Adaptive Shield

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Author: Inggom

Last revision: 24 Feb at 10:57 UTC

File size: 1.58 MB

On Steam Workshop

Description:
Adaptive Shield

The ducks have started using shields to adapt to the planetary environment.

Harmony mod is required.

Enemy Shield

  • Enemies are granted a shield proportional to their max health (Normal difficulty: bosses/elites 60%, normal enemies 30%).
  • Incoming damage is deducted from the shield first; health only decreases after the shield reaches 0.
  • While the shield is active, enemies gain head/body armor bonus (base 0.5, +0.5 per 50% difficulty shield ratio, scaled down by current shield amount).
  • The shield (enemies and player) is vulnerable to certain attribute attacks.
  • When the shield is broken, that enemy is briefly stunned.
  • 5 seconds after the last hit, the shield gradually regenerates (1% of max shield per second, minimum 1).
  • A shield gauge is shown above enemy health bars.

Player Shield

  • The player also has a shield scaled by level × multiplier, with a minimum of 10.
  • Player shield regenerates only when health is at 100%; after the shield breaks, 5 seconds without taking damage triggers gradual regen at the set % per second (default 1%/s, option 0–5%).
  • Stun when the player’s shield breaks applies only if max shield is 50 or more.
  • A shield gauge is displayed above the health gauge in the bottom-left.

Options (ModConfig)

  • Enemy shield / Player shield can be toggled separately. (Default: enemy shield on, player shield off)
  • Difficulty: Easy, Normal, Hard, Very Hard, Hell (default: Normal)
  • Player and enemy shield regen rate can be adjusted separately. Enemy shield also regens the same way starting 5 seconds after the last hit.

Shield ratio by difficulty — Normal is the baseline; normal enemies have half the shield of bosses/elites. Hard about 3×, Very Hard about 5×, Hell about 10×.

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Required items:

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HarmonyLibSteam Workshop
ModConfigSteam Workshop