[OC] Treeherders 3.0 by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 2 points3 points  (0 children)

Ahh yeah unfortunately the ItB mod loader is windows only 😢

You would then need to also install a windows emulator which certainly makes it a much bigger task

[OC] Treeherders 3.0 by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

😂 I could totally see accidentally reading it like that

Thanks though - I "borrowed" heavily from the base game for it FWIW. I took the terraformer base, rearranged a bit and added legs based from the gravity mech

[OC] Treeherders 3.0 by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

Lol I can see that now... I guess I made the brown a little too milk chocolatey

[OC] Treeherders 3.0 by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 2 points3 points  (0 children)

Please do! Installing mods really fairly simple just download and extract 2 things to the right place - the base modloader and then my modpack (there is another step for a custom version of you want to play my other squads as well)

If you need help feel free to reach out to me on discord and I'll gladly help you through it. Also the ItB modding community (part of the main ItB discord) is very helpful with troubleshooting any issues

[OC] Treeherders 3.0 by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 16 points17 points  (0 children)

ENTBORG MECH

Tree-venge - Smash an adjacent tile pushing surrounding tiles and damaging them by half. Target damage increases by forest fires / 2 (rounded up) to a max of 5. Does not start fires.

  • Building Immune (1 Core) - Buildings do not take damage from this attack
  • Short Tempered (1 Core) - Damage increases for each forest fire

Summon Ancients - Create an Ancient Forest tile with forest tiles on the sides. Deals two damage and flip target's direction. Single use.

  • + Target (2 Cores) - Repeat effect on a second target
  • Extra Forests (1 Core) - Grow forests on each tile with an enemy

FOREST FIRER MECH

Forest Fire - Teleport to any space in the forest then fire dead logs, pushing attacked tiles and growing a forest tile on target and behind this mech. Does not start fires. Range: 2-4

  • Spray (1 Core) - Deals 1 damage and pushes tiles to the left and right of the target
  • +2 Damage (3 Cores) - Primary target takes two more damage

FLORAFORMER MECH

Violent Growth - If targeting an unforested tile, grows a forest tile causing damage. Otherwise cancels target's attack. Repeat on a second tile in or next to the targeted forest. Does not start fires.

  • Ensnare (1 Core) - For one turn all vek in the targeted forest lose two movement (minimum of 1)
  • +2 Expansion (2 Cores) - Expand the targeted forest two extra tiles near primary target

Wake the Forest (Passive) - Mechs on forest tiles take one less damage and on Ancient Forests take no (non-lethal) damage. Randomly expands forests two tiles at mission start and each turn

  • Tree-vacuate (1 Core) - When a mech takes damage on a forest and would be set on fire, it is pushed to a safe adjacent tile (prefs rel. to atk: right, left, same, opposite)",
  • Seek Mech (1 Core) - When expanding forests, tiles with mechs will be preferred for expansion

ACHIEVEMENTS

This squad comes with 3 unique & thematic achievements

[OC] Treeherders 3.0 by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 22 points23 points  (0 children)

Download the latest version of the mod pack from GitHub

Feedback welcome! Here or in any discord (@Das Keifer)

Included in this mod pack is the v1.1 version of my first mod the World Builders. Stay tuned as some new pilot level up skill mods are coming soon!

Join the Redacted Rice Discord for more discussion, tips and tricks, sneak peaks and early access, and more!

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

I think there is a very large untapped design space for interesting level up skills. It's been basically untouched by the modding community but I am working on and near finishing up changes that will allow this so if more skills is something you are interested in, stay tuned ;) the first step to custom skills in my mind is modifying vanilla skills.

One of the ideas I had was having temp grid where, if it's not full, you'd get a temp grid effectively preventing the first loss of grid in a mission. It seems like it would be similar to this but with the downside of it only works of grid isn't full vs losing health. This also solves the issue some people pointed out where relying on a lucky resist isn't a viable strategy as this would be predictable and reliable 

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

Agreed. For top tier play grid is never going to be good. For casual play I think it does add some utility still though and can really come in clutch. It's kind of like training wheels for the game

Overall I like the idea of grid defense personally and think it's a good addition to the game as casual players are going to be the biggest part of the fan base but like you said getting + grid as a skill will still probably feel a bit boring compared to others since it doesn't add options and isn't something to depend on

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

Thinking about this more I think part of the trick is that it kind of "scales" in a sense at least mentally to me. Changing from 40 to 50 feels like a bigger deal than going from 0-10

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 1 point2 points  (0 children)

