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Short version READ ME for NEW GAME+ MOD by Yaddah (read the more in-depth version with pictures in the mod folder)
1. How to Install?
Just copy all files & the “local” folder from inside the mod folder to your game folder and replace the files there. (Save the originals before that) Done. Enjoy.
I recommend starting a new save for the best experience and to prevent bugs.
2. Difficulty Changes
Enemies will have +25% ATK & +50% HP.
The game’s chapters have increased enemy scaling (multiplicative with the above buffs), both per chapter & per loop.
CH1. -10% enemy stats; +3% per loop; (formerly -5%/+2%)
CH2. +0% enemy stats; +4% per loop; (up from 0%/+3%)
CH3. +10% enemy stats; +5% per loop; (up from +5%/+4%)
CH4. +20% enemy stats; +6% per loop; (up from +10%/+4%)
4. Reward Changes
The mod features an entirely rebalanced loot system. Every enemy now drops distinct loot appropriate for their threat level, giving each their specific niche to fill in your deck.
You will receive much better items from the dangerous monsters in the game and merely usable items from the less dangerous ones. The new item LVL bonus is +5 (formerly +2).
However, you will receive significantly fewer cards from enemies, which means the boss will spawn later and be thus more powerful.
5. Stat Changes
Stamina rework:
- MAX STAMINA 100 → 150
- STAMINA cost per attack 25 → 20
- STAMINA cost per evasion 10 → 15
Buffed the stats that used to feel less useful to make it so they are all worth considering in certain builds:
- DEF (shields & non-shields) buffed by +25%.
- COUNTER minimum & maximum significantly increased.
- REGEN buffed by +25%.
- EVA minimum slightly increased.
- VAMP minimum & maximum slightly increased.
- CRT DMG minimum slightly increased.
- RETALIATION DMG buffed by +14%.
6. Necromancer Rework
- ATK SPD now 0.6 up from 0.4., but ATK Bar starts empty, like everyone else.
- SKELETON LVL adjusted to better keep up with loop scaling.
- SUMMON QUALITY lower chance, but stronger impact. Quality Minion = ~3x Normal Minion
- MAX SKELETONS twice as likely to appear on items.
FRIENDLY SKELETON LVL 1
HP 10 (unchanged)
ATK 4.8 → 5
ATK SPD 0.54 → 5
DEF 4 (unchanged)
EVA 7% → 10%
SKELETON WARRIOR LVL 1
HP 8 → 15
ATK 6.5 → 5
ATK SPD 0.63 → 1
DEF 4 (unchanged)
EVA 10% → 25%
SKELETON GUARD LVL 1
HP 13 → 30
ATK 3 → 8.4
ATK SPD 0.41 → 0.3
DEF 6 (unchanged)
EVA 5% → 0%
SKELETON ARCHER LVL 1 (unchanged)
SKELETON MAGE LVL 1
ATK 8 → 12.75
ATK SPD 0.5 (unchanged)
7. Trait Changes
The Hero’s scaling via traits has been buffed. New XP per LVL multiplier 1.55 (formerly 1.6)
The trait pool has been rebalanced so that every trait is worth considering in certain builds.
NEUTRAL TRAITS
Card-Sharp: Trigger chance 10% → 20%
Since enemies now drop fewer cards, this trait has gone up in value, if you want to summon the boss early. To give it more of an impact I’ve doubled its strength.
Surveyor: heal per adjacent tile 0.5*loop → 3*loop
This trait was always pathetically weak. No longer. If you’re struggling to survive, this will actually help somewhat now.
Blissful Ignorance: heal per cast 10% -> 20%
This buff will help it retain more usefulness once you’ve used up all of the initial Oblivions.
Supplies: Resources dropped at camp 10% → 50%
Now this is a viable option, if you don’t know how much longer you’ll survive, but you don’t want to leave. It still reduces your max. resource cap.
BOSS TRAITS
Axis Tilt: Day Speed +15% → +50%
This change brings its power up to the level of a Temporal Beacon. It’s worth the trait slot now, if you’re trying to go fill the map or trigger daily effects.
Awakened Fragment: Chunk to Sphere chance 2% → 4%
Since Antique Shelves have been nerfed & camp costs have gone way up (details below), this needed a buff as a pure resource farming trait.
