- JavaScript 100%
| difficulties | ||
| base.cd.json | ||
| cd.code-workspace | ||
| cd.schema.json | ||
| DATA.md | ||
| make.js | ||
| README.md | ||
Custom Difficulties
This is collection of difficulties to be used with the Custom Difficulty mod for Deep Rock Galactic.
A list of EnemyDescriptors and PawnStats can be found in DATA.md
Note: This README.md is generated by make.js. Before commiting changes, run node make.js to format difficulties and regerate this difficulty listing.
Hazard 1
Vanilla Hazard 1
Hazard 2
Vanilla Hazard 2
Hazard 3.5
Vanilla Hazard 3.5
Hazard 3
Vanilla Hazard 3
Hazard 4.5
Vanilla Hazard 4.5
Hazard 4
Vanilla Hazard 4
Hazard 5.5
Vanilla Hazard 5.5
Hazard 5.5x2 60 Nitra
Vanilla Hazard 5.5, 2x enemies, 60 nitra resupplies
Hazard 5
Vanilla Hazard 5
Hazard 5 Carry
Hazard 5 with all properties that normally scale with player count fixed to 4 player values regardless of player count.
Hazard 5 - Praetorian Edition
Like the other version which replaces grunts with praetorians, but here we adjust the spawn cost to match grunts, increase the ideal spawn size from 3 to 6 and remove the maximum spawn size (was 4). I've also changed the rarity to 1, which is the lowest rarity present in the EnemyDescriptors and the rarity of grunts.
Hazard 5 - Praetorian Edition
This is a demonstration custom difficulty that shows how to remove grunts and create a new praetorian descriptor that takes the place of grunts. The low rarity works like the grunt rarity in that it nearly guarantees praetorians get picked first for any spawns. A future version might demonstrate adjusting spawn costs and size to increase praetorian spawn counts.
Hazard 5x2, 60 Nitra
Hazard 5, 2x enemies, 60 nitra resup cost
Hazard 6
Imported from Ike's Hazard 6 on Mod.io
Hazard 6x2 40 Nitra
Hazard 6 with 2x enemy count, 40 nitra resupplies, and 180/180 spawn caps.
Hazard 6x2 60 Nitra
Hazard 6x2, 60 nitra per resupply, typically used for EDDs.
Hazard 6x2 - Diversity Edition
This plays very similarly to normal Hazard 6x2. It's identical except that EnemeyDiversity is always the max. This results in very different enemy compositions. This variant can bring a little spice when Hazard 6x2 is feeling a little too same-y.
Hazard 6x2 Plus
Experimenting with adding some more enemy variants to otherwise normal hazard6x2. Currently only adds sentinels (for their aggressive digging which can disrupt otherwise comfortable positioning) and a fast but weak slasher. Subject to change.
Hazard 6x3 40 Nitra
Hazard 6 with 3x enemy count, 40 nitra resupplies, and 180/180 spawn caps.
Hazard 7
Imported from Ike's Hazard 7 on Mod.io
Hazard 7x1.5, 50 Nitra
Hazard 7, 1.5x enemies, 50 nitra resupplies
Hazard 7x2, 40 Nitra
Hazard 7, 2x enemies, 40 nitra resupplies
Low Enemy Count
Not many bugs spawn. Difficult, but beatable.
Oops all bulks
This is a Custom Difficulty version of Milligin's "Oops all bulks" event he often plays on stream. It's usually played on a refinery mission, but other mission types could be interesting as well.
starship troopers INSANE
Huge amounts of very fast enemies with very low hp, resups cost 40. Had no idea what I was doing and it's mostly a meme https://clips.twitch.tv/CogentGoodVultureVoteNay-2QOzDrdDH3kMOWyh
Starship Troopers Pro
FOR VETERANS OF THE STARSHIP TROOPERS ELITE MOD, this mod changes spawn size, so expect to be swimming in bugs if you don't kill fast enough. The enemies still have Haz4 specifications (speed*, damage, resistance, ..) as regular Starship Troopers. I don't recommend this mod for player level below 999, and even then I saw high level players rush in the middle of a new cave, die and make the mission fail as everybody risks their live or die in rescue attempts. This is easily comparable to Hazard 9 or Hazard 10.