Starbound

Starbound

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Supper's Combat Overhaul
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8.351 MB
20 Dec, 2018 @ 1:08am
29 Mar, 2021 @ 6:11am
23 Change Notes ( view )

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Supper's Combat Overhaul

Description
IF MONSTERS DIE ON SIGHT, YOU HAVE INCOMPATIBLE MODS.

This mod makes changes to many aspects of the game including enemies, gear and progression. It also increases difficulty by a bit.

Forums link: https://community.playstarbound.com/resources/suppers-combat-overhaul.5630/

Easier patch: https://sp.zhabite.com/sharedfiles/filedetails/?id=2432147935

General:
  • Scaling
    • Scaling is exponential rather than linear, meaning that gear and enemies in each tier are 1.5x stronger than the last.
  • Loot
    • Higher chance of gear drops from enemies.
    • Increased chance of finding weapons in chests.
    • New characters start with extra weapons and a capture pod.
  • Movement
    • Increased jump height and air control but also increased gravity for less floaty combat.
    • Increased mobility in liquids.
  • Tech
    • Basic tech are unlocked at the start of the game.
    • Dash related techs can be activated with up + directional keys.
    • Dash and airdash tech provide invulnerability.
    • Increased duration of dash and airdash tech.
    • Blink dash has reduced cooldown, increased range and no longer prevents tool usage.
    • Sprint no longer uses energy and can be used while running backwards.
    • Spike Sphere has increased speed.
    • Sonic Sphere has increased speed.
    • Aqua Sphere has increased speed in water.
    • Rocket Jump has reduced charge time.
    • Wall Jump resets when gripping a wall and no longer prevents tool usage.
  • Healing
    • Salves heal for 25% health over 5 seconds and can be interrupted by hits.
    • Medkits heal for 50% health over 8 seconds and can be interrupted by hits.
    • Bandages heal for 25% health over 1.5 seconds and slow you down.
    • Nanowraps heal for 50% health over 2.5 seconds and slow you down.
    • Greatly increased healing from sleeping.
    • Healing amount is shown by number popups.
  • Followers
    • Improved capture pod descriptions.
    • Pets and crew have health bars over their heads.
    • Follower stat scaling reworked to provide increased damage and survivability.
    • Followers are immune to lava and take less damage from percentage-based damage.
    • Crew member uniform includes the head slot.
    • Crew limit increased from 2 to 3.
    • Crew members have different weapon loadouts.
      • Soldiers can make use of all common two-handed weapon types.
      • Engineers use grenade launchers for devastating area damage.
      • Outlaws use close to anything as primary and secondary armaments.
      • Medics, chemists and tailors can use all common one-handed weapon types.
      • Penguins can use machine pistols.
    • Added 4 new crew member types which can only be found through exploring.
      • Janitors are secret space wizards that unleash powerful elemental magic on battlefields.
      • Assassins dual wield one-handed weapons for extra damage.
      • Specialists make use of rare and exotic weapon types like flamethrowers and globe launchers.
      • Guardians wield shields in addition to one-handed weapons for extra tankiness.


Gear:
  • Different gear generation
    • Gear now has a chance of obtaining modifications which have a wide variety of effects.
    • Chance of getting mods increases with level of gear.
    • Every mod provides a slight boost to stats.
  • Guns
    Guns are the safer option in fights, dealing damage at a distance. However, most aren't able to interrupt monster windups.
    • Guns require less energy but energy requirements scale with level.
    • Guns have a wider variety of projectiles.
    • Improved appearance generation of guns.
    • Reduced knockback of guns.
    • Several rare gun types including cell zappers and shatterguns added.
    • Guns have mods that alter the behavior of projectiles.
  • Melee
    Melee weapons are easier to land and can interrupt monster windups. However, they require dangerous positioning to make use of.
    • Starter weapon deals more damage.
    • Melee weapons can have plasma variants of themselves.
    • Randomized combos for broadswords, shortswords and daggers.
    • Improved special abilities.
    • Improved appearance generation of melee weapons.
    • Reduced knockback of melee weapons.
    • Melee weapons have mods that add projectiles to attacks.
  • Shields
    Shields provide a second defensive option to players but require the use of a one-handed weapon. Some shields provide counter attacks when the shield blocks or is destroyed.
    • Large shield variant added.
    • Improved generation of shields.
    • Elemental shields can provide additional resistance to their element or inflict status effects on attackers.
    • Shields properly block status effects from attacks.
    • Shields have mods that add effects to blocking.
  • Armor
    • Procedurally-generated armor with varying apperances and stats added to loot pools.
    • Armor can come with elemental resistances and special traits.