Treasure Hunter: Chest spawn chance 5% → 3%
Since Chest loot is no longer garbage, the power of this trait needed to go down. You will still receive 2-3 chests on a partially full.
Post-Mortem Toll: Chance for resources on kill 30% → 50%
As with other farming traits, this needed more impact in the new environment.
Skilled Architect: XP per tile 8*loop → 12*loop
It used to cost a trait slot while only ever giving you +1 trait picks per run on average. Now it is properly good in short runs & still bad in long runs.
God’s Eye: Chance for enemies to lose newest ability 25% → 90%
It now all but guarantees that enemies lose their chapter specific ability. However, some of them are beneficial to you, so you’ll need to plan your deck.
Their Own Peril: Ranged attack reflect chance 60% → 75%
With the increased impact it now properly changes how you should place tiles that spawn ranged monsters.
Blind Fury: Trigger threshold 20% HP → 40% HP
This now gives you more time to execute the attack and save your life, while also offering synergy with other traits.
Lightning Fast: Trigger chance 20% → 25% / dmg per attack 50% → 60%
It now increases the damage you do on average by 20%, up from the previously somewhat lacking 10%.
Hunter’s Mark: 2*loop (was bugged & didn’t work) → ~5*loop
This trait was not only weak on paper, but didn’t even give the dmg it said it gave. Now the extra dmg should be ~5 times the current loop upon trigger.
WARRIOR TRAITS
Shield Master: Stun duration 1 sec → 2 sec
While not outright bad, the trait needed more of an impact in the new more challenging environment.
Battering Ram: Stun duration 1 sec → 2 sec / stun chance 75% → 90%
A single second of free damage had very little impact particularly in the new high monster HP environment.
Skilled Armorer: DEF per loop 1 → 1.2
This goes along with the buffs to defense in general which were necessary for DEF to stay relevant.
Buckler: Counter heals for 1.5*loop → 2*loop
In an effort to buff the previously underwhelming counter stat, the associated trait is also buffed to compete with other healing sources.
Article of Protection: max HP shield 65% → 75%
With the nerfs to Antique Shelves (details below) and the increases to enemy atk, this needed a slight buff.
Blade of Dawn: Dmg 2x → 2.5x
Outside of an already underwhelming Axis Tilt build, this often felt insignificant, as it would often trigger when only 1 enemy is left.
Sommersault: Chance to counter while evading 35% → 65%
Always felt underwhelming. Now it’s a decent source of damage with the right build. But careful – attacking while evading takes a lot of STAMINA.
Dominant Mass: Extra dmg from DEF 20% → 25%
At first glance this trait always looked fine, but was not very impactful in practice. This slight buff along with the buffs to DEF in general help.
Survivalist: Trigger threshold 30% HP → 40% HP
The trait often came in too little too late to really help you survive. Along with the buffs to REGEN, this trait is now viable.
ROGUE TRAITS
Fuss: Dmg reduction per enemy above threshold 7% → 10%
While never a bad trait in the low threat vanilla environment, Fuss needed a slight buff in the hardcore environment.
Smoke Screen: Smoke time 2 sec → 4 sec
The 2 seconds were often not very helpful, especially vs enemies that attack slower than once in 2 seconds.
Pickpocket: Chance to steal resources on counter 50% → 90%
For Rogue, COUNTER was weak & sometimes detrimental. With this ambivalent relation to COUNTER, this trait needed a significant buff to be worth a trait slot.
Child of the Forest: Chance for a Ratwolf ally 70% → 100%
Previously the Ratwolf would merely act as a meat-shield that isn’t always there. That was potentially dangerous. Now he is Rogue’s actual best friend.
Lethal Weakness: Super-crit chance per 10% missing HP 0.5% → 1.4%
Was one of the weakest traits in the game. Now you have a decent chance of the super-crit firing and saving you. (12.5% at 10% HP left)
Nothing is Sacred: Heal per kill +3 HP → +10 HP
The non-scaling +3 HP was almost nothing in vanilla and it’s pretty much nothing in NG+. This buff only seems hefty due to the trait’s previous weakness.
Master of Fencing: Chance to attack two enemies 10% → 15%
This now increases your average dmg by 1.15 as long as you’re fighting two or more enemies. A reasonable pick.