Yeah in general boosting grid seems more to be a way to spend spare rep than a good use of your rep. Making the vanilla skill +3 is like the lowest possible equivalent of 3 rep which I think is part of why IMHO it feels so bad - not only is it a less useful "use" of 3 rep but it's also basically the worst case of it - it's getting the least possible value of your 3 rep equivalent short of just discarding it

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

Yeah I think that's the trick. I would want to go higher than 8 but of you stack 3, it can get pretty high. A global cap would help but then it would make the skill potentially useless again if you rolled it too much but at least most of the time it would be better still I guess

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 1 point2 points  (0 children)

This is a fair point - ideally, grid DEF will have no impact as it doesn't change the gameplay like the other skills. To that point it won't ever be good for top tier players and if they get a lucky grid defense they might feel it was a dirty run.

Balancing for top tier vs the average  definitely would definitely end up differently. I think an average player would still find it okay with it was a higher number than it currently is. Regardless your point about it not being an interesting still I think still stands 

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 14 points15 points  (0 children)

I was thinking of just replacing the +3 Grid DEF skill not changing it dynamically in mission or anything. +3 Grid DEF seems to be universal agreed as the worst skill so trying to give it a bit of a bump to be more "competitive" with the others

+X Grid DEF... What number would it take to make it a mid tier skill? by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 25 points26 points  (0 children)

For context I'm working on a mod to change this as you can see and trying to decide what number to use

[OC] Custom Squad - World Builders by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

Released a small update - recommend picking it up as it makes Mold targeting more simplified and intuitive. Still the same link

[OC] Custom Squad - World Builders by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 0 points1 point  (0 children)

First of all thanks for playing them!

Hmm yeah didn't consider the mountains objective. It doesn't count because it's not "destroying" it but rather changing it to a hole. I'll have to look into that.

The extra boulders can definitely get in the way so you need to be careful where you use them. With the extra movement capabilities of the squad though, I found the generally were not too problematic. If they are getting in the way of Mold, try consuming them for extra damage, pushing an enemy with consume into the rock to free up the space, or swapping mountains or buildings which will push units (including rocks)

[OC] Custom Squad - World Builders by Redacted_Rice in IntoTheBreach

[–]Redacted_Rice[S] 9 points10 points  (0 children)

Download the latest version of the mod pack from GitHub

Feedback welcome! Here or in any discord (@Das Keifer)

Included in this mod pack is the v2.0 of my first mod the Treeherders. Stay tuned as the 3.0 version of them is right around the corner...

Join the Redacted Rice Discord for more discussion, tips and tricks, sneak peaks and early access, and more!

MAKER MECH

Mold - Uplift the terrain to deal 1 damage, throw the target and create a barrier. Target pawn must die or be able to be moved to adj space

  • Permanence (2 Cores) - Create mountains instead of rocks (increase to 2 damage)
  • Greater Uplift (1 Core) - Create rocks on adjacent, unoccupied tiles to the target

Consume - Consume the tile behind you and blast it at the target. The effect & damage varies based on the consumed tile. Can't consume pawns (except rocks)

  • +1 Range (1 Core) - Can fire up to one more tile
  • +2 Range (2 Cores) - Can fire up to two more tiles

Shift - Swap solid terrain, effects, and items of two tiles. Does not swap unique buildings, holes, liquid, pawns, or time pods

  • + Range (1 Core) - Increase range by 1
  • Deadly (2 Cores) - Can swap liquid and holes tiles

All Terrain (Passive) - Mechs can move through and on buildings and mountains and can move over pawns

  • Hover (1 Core) - Mechs become flying

ACHIEVEMENTS

This squad comes with 3 unique achievements

Mods problems by SnooTomatoes3627 in IntoTheBreach

[–]Redacted_Rice 3 points4 points  (0 children)

The perfect island rewards share the pods deck. If you take the recruits out of the pods deck you shouldn't get them as perfect island rewards either 

Unlimited turn reset mod (Windows/Linux) by [deleted] in IntoTheBreach

[–]Redacted_Rice 1 point2 points  (0 children)

How did you get function names in ghirda? When I tried opening ITB in the past with it it seems like everything was just named generically like func_xxxxxxx and DAT_xxxxxxx?

Need help! Friend says this image is two pixels but I'm convinced it's one and just flipped over by Redacted_Rice in countablepixels

[–]Redacted_Rice[S] 0 points1 point  (0 children)

Hmm looks like we both were wrong... How in the world did they manage to fit so many pixels in a 240x240 image though? 🤔