Enemies:
  • Monsters
    The changes to monster combat make combat more challenging while providing more counterplay.
    • Most monsters need to go through an attack animation before they can deal damage. There are only a few exceptions.
    • Ranged monsters run away from close attackers.
    • Increased health and damage of monsters.
    • Monster windups can be interrupted by attacks with high knockback. Minibosses are resistant to this.
  • Generated Monsters
    Massive overhaul to generated monster variety.
    • Monsters have varying behaviors both in and out of combat. Some may be oblivious to you until you get very close. Some may be aggressive but only when high on health.
    • Monsters generate with different skills. These include basic skills, ranged skills and special skills.
    • Monsters screech, hiss and roar at you.
    • Generated monsters have generated names.
    • Minibosses can spawn rarely which are stronger versions of normal monsters but drop good weapons on defeat.
    • Monsters have varying stats including damage, health, armor, elemental resistances and health regeneration.
    • Improved monster spawning with more variation between planets and packs of monsters.
    • Monsters not currently in combat will consume less resources while monsters in combat are more responsive.
  • Npcs
    Unlike monsters, combat with npcs is more strategic than reactive.
    • Npcs both friendly and hostile can be randomly encountered when exploring planets.
    • Npcs now make sounds when hurt.
    • Health and damage boost to npcs.
    • Npcs no longer have protection, only health scales with their level.
    • Ranged npcs have better aim.
    • Ranged npcs run away from close attackers.
    • Melee npcs jump a lot more.
    • Melee npcs are capable of combos.
    • Npcs can use staffs and dual wield weapons.
    • Hostile npcs are hostile towards monsters as well.
    • Improved ability of npcs to fight and move underwater.
    • Performance improvements.

The mod includes Supper's Monster Additions and Supper's Npc Improvements. You are advised not to install those mods together with this one.
Not compatible with FU.
Got a problem? No logs no problem.


For spawning items:
armor types: head, chest, legs
sup<weapontype>
supgood<weapontype>
sup<size>shield
supgood<size>shield
sup<armortype>
supg<armortype>
supgood<armortype>
supggood<armortype>
Popular Discussions View All (7)
28
1
6 May @ 4:23am
PINNED: Modification Details
SentientSupper
1
19 Jul, 2019 @ 12:57am
Issues with .treasurepools.patch structure and mod compatibility
Azure Fang
1
8 May, 2019 @ 9:49pm
An Unofficial Guide on How to Not Die in Supper's Combat Overhaul (For those who are willing to jump into this mod or those with problems with dying 100 times over.)
selfKaiHarness -Ultima Weapon-
683 Comments
Vbgvbg113 1 Jun @ 1:12pm 
im just noticing this but i had previously briefly got this and uninstalled it shortly after because it made all previously random generated monsters disappear and become perfect cubes,

but i have noticed that uninstalling this mod causes logs to send "[Warn] Unique status effect 'supnpcouch' not found in status effect database" every game tick

the npcs on my shipworld probably have this effect, because having this mod uninstalled and being on a barren planet does not send that error

this has resulted in pretty bad performance on the ship and also titanic log files
muscip 2 Feb @ 4:49am 
Force go look at collections containing this mod, its a good indicator of what works. im running it with 100+ other mods so its not incompatible with all that many mods imo. as for the rest you just have to test, test, test and test
Force 31 Jan @ 8:48pm 
HOW DO I KNOW WHAT IS INCOMPATIBLE BRO
muscip 31 Jan @ 3:37pm 
ehh i give up for now and i dont want to play without this overhaul so ill just ignore the capture pods since its my only issue.
muscip 31 Jan @ 12:58pm 
well, i was right when i said dont deal in absolutes, the bug happens with this mod too so i'll go back to troubleshooting which of my used mods conflicts.
muscip 31 Jan @ 12:47pm 
Ofcourse we dont deal in absolutes, im only 40h into the game so i could well have a mod unawares not compatible with this combination. Happy gaming o7
muscip 31 Jan @ 12:41pm 
welp, it was not unlimited pets, universal collars or this mod. TLDR:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3362014932
causes crash when using capturepods as intended after testing.
muscip 31 Jan @ 12:23pm 
game not starting was caused by running the easy version of this mod without this mod, causes a crash reading flying mob edits, so now i get to test the pods, gl me
muscip 31 Jan @ 12:07pm 
Got the same capture pod error as TeddyTweaker with "[21:04:28.191] [Error] Could not instantiate item '[c/monsters/pod_dead1.ogg", either "unlimited pets" or "universal collars" caused it since those are the only pet related mods along with this that i have, tried to fix it but now the game wont even start so ill have to troubleshoot for a few hours next before i get to test pods again :p
Nonood Whatever 14 Nov, 2024 @ 7:40am 
I have a request, can someone make a patch so GIC-Gun weliding NPC shoot their guns? I want to increase my suffering.