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Mod for the game JYDGE, by 10tons. Not officially released.

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JYDGE Enhanced Mod

A huge mod for the game JYDGE, by 10tons. Includes 20 new items and a ton of tweaks.

Includes all changes from JYDGE Recalibrated, by Illamasqua. Be sure to read that mod's description to see what else has changed.

Overview

New Stuff

  • New Firemode (1)
  • New Cyberware (8)
  • New Gavel Mods (9)
  • New Specials (2)

New Features

  • The level editor is now available from the main menu! ✨
  • The Jydge has a new custom color scheme, inspired by Judge Dredd!
    • Note: This might be moved to a standalone mod later.

Balancing

  • Loads of weapons and perks have been altered to be more powerful or more interesting, to create new synergies and builds, and to make everything you unlock worth trying.
  • The order of some Firemode unlocks has been changed, to make your Enhanced experience feel fresh, balance out some of the bigger weapon buffs, and give you a broader range of weapon types across a full playthrough.
  • Extra love given to grenades and melee. New and edited perks make them more powerful and versatile.
  • New HP-related perks grant more chances to regain lost health, for players who find the game a little too punishing.
  • No more OP perks!
    • Removed the most OP perks: Sickness, Extended Magazine.
    • Reduced the effectivesness of other perks: Rapid Fire, Fast Reload, Mighty Burst, Murderous Lead, Reaper.
    • These perks were so OP that they fit into any build, and there was never any reason not to take them.
    • Instead, this mods aims for balance across all items, so that nearly everything feels like a viable choice.

Misc Tweaks

  • Base movement speed has been increased slightly (+5%).
  • Weapons and perks are now grouped into colours, making it easier to equip gear that matches your build.
  • Rocket and ion FX are toned down. It's now much easier to see where to aim and dodge.
  • Loads of QoL text changes.

Extensively Tested

  • Enhanced has been tested across a full playthrough, collecting nearly every medal all the way up to Nightmare.
  • The progression of unlocks especially has been tailored to give a more varied experience over your full playthrough. New items start appearing around Act 2, and there's always something new to discover, all the way up to your final unlocks. The early game has fewer new items, but the cheaper costs of Specials/equip slots lets you try more things more often.

Costs

Some costs have been reduced. They're intended to let you get early game unlocks faster, be able to afford all the new items, and have enough spare credits to upgrade your weapons (which you'll need to do more often, as there's no OP perks to rely on any more).

  • Reduced costs of the last enhancement 2 slots.
    • Cyberware: 40k > 30k (Slot 4)
    • Gavel: 30k > 20k (Slot 3)
    • Lets you use your money on unlocks sooner, instead of ignoring them while you save up.
  • Reduced costs of most Specials.
    • Cost reductions are more drastic for early game unlocks.
    • Makes it easier and faster to try new Specials as you acquire them, without impacting your savings as much.

Firemodes

New Firemode

  • Laser Shotgun!
    • This is a cut weapon from the vanilla game files, now restored.
    • The game has a limit of 14 weapons, so 1 weapon had to be sacrificed. So I removed Plysma Spread (Plasma Shotgun), as Plasma Burst does something similar already.
    • Unlocks after 30 medals, instead of Rypid Plasma (which is buffed and now unlocks at 60).
    • Great for crowd control. Excels in tight spaces.

