Salvaged Monk Player

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Authors: Rib, hornedkey

Last revision: 9 Sep, 2022 at 23:14 UTC

File size: 319.49 KB

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Description:

The being before you is not the same as the Monks found wandering the vaults and snowy depths. Most noticeably it lacks the floating hands they are known for, but less noticeble is the difference in how it has been cobbled back together. A husk of what once was, both inside and out, now a twisted combination of machinery and magic keeping what little is left inside alive.

I’ve had this sitting in my mods folder for quite awhile, mostly due to me not being happy with the balancing I’ve attempted todo. Originally this was just going to be a simple mod to add a playable monk but the changes in resistances I’ve made to it make it more of a mix of a few different factions. There are some things I cannot change and so I have them listed with the rest of the upsides and downsides. The current list of changes related to gameplay from the original player are as follows:

Pros:
– Immunity to fire
– Immunity to being frozen
– Breathless
– Higher starting hp
– Slight projectile resistance
– Significant slice resistance

Cons:
– Unpredictable stains
(Stains sometimes drop much quicker, or refuse to come off. Player must also be more submerged than usual to affect stains.)
– Larger hitbox (easier to get hit.)
– Harder to fit into small spaces (yeah I guess you could lump this in with the other one but… eeeehhh.)
– Damage taken from electricity doubled
– Explosion resistance halved from original (basicly double damage from explosions.)
– You bleed quickly evaporating oil which can cause you to slide around

NOTES:
This mod also disables the ability for the fire immunity and oil blood perks to spawn, as with the current stats they would be redundant (If requested enough I may add an option to toggle this feature).
The ability to hot-swap between the default blue cape/fabric and a red variant is also included, no restarts required!

Depending on whether the feedback is positive or not, I may change certain stats to better achieve balanced gameplay… if that’s even possible at this point? I also may create a recolored sprite to better reflect the reconstructed aspect of it. Thanks to hornedkey again for their knowledge on character mechanics getting the skin hot-swap mechanic working!