This mod works with the Farewell to Arms update.
Beyond The Past is a mod that changes the starting loadouts of the default gungeoneers to ones more fitting of characters that have beaten their past. It's a mod that is designed around being used with mods that increase difficulty or when you just want to have a bit of fun, as the new loadouts are definitely significantly stronger. However the new loadouts were meant to be at the same power level among each other, so please leave feedback for balance suggestions.
As Beyond The Past might not be a mod that you want to always have activated, you can disable it whenever you want to with the console (saved over multiple launches, remember to use Tab for autocomplete):
beyondThePast enabled (default: true)
This mod is intended to be played with the new synergy update for Cutting Room Floor with starting synergies enabled!
Loadouts
The Convict:
- Guns:
- Budget Revolver
- Thompson Sub-Machinegun
- Items:
- Embarrassing Photo (same effect as Enraging Photo, just the new lore after beating her past)
- Empty Briefcase (+2 item capacity, 10% higher store prices)
- Premium Cigarettes (Cigarettes that don't count as taking damage for room and mastery round rewards)
- 3 Chaff Grenades
With the money from her briefcase long gone and another moment in her life to regret, the Convict is back in the Gungeon to suit an offensive playstyle of using aggressive cigarettes to gain temporary damage boosts and then scaling into using active items, while using Chaff Grenades to be able to steal and counteract the increased prices she gets from merchants.
The Hunter:
- Guns:
- Colt 1851 (infinite)
- Sticky Crossbow
- Items:
- Dog
- Wolf
- Pack Leader (+0.25 movement speed for every companion you have)
- Synergies from CRF:
- 'Dog + Wolf': Additionally spawns two small pup versions of the two canine companions.
The Hunter's loadout still has its original identity of being strong upfront while giving consistent drops with Dog, but having access to Wolf gives her the ability to scale with the thematically fitting rifles of the 'Sniper Woof' synergy while also getting a good upfront and scaling movement speed boost from Pack Leader due to the synergy between Dog and Wolf.
The Marine:
- Guns:
- Marine Sidearm
- Items:
- Galactic Medal of Valor
- Supply Support (Supply Drop, that can be used once per floor)
- Synergies from CRF:
- 'Galactic Medal of Valor + Supply Support': Spawns two additional supply crates containing random room rewards.
The Marine does not get a second starting gun (like the fitting Hegemony Carbine) but that's because he proudly wears his Galactic Medal of Valor (and the synergies between it and the Hegemony weapons are op), a straight upgrade from the previous Military Training, which gives him a significant permanent stat advantage. This theme of being a stat check character continues with his newly improved Supply Support, which due to the synergy with Galactic Medal of Valor gives him a steady supply of... supplies.
The Pilot:
- Guns:
- Rogue Special
- Items:
- Trusty Lockpicks
- Disarming Personality
- Hidden Compartment
- Master of Unlocking (special variant, that also grants 5% increased projectile speed for every key you have)
- Wingman
- Synergies from CRF:
- 'Trusty Lockpicks + Master of Unlocking': Trusty Lockpicks turn golden, increasing their unlock chance from 50% to 100%.
The Pilot's arsenal of equipment more than makes up for his crappy starter weapon. With fire support from Wingman and the ability to completely ignore keys with the golden lockpick synergy, the Pilot will continue the theme of having the most resources, while the increasing amount of keys grants him a nice bonus in projectile speed.
The Robot
- Guns:
- Robot's Right Hand
- Robot's Left Hand
- Items:
- Battery Bullets
- Coolant Leak
- Recycle-inator (destroying a chest guarantees it to drop junk, 5% permanent damage per picked up junk (actually just displays the Robot's passive))
- Synergies from CRF:
- 'Robot's Right Hand + Robot's Left Hand': Allows to dual wield both of Robot's hands.
Starting with an A-Tier gun and a dual wield synergy might seem very strong, but be reminded that you don't get the option to only use your starter gun. Robot's Left Hand will always be equipped and shooting when you are using Robot's Right Hand, meaning that ammo will always be an issue. At least junk runs will be consistent instead of frustrating.
The Bullet:
- Guns:
- Blasphemy
- Items:
- Living Ammo
- Chicken
- Old Bullet's Blessing¹ (every floor you gain a random item from a select range, that you can only use on this floor, and the first two chests you open every floor will also contain the Map and the Pocket Compass)
- Possible items: Bomb, Boomerang, Bottle filled with half a heart, Grappling Hook, Shield of the Maiden (these items cannot be sold and despawn at the end of the floor)
- Pocket Compass: Like Sense of Direction, but despawns at the end of the floor and does not take up an item slot.
- Synergies from CRF:
- 'Blasphemy + Chicken': Blasphemy is still able to fire its sword projectile even when you are not at full health (or are the Robot).
With the synergy empowered Blasphemy and a murderous companion at his side, the Bullet can continue to do what he does best: switch off his brain and keep swinging. And if that doesn't do the trick, the Gungeon is sure to give him a steadily changing arsenal of active items. The bonus items for navigation are just the cherry on top.
¹ This item was originally intended for a 'Lone Adventurer' custom character.
Cultist:
- Guns:
- Dart Gun
- Mega Douser
- Items:
- Number 2
- Fake Hero Bandana (maximum ammo multiplied by 1.04, not 4, like Ancient Hero's Bandana)
- Easy Reload Bullets
- Friendship Cookie (coop) / Loneliness Cookie (solo, restores 1 heart and triggers automatically on death, like Ration)
- Synergies from CRF:
- 'Dart Gun + Mega Douser': Both guns deal 25% increased damage.
- 'Number 2 + Fake Hero Bandana': Number Two's effects now also apply when not alone.
- 'Dart Gun + Easy Reload Bullets': Dodge rolling now reloads 6 bullets to the Dart Gun instead of one.
The Cultist, having beaten all of the proper gungeoneers (okay, let's pretend they won their past), is obviously the most powerful gungeoneer in the game, so his new loadout reflects that power. Fear his easy to reload Dart Gun and his powered up water pistol Mega Douser! Don't take this one too serious. It's op. You can drop/ remove the Mega Douser if you like it to be a bit more balanced.
If you want to play solo, don't switch to the Cultist in the console! It's very buggy. Use the Playable Cultist (improved) custom character mod instead. Here is the loadout that can be copy pasted into the custom character text file:
<loadout>
number_2
gr:fake_hero_bandana
easy_reload_bullets
gr:loneliness_cookie
dart_gun infinite
mega_douser
</loadout>
<stats>
</stats>
Installation
Get MTG:
- Download Mod the Gungeon at: http://modthegungeon.eu/#download
- Make sure Enter the Gungeon is closed
- Open ETGMod.Installer.exe and press "Step 3: Install ETGMod"
- Close dat thang
- Go to your Enter the Gungeon Steam directory, usually located at:
"C:\Program Files (x86)\Steam\steamapps\common\Enter the Gungeon\" - If there is not one already, create a folder called "Mods"
- Drag BeyondThePast.zip into the Mods folder
- If there is a "mods.txt" file in the Mods folder, delete it
- The directory should look like this: "Enter The Gungeon/Mods/BeyondThePast.zip"
Open the console with ~ or / or F2 to enter commands.
Type help for a list of commands and remember to use Tab for autocomplete.
Source Code: https://github.com/Goldenrevolver/Enter-The-Gungeon-Mods/ .