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://steamproxy.net/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)
25
1
21 Jun @ 1:13pm
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-
668 Comments
dinogutt 25 Jun @ 12:20am 
I found a fix for the super-jumping.
1. Close starbound.

2. Go to whichever folder you keep your mods in and find the folder with this number: 1595801436. This is the mod id or somthin for Suppers Combat.

3. Open the contents.pack inside using a text editor.

4. Search for this line: "path":"/movementParameters/airJumpProfile/jumpSpeed",
There is only one of this line in the .pak file.

5. Directly below this line is a "value": (number). This number affects your jump height. Normally it is at 35. Reduce the number to 20 or 25, closer to normal starbound levels, or increase if you want to jump even higher.
6. Save the text and launch starbound.

The other lines above and below this one should also affect player movement, I think.
The last Eternal 5 Jun @ 8:38pm 
Now if this was just compatible with FU...
Degostorm 20 May @ 5:46pm 
@TeddyTweaker do you happen to have starextensions installed? Cause that used to happen to me as well, getting rid of starextensions or suppers combat overhaul fixed it
TeddyTweaker 17 May @ 9:00pm 
Pretty sure I'm alone on this, but I'd really appreciate some help fixing "supbuildpod.lua" somehow kicking me from a singleplayer session by throwing a lua exception whenever I hold a filled capture pod.
Firangiz 23 Feb @ 4:04pm 
Lana at the end of the apex mission wont show up with that mod instaled eitch make getting the apex artifac impossible to grab and break the main mission.
Satin Fritten 17 Feb @ 1:19am 
Does this make enemies bulletsponges?
mozils 12 Feb @ 10:30am 
Worst mode ever literally made game unplayable
SPIDERMAN MEET AND GREET 26 Jan @ 1:50pm 
horrible mod
♿ zewm 12 Jan @ 11:43am 
You should fix "Beta" armor, because it allows you to go on scorched planets without an EPP without taking any damage :kyoko_DGR:
Ares1zz 22 Dec, 2023 @ 11:43pm 
Does this fix how all enemies will aim above the player if they crouch causing them to only be able to hit the player with AOE or inaccuracy of weapons?