NECROMANCER TRAITS
Edge of Impossible: Chance for extra Skeleton above limit 20% → 33%
This could sometimes kill you, if you summoned an Archer, leaving you with only 3 Skeletons targettable by enemies. Would have been disastrous in NG+.
Residual Heat: Per Skeleton death heal 3*loop HP → 2*loop HP
This trait was very over tuned, dwarfing other healing sources. Now it is still good, but reasonable and able to give other healing options viability.
Ambitions of the Dead: Extra HP & DMG on kill +10% → +40%
Previously nearly an irrelevant buff to your Skeletons, it can now turn the tides of battle in cases where you’re struggling.
Counterattack: Chance for COUNTER per Skeleton 15% → 40%
In vanilla this was not very impactful and unnecessary, as you didn’t need any defensive measures as Necromancer. Now it’s a decent source of dmg.
Preparation for a Ceremony: Quality Skeletons are now better
Due to the SUMMON QUALITY rework quality skeletons are rare, but have ~3x the stats of Friendly Skeletons. Guaranteeing them each day can be powerful.
Unseen Care: Permanent MAGIC HP per summon +0.5 → +0.25
In vanilla this trait gave you invincible amounts of MAGIC HP, which was already better than normal HP. This & the ATK SPD increase warranted a hefty nerf.
Horde: Quality Skeletons are now better
This trait received the same indirect buff as Preparation for a Ceremony. Guaranteeing a company of the now rare quality skeletons is worth a trait slot.
8. Enemy Changes
Each enemy now feels differently and requires as well as enables new strategies. I will stick to short descriptions that hint at their new abilities/nature, so as to not spoil the discovery process.
STARTING DECK ENEMIES
Slime: They are still largely their old selves. However, extracting interpretable memories from them has gotten quite a bit harder.
A change that the bosses in particular smile upon.
Spider: The reason they hunt in packs becomes clear in later chapters of the story. Be careful not to underestimate them.
The equipment you find of their previous victims is often old, but still usable.
Ratwolf: Their famed regenerative abilities & nimbleness actually shows now. Though their hide has gotten slightly less annoyingly thick.
While they remain dangerous, there’s a reason why regular wolves have never developed Buck-Teeth in their evolution.
Skeleton: Getting hit by their cumbersome but strong blow hurts while they by contrast feel no pain. Maybe magic is the best way to deal with these unnatural beings.
Careful when breaking them – they lose their shield, but gain speed.
Chest: Harder to crack, like everything else in this mod, but what’s inside is now worth the effort.
Careful, the same goes for Mimics.
Ghost: Have fun swinging your chunk of metal at a being attacking from beyond the material plane. They change the meaning of “lucky strike”.
Thankfully other enemies seem to now be properly horrified in their presence, so it’s not all bad.
Ghost of a Ghost: A being as alien to you as it is alien to regular ghosts – so it’s almost tangible again.
When you will finally remember them fully, you will also remember why everyone always seems to want to run away instead of fight.
Prime Matter: They are the worst of their previous 2 forms and can be a pain to fight against, if encountered without proper preparation.
For better or worse they and the other ghosts seem to have gotten a bit more common these days.
Bloodclot: An amalgomation of blood, steel and hate. You should respect them as such.
However, the weapons the kingdoms of old used on these ancient battlefields were quite sophisticated, so maybe they’re worth standing up to.
Vampire: Supernatural strength, supernatural agility, supernatural magic & supernatural hunger. Why do people even spawn these? Oh right, the supernatural loot. :3
But even isolated their bats are even more annoying now.
Gargoyle: The real reward for cracking a Treasury: A flying hunk of stone. Moves like a hunk of stone, hits like one too and bleeds like a hunk of stone. Namely not, though less conventional means may be super effective.
And pray they don’t land on a group – read their abilities carefully.
Goblins: Even more of a nuisance than before. But their leaders usually take all the good stuff from their underlings after a raid.
So maybe, if you can isolate them from the pack, they’re worth bothering with.
Harpy: They’re like Gargoyles, but made of flesh. Or is it the other way around? No, actually they’re the exact opposite.
They’re a punishment for surrounding a tile. But they drop cards, which are more valuable than ever. So... worth?
