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Found 7 results

  1. This works with v1.09 and other versions below 1.09 only. This is a mod based on the two big mods, ‘XNT Into Darkness V5.31 (Firebat)’ and ‘Xenophobia v 1.5.0a’. It is designed to rebalance the game contents in terms of realism by modifying the each stats of aircrafts, aircrafts weaponry, UFO spawns, UFO crew loadouts, etc Features: - Aircrafts balance : Aircrafts stats are modified moderately. Manufacturing time and costs, selling price, weapon slots and loadout, hitpoints, upkeep, autoresolve strength are revised. On the most part, newly added earth aircrafts are weakened compared to the original mod and initial aircraft weaponry loadout are replaced with weaker and cheaper ones to avoid complimentary fund benefit. The upkeep of Xenonauts-developed aircraft such as corsair, marauder, shrike and Valkyrie is significantly reduced - Aircrafts weaponry balance: Similarly, stats of aircrafts weaponry – cannon, normal missile and heavy missile - are modified moderately. Manufacturing time and costs, selling price, damage, ammo capacity, range, rof, autoresolve strength are revised again. Mostly, manufacturing costs of the early stage weaponry are raised. Autoresolve strength and manufacturing costs are changed more precisely in proportion to the stats related with fire power such as damage, range, ammo capacity, rof and locktime. - Reduced alien number of small and medium sized UFOs (Light scout : 4~6 / scout : 4~11 / corvette : 11~16 / landing ship : 12~17) - The research tech tree at the very beginning stage is simplified - The frequency of UFO spawn is halved. Since there are too many UFOs spawned to intercept and perform ground combat mission, I thought it was necessary to decrease the UFO spawn rate. - The initial soldier stats are raised. Now you will start your gc mission with better soldiers - The effect of soldiers’ injury on the morale is reduced. Soldiers seldom flee or panic just because they get a big blow during combat - Increased the font size of Xenopedia text for better reading - The starting money and cost for new base are increased - Removed base buildings for LV2 and LV3 - Some more minor enhancements Bug Fix: - Fixed ammo generation problem of recovered alien plasma battery and medipack refill. If you experience unlimited ammo bug in the soldier equipment screen, then get out of the screen first and go back again. Installation: 1. Xenonauts v1.09 or other versions below 1.09 game files 2. Download and install XNT 5.31 firebat here: http://www.mediafire.com/download/wx3cm3xvox9qbga or http://www.gamewatcher.com/mods/xenonauts-mod/xnt-into-darkness-mod-v5-3 3. Download and install Xenophobia v1.5.0a here: http://www.nexusmods.com/xenonauts/mods/4/? 4. Download and install any mods you want which are related with custom maps or UI enhancement. Pls do not add more aircrafts, aircraft weapons or infantry weapons 5. Download, extract and overwrite this mod to game directory: https://www.mediafire.com/?knf9j3q0n8fhnh6 Acknowledgements: - Special thanks to XNT - Into Darkness team, Slayerjerman of Xenophobia and all other Modders for better game
  2. These are the changes in the balance patch: - Smoke grenades no longer block line of sight. Instead, smoke reduces shot accuracy by 20% for each tile of smoke the projectile passes through. - Alien accuracy global modifier reduced by 10% - Soldier strength carry formula changed to 6kg + (0.3*Strength), giving 50 strength soldiers similar carry capacity but making stronger / weaker soldiers more extreme. - Combat shields now have 100% chance of blocking shots from the front, but still 60% from the sides. HP increased from 60 to 80, and 120 to 160 for Assault Shields. - Alien grenade damage nerfed a bit - Burst fire on alien Plasma Rifles nerfed to 40 accuracy, down from 55 The smoke change is a deceptively large change, so it'll be interesting to see what effect it has. The aliens have been made a bit less accurate too, so see how this plays. Remember, if you've played X-Com before then you should be playing on Veteran rather than Normal.
