CD2 · TIER 7

Interstellar PLUS

T7CD2

AuthorA harder version of T6 Interstellar.

Chart editorInterstellar but with some enemy tweaks that makes it harder, while keeping the same nitra cost. The wave timers are faster than in T6 and as a result the longer missions such as 3 mule salvage, refinery, escort, etc. will prove a nitra management challenge. The combat itself is also harder, and with many constant normal and Elite enemy spawns, the difficulty will feel like Send It! at times.

Enemy packs

Needs MEV + DEA Get the enemy packs from the setup page.

Stats at a glance

Numbers read directly from the code file. Fields that change during a mission are only marked “dynamic”; we don’t compute them. Fields the file leaves out fall back to vanilla and aren’t listed.

Base hazard
Hazard 5
Enemy count multiplier
Dynamic (Mutate)Base values (then multiplied by in-mission conditions):
1P2P3P4P
2.32.52.93.5
Enemy damage multiplier
1P2P3P4P
3.84.14.44.6
Max active enemies
1P2P3P4P
115170225300
Max active swarmers
1P2P3P4P
90120180240
Max active critters
240
Resupply cost (nitra)
Dynamic (Mutate)

Enemy pool changes

Enemy poolHas dynamic rules

+ED_SentinelED_Spider_Lobber_RatED_JellyBreeder_SwarmED_Spider_Grunt_Guard_EliteED_Spider_RapidShooter_TurboED_Shredder_BigED_BundleED_PatrolBotED_KamiGooberED_CrawlerED_Spider_FanaticED_Drone_Breeder_SwarmED_Spider_Tank_flameED_Spider_Shooter_BarrierED_Spider_Shooter_VomitED_NinjaED_Ossiran_Scrab

−ED_Spider_LobberED_Spider_TankED_GrabberED_SharkED_Bomber_IceED_Spider_Tank_IceED_Bomber

Stationary enemiesHas dynamic rules

+ED_Sprout_NormalED_ShootingPlant_NukeSingleED_CaveLeech_fatED_Drone_BreederED_ShootingPlant_ShieldED_Sniper_Turret_Slow_RocketED_BarrageInfector_Nuker

This version’s notes (from the file, original language)

REQUIRES CD2 beta update 15 (UPDATED), MEV v5.4 AND DEA b02.1. Recommended VEA. Interstellar, shortened as IS, is a spin off of FC_b23 with some interesting twists on modded enemies. This is the PLUS version which has some changes that increases the difficulty further. v1.11: - Anomaly/Warning Ban: Added Core Corruption into the Ban list. - Added CoopUseMultiplier (from Dave's difficulties setting). - Changed Swarmer Tunnel to spawn Sewer Rat -> Tunnel Slasher instead (Have the same amount of HP as White Slasher from Nexus). - Spy: Changed Burn and Freeze temperature from 999/-999 to 35/-50. Damage taken from Fire, Explosion, Cold, Corrosive and Electric changed from 0.1 to 0.3. Stun Duration x0 -> x0.5. Removed Health scaling by Player. - Sun: Changed Immune to Stun -> -70% Stun Duration. SpawnSpread has been reduced by 50%. - Moon: SpawnSpread has been reduced by 50%. - Blimp: Missiles spawn interval 1s -> 1.5s. Airship Crewmate spawn on death 5/6/8/10 -> 3/4/5/6. Added Outlines. - Thugger: MaxJellies 20 -> 8. SpawnAmount 4 -> 2. However, Glyphid Thug HP has been increased from 0.05 -> 0.1. - Elite WS: Fire and FreezeTemperature has been reduced to their non-Elite variant. - Mactera Deliverer: NoSpawnWithin 500 -> 1000. - Mactera Carrier: Doesn't spawn when there's 0/1/2/3 -> 0/1/1/2 downed players. NoSpawnWithin 750 -> 1500. - Sentinel: Switched to the version without Goo carve attack. Also applies to Sentinels from Seeder. - Glyphid Arbalest/Lacerator/Banshee/Wrathbane: Can be ignited with 100 temp/ 50 douse temp. Reduced DifficultyRating slightly. - Glyphid Youngnoughts: Renamed into Glyphid Dreadlings. - Glyphid Stalker: Damage output x1 -> 0.5. Reduce DifficultyRating slightly. - Mactera Warden: DifficultyRating 135 -> 200. Rarity 7.5/5.5 -> 9/7. - Barrinator: Now banned in During Defend, Drillevator and Escort. Barrier Shooter spawn from Barrinator damage dealt x1.2 -> x1. - Sonic Detonator: Overall Movement Speed increased by 20%. Rarity 7.25 -> 6.5. However NoSpawnWithin 750 -> 1500, SpawnSpread 500 -> 2500 and Cooldown increased from 60s -> 150s. - Line-Cutting Turret: Scale x1.4 -> x1.25.

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About tier T7

A step-up from T6 but generally still doable on all mission types consistently if some fire comp weapons are substituted for better alternatives. Combat pressure will be slightly harder and the missions will be more sensitive to cave layouts and general spawn RNG.

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Difficulties and codes belong to their authors; this site only collects the original files. For the mods you need, see Getting started with CD2.

Comments

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