Dark Slime: “I remember these guys! How did I spawn them again?... Wait, that’s not what they did last ti- HEEELP!” - Hero
Be careful what you wish for and ready for the consequences.
UNLOCKABLE ENEMIES
Flesh Golem: They used to be called “Loot Pinatas”. These days there’s more good loot to go around. But also less cards. So they stay relevant.
Also, imagine cutting through to any vital organs these plant-zombies might have. Prolly takes a long time, right?
Scorch Worm: Remember how they were only ever viable with Groves or Lantern abuse? No longer. And they now live up to their reputation of having super hard exoskeletons.
What’s inside them is usually heavily digested, but the magic still lingers.
Mosquito: Say, do you think you’d instantly die, if a really big balloon exploded right next to you? Probably not, right?
The other monsters from Loop Hero agree. That’s bad news. The good news is the combo is still worth it.
Witch: Again, good & bad news. Good news: Their blood transusions hurt less & their healing power hasn’t actually gone up.
Bad news: You’re about to learn why their pet cats have 9 lives.
Bandit: Nobody ever played with them because of their pathological cleptomancy. They started feeling left out, so they agreed to go to therapy.
They’ve gotten better, though they’re not entirely over it. Maybe give them another chance.
Ghoul: This is what a Bandit turns into when they meet a rogue Vampire. Sometimes they still carry their old tools with them, or – better yet – memories from their past lives.
A warning: During testing I once had to kill the same Ghoul 7 times. Lol.
Scarecrow: Yes, they’re creepy and they do attack you with sharp things. But they’re actually your friends.
Trust me. I did the math.
Field of Blades: Whatever this is, kill it before it kills you. Why would you ever expend an Oblivion for the ability to spawn these? Cards. And souls.
Yes, a field of tall grass apparently has a soul. ...Field? Battlefield? Hmm.
Wooden Warrior: They’re a copy of the warrior build the forest apparently loves so much. Just a standard warrior with 10 ATK, 1.2 REGEN, 100% Counter... Ok maybe not a standard warrior.
Oh, and they finally learned how to immitate his ability to attack.
Sand Spirit: “Heh! That’s not a magic shield. THAT’S a magic shield!” -Sand Spirit
Living Armor: No worries, I was not actually insane enough to multiply their HP by 1.5. ;)
Don’t get me wrong: They’ll still kill you, but not by being unkillable themselves.
Tome: Lives up to its reputation of being chaotic.
Will you be able to hit it? Will it attack its allies? Will it kill you horribly? The answer is a coin toss away!
Vampire Mage: They’re a Vampire with a magic book. Nothing more nothing less. And that’s reflected in their stats too. For better or worse.
You want good loot? You won’t find any better than on her... That’s actually a lie, but almost true.
Watcher: They’re much more quick now, which makes them harder to kill, but quicker to leave too.
I wonder what happens when you use God’s Eye on them, now that it’s worth taking... I honestly haven’t tested it, cause I’m lazy. I’m sure it’ll be fine. ;)
Watcher Mage: These guys sit there and watch... until they don’t. What happens when they stop watching? Dare you find out?
I’m sure it’ll be fine... No, really this time.
Fishmen: Their remarkable magic armor is both sturdy & rust-free, which sadly makes it difficult to take it off them.
Even more difficult than it would otherwise already be.
Siren: Ever wanted a mini-boss in Loop Hero? This is as close as it gets while sticking to just .ini file changes.
Here’s a fun challenge - Try killing her as a Quest Target. But NO SWAMPS!
Omicron: The mascot of the game and super powerful sorcerer. He’ll laugh at your feeble attempts to hurt him with steel implements.
You’ll need some tricks to defeat him. Thankfully, there are quite a few tricks to choose from.
Priestess: She’s gotten a bit better at her summoning ritual. She also remembered that she’s a holy spell caster and as such should have little trouble vanquishing a few unholy Skeletons.
Out of all the bosses she’s the most angry and hits the hardest.
Hunter: You’re in for one hell of a fight, is all I’m gonna say.
Omega: Were you disappointed with this supposed god’s power too? Well, now it might be his time to be disappointed with you.
He has no weaknesses (except mentally, judging by his logical capabilities) and will come at you in every way the game can. Good Luck.