Balance & Tweaks

  • Plasma Rifle:
    • Increased damage: 20 > 30
    • Reduced fire rate: 0.23 > 0.28 (230ms > 280ms)
    • Increased clip size: 20 > 25
    • Renamed from just "Plasma" to "Plasma Ryfle".
    • Changed stats so that the Lead AR (Heavy Byllets) isn't a direct upgrade. Now the Plasma Rifle sits roughly between Heavy Byllets and Heavy Lasyr.
  • Ion Rifle:
    • Increased damage: 8 > 16 (doubled).
    • Increased fire rate: 0.2 > 0.17 (200ms > 170ms)
    • Raised medal requirement slightly: 18 > 20.
    • Renamed from just "Ion" to "Ion Ryfle".
    • Major buffs for one of the weakest weapons in the game. Its power still comes from its crowd control utility, but now it won't take a half a clip to kill someone.
  • Snyper:
    • Increase damage: 100 > 140
    • Increased clip size: 3 > 4
    • Increased reload speed: 0.35 > 0.3 (3500ms > 3000ms)
    • Increased projectile speed: 2600 > 3000
    • The higher damage lets you score one-shots more reliably and makes upgrades even more powerful. The slightly larger clip and faster reload makes those tense moments of reloading a little easier.
  • Rypid Plasma (Plasma SMG):
    • Increased damage: 12 > 16
    • Increased reload speed: 1.75 > 1.25
    • Now unlocks at 60 medals, instead of 30.
    • Makes this flamethrower feel a lot more powerful.
  • Ion Spread (Ion Shotgun):
    • Increased damage: 7 > 14 (doubled).
    • Max targets: 2 > 4
    • Now unlocked after 100 medals, instead of 70.
    • Ion weapons feel pretty weak in vanilla, especially with so few perks. This massive buff lets the Ion Shotgun contend with other late-game weapons.
  • Tiny Ryckets (Rocket Launcher):
    • Increased damage: 20 > 25
    • Surprisingly, a mini rocket launcher was pretty underwhelming in vanilla. This lets it better match the other late-game weapons.
  • Charged Shot:
    • Faster max charge time: 2 > 1.5
    • Recalibrated already buffed this weapon, but charging still felt too slow fot the last weapon unlock. Now it's even more deserving of that final slot.

Unlocks

Things have been moved around to keep the experience fresh.

  • Ion Rifle: Medals requirement: 18 > 20.
  • Laser Shotgun: Unlocked at 30 medals.
  • Rypid Plasma (Plasma SMG): Medals requirement: 30 > 60.
  • Ion Spread (Ion Shotgun): Medals requirement: 70 100.
  • Plysma Spread (Plasma Shotgun) has been removed, to make room for Laser Shotgun. It used to unlock at 60 medals.
  • There's a space for a weapon unlock at 70 medals, but unfortunately the game can only show up to 14 weapons, and we've already reached this limit.

Specials

New Abilities

SPOILERS. Click to view the new Specials.
Name Effect Medals
Cluster Grenades A mix of fire & regular grenades. 23
Antioch Grenades Huge area of effect, high damage. Limited to only 2. 113

Balance & Tweaks

  • Explosive Bolt:
    • Number of uses: 7 > 6.
    • Upgrading now increases the number of uses, insead of the damage.
    • Explosive Bolts do roughly the same thing as the Grenade Launcher. This tweak makes them more unique, and gives you plenty of chances to miss your shots.

Cyberware

New Cyberware

SPOILERS. Click to view the new Cyberware.
Name Effect Medals
Pyromaniac Immunity to fire damage. Fires you start have 4x burn time. 34
Vampire Drain HP from everything around you. 54
Faster Faster Time runs 2x faster, but you deal 1.5x damage. 58
Boss Killer Gain 20% increased damage to bosses. 62
Gib Profit Get 25 credits bonus for each body you gib with explosives. 73
Sadist Gain HP equal to 5% of damage done. 91
Clumsy Enemies have a 10% chance to drop a live grenade when they die. 111
Slowdown Field Enemies within the field walk slowly. Combos with Friend of Mine. 142

Balance & Tweaks

  • Bullet Dodger:
    • Now also makes you turn instantly (in addition to slowing enemy projectiles).
    • More control for a better chance to dodge those bullets.
  • Reaper:
    • Damage dealt to enemies with less than 50% HP is now increased by +20%, instead of being doubled.
    • The vanilla version is just OP, effectively reducing all enemy HP to 75%. Now it's still powerful, but no longer feels like cheating.
  • GIANT!:
    • Increased melee knockback: 250% > 300%.
    • Updated text to show the full stats.
    • Now all the stats are +300% (OCD satiated!). Also makes melee builds slightly more powerful.
  • Rita the Rocket Drone (Companion):
    • Shot interval 1 > 0.3, but clip size 1 > 3
    • Can now shoot 3 rockets at once. This also makes the "Companion Boost" perk (which boost fire rate) more useful for Rita.
  • (REMOVED) Sickness:
    • Reducing enemy HP to half was just too OP.

