GNiko’s Disease Overhaul
This mod aims to change the design space of Diseases from a purely negative mechanic meant to punish the player to a risk-reward mixed effects, along the lines of the Crimson Curse of DD1 – Ideally, these Diseases should have a similar power level as a rare Quirk or Trinket, but with strong downsides that can be built around to mitigate their effects.
I apologize if the subject of codifying real illnesses with horrible consequences into videogame mechanics with upsides is a sensitive topic – I do not intent to belittle the impact they had and some still have, this is more a "just for fun" experience.
Additionally, having fourth quirk or even a third trinket slot with no real opportunity cost is going to inevitably change the balance of the game even if I do give them downsides, so this mod is very likely to make the game easier. I am always open to balance feedback, and will try to tune these effects to be somewhat in line with what you can expect from the unmodded game, but there will always be some disconnect.
- Amove (@bmove) for the idea behind The Worries, feedback, and real world diseases knowledge.
- Cristian (@s.court) for playtesting and sending useful feedback on the Diseases.
- elementalscion (@elementalscion) for proofreading and typo hunting.
- Parallel (@parallel4978) for his guidance when learning the code behind Diseases, and his idea behind The Runs.
- Qasar (@qaser7) for the idea behind Botulism.
- Sammy (@eclecticspaghetti) for the ideas behind The Oozes, and general common sense insight.
- Tiftid (@tiftid) for his coding knowledge and insight. Half of these effects wouldn’t be working without his help.
- And a general thank you to the people in the Grave Raptors Discord Server[discord.com] for their motivation and feedback – they kept this months-long project bearable.
These are the most common ones you’ll see – unless the source can inflict only a single type of Disease, it will apply a random General Disease. These are meant to have a lesser impact on runs.
The Swine Skulker enemies from the Sluice can only apply Hemic Rot with their Skills.
Leper can now finally get Leprosy, having a unique description and an altered third effect just for him.
The Gnasher and Gander enemies from Creature Dens can only apply Rabies with their Skills.
This Disease works a bit differently – it will randomly progress stages, with Incubating having a minor effect, Pustuling having strong negative effects, and Immune being only stat boosts. The advanced stages of Smallpox can ONLY be obtained through progression in the previous stages.
The Spitter and Webber enemies from Creature Dens can only apply Tarantism with their Skills.
The Ectoplasm and Mucilage enemies from the Catacombs only apply The Goops (ah-choo!) with their Skills.
If you gain “The Goops (ah-choo!)” while already having that Disease, you will instead receive this version.
The Carrion Eater and Carrion Devourer enemies from the Creature Den can only apply The Oozes with their Skills.
These are rare Diseases only obtained through their respective Boss’ move, Academic’s Study events, or the new Experimental Malady Inn Item. These are meant to have a greater impact on your character’s playstyle and build.
Obtained from Leviathan’s "Tidal Surge" (5%)
Obtained from Harvest Child’s "Sapid Drippings" (5%)
Obtained from Warlord’s "Paro" (5%)
Obtained from Librarian’s "Smokestack" (5%)
Obtained from Dreaming General’s "Unsettling Whispers" (5%)
Obtained from Shambler’s "Stentorious Lament " (5%)
Obtained from Collector’s "Show Collection" (5%)
Obtained from Death’s "Shadow of Death" (5%)
A new item, Experimental Malady, has been added to experiment with new Diseases at the start of a run. Additionally, the Cultist Trinket "Sickening Silence" has been modified to accommodate some Diseases being stronger than others.
Due to running into the character limit, refer to this spreadsheet[docs.google.com] for all Disease Sources and Academic’s Study interactions.