JYDGE
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Recalibrated

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Illamasqua

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About this mod

Minor tweaks to improve just a couple weapons, companions, specials, and cyberware. Also: streetlights can now be destroyed by regular hits!

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Changelogs
Installation instructions are in the .zip (nice and easy to follow). PS: make sure to delete (or repack) data.pak after installation, forgot to mention that in instructions ;P

OK, so Neon Chrome is the better game (I modded that one more thoroughly here), but JYDGE is... uh, OK. I've just had this mod collecting dust for ages, just haven't had the incentive to upload it. Well, finally dusting it off a bit and putting it up here for posterity's sake.

- CHANGELOG - 

FIREMODES

Rypid Plasma and Plysma Spread: Worse than their ion variants (worse range and no dedicated cyberware synergy as with Overcharge). What really kills these is the terrible range, really. This is not helped by the fact only these two firemodes are given "odd" range values in the code, which the game rounds down to the nearest integer. See, every 50 points of range in the code is translated as 1 (meter) of range in-game. Rypid Plasma and Plysma Spread both display 6 (meters) in-game when their actual range should effectively be 6.5 (325) and 6.4 (320), respectively. To make a long story short: I buffed them up to 7 (350) and 8 (400), respectively. This is still lower than their ion variants.

- As noted above, I did try to help Plysma Spread a bit more as I feel it was the worst firemode in the game. So additionally to the range increase, Plysma Spread was reworked slightly: it now fires 7 pellets per shot, up from 5 (so identical to regular Shotgyn) and its fire interval was reduced a bit from 6.5 to 5.5 (it was the highest before, now it's right in between regular Shotgyn and Ion Spread, at 5.8 and 5.2 respectively). The total dmg of a fully upgraded Plysma Spread is 420/7 up from 400/5 (weaker bullets, greater quantity).

- Additionally, Rypid Plasma was given a very slight bullet deviation effect (like most other firemodes), so it no longer fires in a perfectly straight line. This helps it hit moving targets slightly better.

- Tiny Ryckets: For how late in the game this becomes accessible, it's pretty underwhelming. To rectify that, range ~doubled from 6.8 (340) to 14 (700).

- Charged Shot: For being last firemode in the game, it was was quite sad. So in range increased from 20 (1000) to 26 (1300) and movement penalty reduced (0.75 to 0.90).

SPECIALS
C-4K: uses reduced (5 -> 3) *NERF* (this thing was/is a boss killer)
- Mines: uses increased (5 -> 6)
- Micro Missiles: dmg increased (85 -> 96)
- Explosive Bolt: dmg increased (85 -> 120)
- Grenade Launcher: dmg increased (96 -> 120)
- Plasma Burst: # of projectiles increased (5 -> 8)
*the below had insanely high costs for no good reason
(when most others cost 200 or less) so made the cheaper

Mechanical Spider: unlock cost reduced (220 -> 180)
- Psycho Darts: unlock cost reduced (500 -> 200)
Machine Gun Turret: unlock cost reduced (500 -> 200) 

COMPANIONS
Mechanical Spider (Special): HP buffed (40 -> 80)
Drones (Laser, Gatling, Rocket) (Cyberware): aggro radius (360 -> 480)
Laser Drone (Cyberware): HP buffed (200 -> 300) *on par w/Gatling & Rocket now
Groupies (Cyberware): HP buffed (80 -> 160) 
Machine Gun Turret (Special): HP buffed (112 -> 300)
*do note Groupies can dmg you and you can dmg Turrets ("friendly fire"),
so they are at a disadvantage compared to Drones/Spiders


GAVEL MODS
- Sandman: stun chance increased (15% -> 20%)
- Bull Shot: pushback ~doubled (10.5 -> 20) + added to description: "Does not apply to laser or ion."

MISCELLANEOUS
- Streetlights: now destructible by any source of dmg (previously only by explosives)

***