Gavel Mods

New Gavel Mods

SPOILERS. Click to view the new Gavel Mods.
Name Effect Medals
Accurate You gain Perfect accuracy with most non-shotgun weapons. 18
Active Reload Increases manual reload speed by 25%. 26
Armory Clip size is increased x4, but the extra weight slows you down to half speed. 51
Big Boomer Grenades fuse times are halved, and their explosive radius is increased by 50%. 76
No Fuse Grenades explode instantly. 99
Splinter Bullets Your projectiles will split in two shortly after leaving the barrel. 104
Neon Lasers Fire rate is increased by 10x, but LASER damage is decreased by 60%. Non-Laser projectiles do ZERO damage. 115
Flaming Plasma Increases PLASMA damage by 40%. Plasma shots set enemies on fire, which may cause them to flee. 145
Triple Bangers Grenades you deploy spawn three small submunitions. 150

Balance & Tweaks

  • Reload Plasma:
    • Increased the number of projectiles: 12 > 20
    • It's too hard to hit anything with the vanilla version, and the big buff helps it stay useful for longer.
  • Rapid Fire:
    • Decreased fire rate bonus from: +20% > +5%.
    • This perk was pretty much an "always take". Now the buff it offers feels more inline with other perks, while still being useful.
  • Power Gavel:
    • Extra effect: Now also gives +30% increase to melee speed.
    • Gives only x3 melee damage in vanilla, but melee attacks are still too slow on their own. This buff lets you use this perk without needing to take the one that also increases melee speed.
  • Melee Deflect:
    • Extra effect: You melee attacks hit everyone around you.
    • Renamed to "360 Deflect".
    • Makes it much easier to deflect bullets.
  • Mighty Burst:
    • Reduced fire rate: +50% > +10%
    • Increased reload speed: -25% > -15%
    • Stil useful, but no longer OP.
  • Murderous Lead:
    • Reduced damage increase: +50% > +15%
    • Increased medals unlock cost: 42 > 124
    • Extra effect: Lead bullets now also pierce enemies.
    • Lead bullets have plenty of perks, which just made every other gun feel weak by comparison, especially with how early this perk could be unlocked.
    • This evens things out a bit, and the new bonus effect makes it more worthwhile, trading the old huge damage buff for new utility.
  • Fast Reload:
    • Reduced reload speed: +300% > +20%
    • Extra effect: All of your damage is reduced by -15%.
    • Renamed to "Light Ammo".
    • OP in vanilla. This nerf stops it being a neceesary pick for every build, while still supporting certain synergies (eg. with Sniper, whose huge base damage offsets the damage reduction).
  • (REMOVED) Extended Magazine:
    • OP in vanilla (x3 clip size with no downsides). The new perk "Armory" fills its place while remaining balanced (x4 clip but -50% move speed).

Player & World

  • Increased player's base movement speed slightly by +5%: 290 > 305.
    • Makes the action feel a little faster. Also makes dodging a bit easier, as tne nerfs to the OP perks mean enemies will stay alive for longer.
  • Streetlights now have 1/5 health (100 > 20).
    • This lets you destroy them with melee faster, perfect for stealth runs.
  • Reduced HP of "Ray Rex" in mission 8 (Doublemeat Buthery, Act 2): HEALTH_8X > HEALTH_4X
    • This guy can easily handled with knockback/stun, but it's kinda boring while you wait for him to die.

Text

General

  • Mission End: Changed "Weapon Mods" to "Gavel Mods", to match the phrase used elsewhere.
  • Pause Screen: Added a reminder/tip below the Restart button telling you to hold it to change your loadout on restart.

Collectibles

  • Hints Now specify the required difficulty.
  • Sin Eraser: Changed "Reset Sins" button text to say "View Reset Options".
  • Sin Eraser: Expanded description to say "and optionally reset your mission progress (NG+)".
  • C.A.T.S.: Hint expanded to say "who holds the key?".
  • Time Recoil Comic: Added "by 25%" (note: this collectiable also increases move speed by 20%).

Enhancement Descriptions

  • Health is now shown with a heart icon (in vanilla this is inconsistent).
  • Credits are now shown with an icon.
  • Green text highlights altered slightly to better show effects.
  • Red text highlights have been added to show negative effects.
  • Fast Melee: Expanded description to mention melee attack charge speed.
  • GIANT!: Expanded description to specify stat change, and added hidden melee knockback stat.
  • Damage Credits: Revised description to be clearer.

Specials

  • Specials with upgrades that increase their number of uses now specify this in their descriptions.
    • Text for some Specials has been shortened to better accommodate this tweak (Psycho Darts, Stun Pulse).

Renames

  • Renamed Firemode: "Plasma" > "Plasma Ryfle".
  • Renamed Firemode: "Ion" > "Ion Ryfle".
  • Renamed Gavel Mod: "Fast Reload" > "Light Ammo".
  • Renamed Gavel Mod: "Melee Deflect" > "360 Deflect".

