning nothing.
Buff
- Removed "Elite" requirement for kills.
- Limited to 4 Alpha Constructs at all times.
- The summoned constructs can proc the item for you if they kill an enemy.
- Stacking now increases the health and attack speed of the summons.
Rework
- Activates when using equipment.
- Summons 4 Alpha Constructs on activation.
- Gives a temporary Xi Construct projectile shield on activation.
- Stacking increases the health and attack speed of the summons and duration of the shield.
This item has an okay effect, terrible stacking that likely gets hard capped by the ally limit and to top it off you need to kill an elite for it to even proc. This buff/rework should hopefully make the item much more exciting to find. As you may have noticed I've aimed at improving the quality of the summons rather than the quantity, this is to avoid hitting the ally cap and for late game performance.
Buff
- Health increase is boosted further by level.
Because Bison Steak was buffed like this it only makes sense for Titanic Knurl to get the same buff.
Rework
- Every 6 seconds a Stone Fist attacks an enemy within 50 metres for 700% damage.
- Stacking increases the cooldown rate by +15% and damage by +350%.
While Titanic Knurl isn't bad it's effect is boring compared to all other boss items. This rework is made to mimic the Stone Titan's Stone Fist ability, which should make it feel more like a boss item than before. The current values may be a tad on the overpowered side at the moment, especially with Engineer.
1.7.2
This update changes how the Infusion changes work. The item on its own is now weaker, but has better synergy with items that scale with level.
Infusion:
Directly increases level instead of using level stats.
Default config values have been changed to account for this.
Changed "Max Stacks" default value. (200 -> 100)
Changed "Kill Stack" default value. (2 -> 1)
Changed "Champion Stack" default value. (8 -> 5)
Changed "Elite Bonus" defaul value. (3 -> 2)
1.7.1
Defense Nucleus:
Improved logic for the death checks.
Defense Nucleus Rework:
Added "Summon Count" configuration, controls how many constructs are summoned.
1.7.0
Defense Nucleus:
Increased the default health and fire rate config values.
Turrets and other minions now proc their owner's Defense Nucleus instead of their own.
Defense Nucleus Rework:
Increased the default health and fire rate config values.
Leeching Seed:
Added a choice between buffing or reworking this item.
1.6.0
Defense Nucleus:
Added a choice between buffing or reworking this item.
1.5.2
Squid Polyp:
Fixed them not applying Tar when configured.
1.5.1
Infusion:
Fixed changes causing almost everything to break.
1.5.0
This update hasn't been thoroughly tested just as an FYI.
Updated for SotV.
Titanic Knurl Rework:
Default configuration for "Base Damage" changed. (500% -> 700%)
Default configuration for "Stack Damage" changed. (300% -> 350%)
Default configuration for "Stack Cooldown" changed. (20% -> 15%)
1.4.1
Fixed incompatibility with ZetAspects and GoldenCoastPlus.
1.4.0
Titanic Knurl:
Added a choice between buffing or reworking this item.
Squid Polyp:
Removed configuration "Attack to Damage", found that this could be a bit game breaking under certain situations.
1.3.0
Most of this update changed how the code is structured, so there isn't many changes. A few bugs/issues may have been fixed but I can't say for sure.
Bison Steak:
Added "Buff Duration" configuration for Bison Steak. Enables the Fresh Meat's health regen boost on kill for this item.
"Level HP" configuration now works as a flat number instead of being a multiplier based on "Base HP".
Default configuration for "Level HP" changed due to the above (0.1 -> 2.5).
Squid Polyp:
"Armor" configuration for Squid Poly is now how much armor each stack gives to the Squid Polyp.
Default configuration for "Armor" changed due to the above (50 -> 10).
Infusion:
"Champion Stack" for Infusion default configuration is higher (6 -> 8).
Removed configuration "Normal Stat Gain" for Infusion. Felt completely unnecessary, item functions as if this was enabled.
1.2.0
Bison Steak:
Health boost from levels reduced (0.2 -> 0.1) as it scaled a bit too quickly.
Infusion:
Added configuration "Gives To Owner". This controls if orbs from minion kills go to the owner instead.
Added configuration "Inherit From Owner". This controls if minions with infusions inherit their owner's collected samples.
Squid Polyp:
Added balance changes for Squid Polyps.
Topaz Brooch:
Added balance changes for Topaz Brooch.
1.1.0
Infusion:
Added changes for Infusion.
1.0.0
Public release.
You can find me as kking117#0370 on Discord.