  3. Much like I did with the ground combat recently, I'm planning to put together an experimental balance patch for the Geoscape in an attempt to improve the gameplay experience. The changes may sound quite radical, but the idea is to test them to see if they make the game more fun - not all of them will make it into the final game, and perhaps none will. This thread is so people can post up unbalanced / boring bits of the Geoscape they think I should look at, or suggest alternative amendments to gameplay systems. Please don't dismiss any of the changes until you've played them. There's no reason why we shouldn't at least try things out. This work is mostly balance work, so changing the numbers in existing systems rather than creating new ones. However, there are a few systems I may give a more thorough working-over because I think they need the attention. Problems I see with the current Geoscape: 1) Air combat is too dominant. If you get enough interceptors up into the air, you can almost completely shut down the invasion. No alien bases nor terror sites appear, so you hardly need your ground troops at all. Lack of skill (or lack of equipment) in the ground combat should be just as detrimental to the game as falling behind in the air war. 2) It's hard to actually lose the game (instead, most players just abandon a game when they realise they are deep in a death spiral). It all feels a bit pedestrian, rather than tense high-stakes command work. 3) There are some locations for bases that are objectively better than others due to the coverage they generate. Potential solutions: 1) 50% of Alien Bases and Terror Sites will be generated automatically, so will always arrive even if you have complete air dominance. Perhaps one will be generated in the region with the lowest score during the month? 2) Terror Sites will appear earlier and will give a decent relations bonus if completed, but if not dealt with will cause major funding loss from that region. This funding loss should outweigh any potential gains made from interceptions that month. The funding gain may also outweigh any potential losses from the interceptions that month, too (up for debate). 3) Funding will be reworked to make the death spiral more sudden, but also easier to understand. I'd like a system where if a nation reduces your funding two months in a row, they leave the project entirely. 4) I'm also debating a funding system where your base funding from each nation increases by a global % each month, with nations giving you temporary bonuses / penalties to the funding depending on your success in the air war (nations still drop out if they give you a negative score two months in a row). Under the current system, any permanent increase in funding largely comes from shooting down more UFOs than you let through. 5) UFO missions will be randomly spawned based on landmass, rather than randomly assigned per nation. This means multiple regions would be harder to defend with a single base. The idea is to differentiate between the mission types a bit more. Crash sites should be used primarily for research and resource gathering, while terror sites should be more regular and be more about keeping the nations happy. Alien bases are a bit of both. The auto-generated missions would boost the importance of the ground combat relative to the air combat, meaning the overall game success is not based entirely on how good the Xenonaut interceptors are. I want to make the funding more "sudden" because it gives the player more hard decisions to make. I think the "two strikes" rule is easy to understand and would give people plenty to worry about, rather than the fuzziness of the previous system. It may force early expansion for extra radar coverage, but hopefully the player may also be able to support a one-base strategy if they win all the terror sites and keep on top of the interceptions around their base. Making the gains / losses from air combat missions temporary would relatively reduce the importance of the air combat, because as the gains / losses are permanent they snowball pretty heavily under the current system. A steadily rising base income would allow you to maintain higher income than at the start of the game even with less territories, as under the system above I'd expect you to lose some along the way. However, losing one in the late game would result in losing a LOT of funding (so you better win those terror sites)! Nevertheless, I'm unsure about that one. I think making too many things temporary risks railroading the experience, making each playthrough relatively similar. We don't want to go too far and lose the freeform feeling of X-Com. I'm not sure if the effect would be that extreme or not though...I guess it depends on how strong the bonuses / penalties were. Maybe just consider it as the base funding levels increasing globally by a flat % each month? That doesn't sound so unbalancing for the game. Anyway, thoughts and suggestions are welcome, but bear in mind that this is an experimental balance patch designed to test radical ideas to see if they work. If your post just says "OMG you're wrecking the game" I probably won't spend too much time reading it...if we've wrecked the game, I'm sure people will tell us that when they play the patch
  4. The only change to the Geoscape balance is that the invasion speed for Veteran has been changed to the former Normal speed. This change is echoing the changes for the ground combat, as Veteran is meant to be the normal difficulty setting for people who have played quite a bit of X-Com. I will also be checking the feedback given in the previous balance thread before the next build, so you don't need to cross post.
