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SeekerKath AKA ZephyrGlide

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ZephyrGlide

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About this mod

Revamps many core systems to be more engaging and rewarding. Includes buffs to:
- Underused weapons
- Medals
- Rank-up bonuses
- Profile bonuses
- In-stage power-ups
- Bestiary bonuses
- Suit Modules

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Changelogs
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Red Solstice 2 Redux has 2 main goals:
1- Make higher difficulties more approachable by increasing the number of viable strategies, in regards to weapons, classes, and skills.
2- Make the progression systems more rewarding, with stronger, more varied buffs from Bestiary entries, Combat Suit & Squad Implants, Rank-ups, and more.

Where to put the file: \The Red Solstice 2 Survivors\TwinStick\Content\Paks

***NOTE: If you try to play with other people, they need to also have the mod or things are gonna break.***

In more detail:
- Several weapon buffs
- GAR, SGAR, and their secondary fire options have been mildly buffed
- GAR Classic adjusted to have slow, powerful shots and weaker but more consistent crits and higher suppression.
- SMG leans even harder into the bullet hose side with weaker bullets but doubled projectiles per shot and a higher fire rate.
- Weapon System items are stronger.
- Rhino Pistol and HPR Viking have more base damage, to better benefit from damage buffing skills and effects.
- Breach Shotgun has more pellets and a slightly tighter vertical spread.
- RIVNIK is stronger in all fire modes. The buff for having empty capacity slots is also increased.
- Stronger effects from weapon mods and reduced penalties.
- Hollow Point and Shredder ammo have bigger returns and smaller penalties.
-> Tweaked to be less of an obvious upgrade and more situational.
- Small buffs to the Strike V, Assault V, Stinger, Autocannon, Automatic Shotgun, and Cerberus Shotgun.


- Progression buffs
- Obtaining all 25 ranks will give a 42% buff to Max Health, Max Energy, and Suit Energy, with additional bonuses for ranks 5,10,15,20, and 25.
-> These "capstone" bonuses include things like Skill buffs, extra Skill points, increasing importance and magnitude the further you reach. Ranks 20 and 25 in particular are massive boons.
- Combat Suit and Squad Implant upgrades now have higher returns for each step up.
- Bestiary upgrades are much stronger and more varied. Now includes bonuses to Skills, Ammo Capacity, Critical Hit Chance and more.
- Medals now provide stronger bonuses, but also stronger drawbacks. Some bonuses were replaced entirely with new effects.

- Miscellaneous
- Slightly stronger buffs for both the "Adaptive Defense" Utility Skill and "Hold Position!" (Barricade) buff.
- Enhancer, Optimizer, and Damage suit modules all buffed.
-> Damage module has stronger effect on spread as a result.
-> May need to increase the energy draw of Enhancer and Optimizer for balance
- In-stage power-ups like Strol Sample and Energy Battery have been buffed in power and duration.
- Calibration Stations now provide stronger bonuses, as do Power Relays.
- Some Skills have had their duration increased, particularly those of the Terminator.
- Small buffs to some passive skills like Critical Strike and Napalm Systems.
- Small buffs to duration and potency of Medkit and Anti-venom buffs.
- Bandages and Pizza healing buffs last 1 second longer.
- Suit Capacitor module buffed.


Known Issues:
- I've tried to buff the duration of Sprint, Dash, and Power Dash but it looks like changing the buffs table doesn't actually improve their duration!
- The Rank 25 bonuses don't seem to work. Investigating.
- Builds may end up a little -overpowered- now. Adjusting as I go to find a happy medium.
- Suppression in particular is a little... excessive right now, likely because of my weapon tweaks. I'll be working on this.
- Increased Secondary Mag size doesn't apply to specialized secondaries.
-> This is because the devs coded them as abilities, rather than weapons.
- Missions are failing back to the main menu for 1 player who has unlocked all skill trees. Current cause unknown.

Upcoming:
- New methods and fixes that will expand the scope of the mod. Still needs to be implemented.
- Figured out the suppression problem! Fix in v1.5!
- Crusader Baton & Shield is now a proper weapon. Improved stats, better "aiming" bonuses, smaller drawbacks.
- Mildly nerfing a few things to be less overpowered. Medals are now more important for min-maxing.
- Buffing some deployment items to make them more worth using.


Wish-list:
- Find a way to add pips of primary or secondary weapon capacity as some high-level reward. -> Was originally in v1.3, but it breaks load-outs so I'm looking for another solution.
- Find a way to change the main weapon data table without breaking class load-outs.
- Add Passives to each class, like the Medic class has.
- Add the "damage per energy" stat to some attack skills to buff them specifically, or buff the skills outright.

Special Thanks:
- Jz and Fr for helping me test
- https://www.nexusmods.com/redsolstice2survivors/users/118467953 for their Modding Guide and sample mods,
- Wr4Th_0f_D0g for updating my methods of working with the data tables