Icon Colors

Most icons have new colours, and are grouped by theme/build. This should make it easier to set up a loadout with items that synergise well with each other.

General:

  • $\color{rgb(25,125,255)}{\textsf{Attributes - Blue}}$
  • $\color{rgb(255,125,125)}{\textsf{Civilians - Salmon}}$
  • $\color{rgb(64,255,64)}{\textsf{Companions - Green}}$
  • $\color{rgb(255,255,0)}{\textsf{Credits - Yellow}}$
  • $\color{rgb(255,0,125)}{\textsf{Damage - Hot Pink}}$
  • $\color{rgb(255,64,0)}{\textsf{Survival - Light Red}}$
  • $\color{rgb(64,125,125)}{\textsf{Stealth - Dull Turqiose}}$
  • $\color{rgb(255,25,255)}{\textsf{Misc - Pink}}$

Weapons:

  • $\color{rgb(125,125,125)}{\textsf{Lead - Grey}}$
  • $\color{rgb(255,215,0)}{\textsf{Plasma - Gold}}$
  • $\color{rgb(255,25,25)}{\textsf{Laser - Red}}$
  • $\color{rgb(125,255,255)}{\textsf{Ion - Cyan}}$

Gavel Mods:

  • $\color{rgb(255,125,0)}{\textsf{General - Orange}}$
  • $\color{rgb(255,0,0)}{\textsf{Melee - Red}}$

Graphics (FX)

It's now easier to see where you're shooting, and what you're dodging.

  • Projectile size halved for ion & enemy bullets.
    • Their vanilla size makes their hitboxes look larger than they really are.
  • Rocket trails have much less smoke. Tiny Ryckets have less sparks too.
    • It's now easier to see where rockets are, as the screen is less obscured by smoke.

Comparison of vanilla vs. modded rocket effects

Audio

  • Added custom hurt sounds for the player character.
    • Now you can tell when you're being hit vs. when an NPC is hit.
    • (note: pitch-shifted human male wi. some EQ)
  • Removed the SFX for Shadow Cloak.

Misc

  • Added missing monospace font needed for the editor.
    • This font is taken from Dysmantle, so it's not perfect.

Bugs

  • Circle bug wi. slow field + vamp ring:
    • There's an issue with the AoE rings for both Vampire & Slowdown field.
    • Explosions & fire that overlap the rings will affect the player, even though they're outside of the player's hitbox.
    • However, there's an unexpected bonus to this: You can combo Friend of Mine with Slowdown field to convert mines from a long distance.
  • There's no damage_increase_per_damage_type for explosions, creating a potential exploit with a mechanic.

Code Notes

Important Files

Most of the changes start in these files:

New enhancement icons are in this folder, they're all prefixed with an underscore (_):

Also search for thse string: MOD_EDIT and MOD_NEW.

Resources

  • There's notes and stuff in the notes folder.
  • Most edited files have comments with more info.
  • Spreadsheet - Lists all the perks that have been added, plus a bunch of extra data I used and noted down when making this mod.

Diff

To see the full code changes:

To do a local diff:

  • Download the current code from the main branch
  • Download the code from the release "Vanilla - No Music" (tag: 1.0.1)
  • Diff them, eg with WinMerge

Numbers

Just some numbers for my own personal reference.

New Firemode (1)   -- new total: 14 + 1
New Cyberware (8)  -- new total: 35 + 8
New Gavel Mods (9) -- new total: 25 + 9
New Specials (2)   -- new total: 15 + 2

Vanilla items count: 89
Enhanced items count: 20 (+22%)

@todo

  • Reconsider the removed perks (Fast Reload, Sickness, Extended Magazine). Perhaps they could be retained with a smaller effect, plus a disadvantage?
    • Extended Magazine: Chance +300% to +20%, and add a small debuff. (is it still needed if we have Armory?)
    • Sickness: Also reduce player health to half? Tricky to mod because it doesn't have an editable parameter, it's either ON or OFF.
  • With Fast Reload & Extended Magazine removed, should weapons have their reload speeds and clip sizes buffed slightly to compensate?
  • ?Buff Ion Shotgun
  • ?Remove Rapid Fire
  • ?Rebalance: Mighty Burst
  • Check the balance of two late-game enhancements: _SPLINTER_BULLETS, _NEON_LASERS