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BillyMod-BillionDifficulty-1.1.0
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The Billion Difficulty

This mod adds a difficulty called Billion, where every enemy gets some new abilty or changed behaviour. Made with the Cybergrind in mind, the mod aims to make the game harder while not being a pain in the ass. Staying on the move and being aware of your surroundings is necessary.

Keep in mind that things will break if you use other mods that modify enemy behaviour

(Not designed for a new save, but starting from scratch can still be an extra challenge if you want)

Feedback is welcome so you can dm me on discord to share your thoughts or report bugs: @somebilly

Enemy changes

The changes are described compared to the brutal difficulty

All enemies move and attack faster, projectiles are also faster. Radiance speed buffs are nerfed to 1.25x for most enemies since they're already very fast (other speed modifiers: 1.1x - sentries and virtues, 1.15x - ferrymen and insurrectionists). A few changes were suggested by other people (shoutout to Broccolite)

Added a special rare filth

Note: making enemies radiant in the sandbox with the spawner arm won't give them the right speed multipliers, so you'll need to use the "buffs forceradiance on" console command

Husks

Filth Has the ability to double jump
Stray Shoots a series of 3 projectiles in a row
Stalker The sand cloud stays active for longer and the stalker overheals itself by 1.5 hp for every enemy in the sanded area. An enemy can only heal any stalker once (the sandification zone gets deleted when a cybergrind wave ends)
Schism Projectiles slow down until they stop and become unparriable, after which they disappear. They're also slightly bigger (the projectiles get deleted when a cybergrind wave ends)
Soldier Shoots out more projectiles with the center one being bigger to make it a bit easier to parry, and is also not completely immune to explosions
Sisyphean Insurrectionist Dealing 30 damage (scales with radiance) to an insurrectionist in 5 seconds creates a red explosion which deals 40 damage to you and 7 damage to enemies (including the insurrectionist itself), after which there's a 1 second cooldown until it starts counting damage again. Doing that also enrages them giving them a 1.1x speed increase for 7 seconds
Ferryman Speed goes up from 1.1x to 1.3x and they become more blue the longer they stay alive. When they reach max speed you get the +I'M BLUE style bonus (more total hp = slower increase in speed: about 12 seconds for common ferrymen, 35 seconds for the boss, 17 seconds for radiant ferrymen)

Machines

Drone Projectile speed goes up and down as it's flying, and every 4-6 attacks one of the orbs becomes explosive and homing, exploding when it's within a certain distance from the player. The first big orb also appears sooner, and they don't deal damage to enemies unless parried. Also reduced how far they move when dodging
Streetcleaner Attack range is increased, and they can now shoot straight up
Swordsmachine Every other shotgun attack while you're in a certain range, the swordsmachine will overpump its shotgun creating a big explosion. Phase 2 now starts at 10 hp out of 30 instead of 15 hp out of 30
Mindflayer Shoots out many unparriable green orbs around itself during the laser attack that each deal 15 damage and stay in place for a few seconds. The amount of orbs increases while the mindflayer is enraged. Sending a dying mindflayer flying will cause it to shoot out orbs while it's flying away (the orbs get deleted when a cybergrind wave ends)
Sentry Shoots out 3 fast homing mortar projectiles that don't damage enemies when interrupted. The first projectile has more range and explodes when it's at your height or above you and when it's within a certain distance. The sentry also falls faster now to prevent it from getting too high up into the air from their own explosions when interrupting them by slamming
Gutterman Their accuracy increases faster and they dodge when you get too close
Guttertank When their rockets explode, they fire a barrage of projectiles in your general direction
Defense system: Rocket launcher Spawns oil where the rocket hits every other attack
Defense system: Mortar The projectiles are now faster and more homing and it has a shorter attack cooldown
Defense system: Tower Shoots out a big mannequin projectile every other attack and has a shorter attack cooldown

Demons

Malicious face Shoots more projectiles in a cool spiral pattern with a bigger one in the middle that deals 40 damage, while the others do 20 (the friendly fire from projectiles is reduced to account for how many there are). Parrying the explosive beam attack does 0.5x of the original damage to the Malicious face itself and also damages and knocks you back dealing 25 damage (can be avoided by dashing or moving fast)
Cerberus Very quickly dashes 2 times and now the apple is homing. Reduced the dash knockback when they're enraged
Idol The idoled enemy overheals enemies around it by 0.8 hp every 2 seconds
Mannequin Every other attack the blue projectile quickly accelerates and increases in size
Hideous mass Creates 2 shockwaves, mortar projectiles now track your location more accurately, and the hook takes 1 knuckleblaster or 2 feedbacker punches to break like on Violent and below

Angels

Virtue When not enraged, their beams stay for 1.5 seconds longer than on brutal. When enraged, they don't predict your movement but become noticeably bigger and disappear 2 second sooner than on brutal
Providence Soon

Coming soon?

  • An extra-hard mode that will be really hard and difficult and challenging
  • Fraud enemy changes (when fraud is out)

Some useful stuff

If you want to use this difficulty with the Angry Level Loader, you'll need to

  1. Enter a level
  2. Turn on cheats
  3. Press F8
  4. Type prefs set int difficulty 19

You can skip to any level in the game with console commands:

  1. Turn on cheats
  2. Press F8
  3. Type scene Level X-X to enter a campaign or encore level The other stuff is scene Endless for the cybergrind, scene uk_construct for the sandbox and scene Main Menu
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