9. Ally Changes
Camp Archer: Same dps, but they attack more slowly.
Outpost Mercenary: They turned from wimps into capable meatshi- I mean fighters. They’ll still take your stuff, but at least it’s more justified now.
If you learn the loot-pools of the individual monsters, maybe you can avoid tbeir downside.
10. Card Changes
Some cards have had their weights changed so that they don’t clutter your hand as often. You will get fewer cards on average, but you’ll get more of the relevant cards you want.
Wheat Fields: Weight 6 → 4
Most of the time these would just sit in your hand waiting for a village to drop.
Vampire Mansion: Weight 3 → 2
As Vampires have become valuable monsters to farm, they are now more rare, encouraging more planning ahead, particularly around u-turns.
Beacon: Weight 3 → 2
Due to their large influence radius, they used to quickly become obsolete. Now they’re more rare, keep them from cluttering your hand.
Rock/Mountain: Weight 12 → 11 / 10 → 9
This change is good for the ratio between Goblins & Oblivions, but bad if you want to spawn Harpies early.
Forest/Thicket: Weight 12 → 11 / 10 → 9
As with the Mountains, this is good, if you want to keep the number of Wooden Warriors down.
Desert/Dunes: Weight 10 → 9 / 8 → 7
These having a very low weight for landscape tiles now lend themselves to building a very compact deck with good access to the more rare cards.
Meadow: Weight 15 → 13
One of the weaker landscape tiles outside of specific per-day-healing strategies, it now also works in compact decks.
River: Weight 14 → 13
They now become obsolete a bit later than previously, but building precise formations for maximum benefits takes a bit longer.
Smith’s Forge: Weight 3 → 2
Living Armors are now very valuable monsters and this change is reflect in their spawner’s weight too.
Chrono Crystal: Weight 4 → 3
Again, too early obsolesence was a problem with these. They now also make room for Treasures that you might want to pair them up with.
Temporal Beacon: Weight 3 → 2
For the same reasons of the normal Beacon, this had its weight reduced.
Outpost: Weight 3 → 2
Finding help out in the monster infested void is hard. Encourages careful planning of tiles with particularly hard fights.
Suburbs: Weight 18 → 13
Previously, they would quickly become obsolete and this mod’s lowered XP scaling meant that these had to go down in weight.
11. Camp Rework
You are now incentivized to keep a more diverse camp with Houses providing more MAX SUPPLY, but less supply SLOTS.
The bulk of your supply SLOTS will now be provided by your other camp buildings – even Farms & Forests. You will also be able to build more of certain buildings while others have a limit introduced.
The total number of SLOTS in a fully filled camp will remain roughly the same.
Building costs are generally up. Also, building costs now incorporate previously unused resources like Books of Memory or Skulls.
12. Alchemy Changes
Alchemy is now half as effective.
13. Supply Item Changes
Most supply items have been rebalanced to each be worth considering.
FURNITURE
Antique Shelf: Max HP per resource sphere +1 → +0.5
Count’s Chair: Vampirism 1% → 0.75%
Oak Bed: Max HP +1% → +4% / Camp heal reduction -2% → -10%
Diner Table: Camp heal +1*loop → +2*loop
Antique Wardrobe: Heal when equipping item +5 HP → +15 HP
Wooden Stool: REGEN +0.2 → +0.4
TOOLS
Shoe Nails: RETALIATION DMG +1 → +2
Smith’s Hammer: DEF +1 → +1.25
Farmer’s Scythe: Ration chance +5% → +4% / extra dmg to all +3% → +1%
Skinner’s Knife: Ration chance +5% → +10%
Kitchen Knife: Max HP per Food +1% → +2%
Pan: Camp heal +15 HP → +30 HP
FOOD
Smoked Ham: Heal per day +5 HP → +6 HP
Meat Stew: Village heal +5 → +15
Cheese: Heal per kill +1 HP → +2 HP
Loaf of Bread: Max HP +10 → +20
Garlic: Dmg to Vampires +2 → +3
JEWELERY
Silverware: Dmg to Undead +2 → +3
Silver Pendant: Dmg from Vampires -4 → -5
Exquisite Mirror: Chance to reflect 6% → 5%
Rare Book: DEF per card +1 → +2