  5. This update is basically just a balance patch for Experimental 1, as a larger update with new systems and bugfixes is due to follow next week. I thought it'd be useful to make a few select balance changes and get feedback on them in isolation. THERE IS NO CHANGE IN VERSION NUMBER IN THE LAUNCHER! The .exes should remain the same and I can't see the changes causing any new bugs, but you can report them in this thread if you find them. Balance Changes: - Smoke grenades no longer block line of sight. Instead, smoke reduces shot accuracy by 20% for each tile of smoke the projectile passes through. - Alien accuracy global modifier reduced by 10% - Alien invasion speed set to 1.2x for Insane, 1x for Veteran, 0.8x for Normal and 0.6x for Easy. Previously the scale was one level higher, so Normal was set to 1x. - Soldier strength carry formula changed to 6kg + (0.3*Strength), giving 50 strength soldiers similar carry capacity but making stronger / weaker soldiers more extreme. - Combat shields now have 100% chance of blocking shots from the front, but still 60% from the sides. HP increased from 60 to 80, and 120 to 160 for Assault Shields. - Alien grenade damage nerfed a bit - Burst fire on alien Plasma Rifles nerfed to 40 accuracy, down from 55 - Fixed some incorrect clip sizes in soldier inventories To comment on the updated balance, please use the threads below: Ground Combat: http://www.goldhawkinteractive.com/forums/showthread.php/8791-Ground-Combat-Balance-Discussion-V21-Experimental-Balance-Patch%21?p=98015 Geoscape: http://www.goldhawkinteractive.com/forums/showthread.php/8790-Geoscape-Balance-Discussion-V21-Experimental-Balance-Patch%21?p=98014
  6. PLEASE DO NOT REPORT BUGS IF YOU ARE USING THIS BALANCE PATCH, IT WILL JUST CONFUSE US! Please keep discussion / bug reports limited to this thread! So the changes in Experimental Balance Patch 1 have been received well in general, but some further tweaks have been implemented. - Aliens are now about 10-15% less accurate across the board in terms of stats - Alien accuracy modifier reduced from 1.3x to 1x - Alien sight range reduced to 18, equal with Xenonauts - We've put in a completely new reaction fire system for you to test (details below). They are hopefully less deadly with the reaction fire than before. - Weapon accuracy zoom levels have been revised so snap shots are less accurate and higher levels are more TU-effective in terms of accuracy. - Xenonauts are a bit less prone to panic than before. - Difficulty setting variables have been tweaked so the Normal of the previous game is now Veteran. If you're an experienced X-Com player, please play on Veteran. Aliens have an additional 20% stat reduction if you play on Normal. Download instructions: 1) Get the file here: http://www.xenonauts.com/devfiles/balancepatchV2.zip 2) Navigate to your game directory 3) Unzip the file into /assets/ and overwrite everything, then replace the executable 4) Play the game! New Reaction Fire System: This system is quick test code so it has some issues, for instance units will try to reaction fire at units that are out of their range with their shotguns etc. You're mostly testing the balance principles here, so try to ignore any issues with implementation for now. The system is the same system that was in the original X-Com. There's no "reaction checks", rather each unit has an Initiative score that is their Reflex stat multiplied by the % of their TU they have remaining (so a unit with 20 / 40 TU remaining and 60 Reflexes would have an Initiative score of 30). If two units are in each other's LOS, the one with the higher Initiative gets to act. If it's an enemy, they will fire their weapons until their Initiative drops below the Initiative of the unit that is moving, handing the turn back to the enemy. The main advantage to this system is that units with bad reflexes still get to act, eventually - they don't have to "pass" a reflexes test or anything. It also means that units don't waste reaction fire shooting at a target that is already dead, as Initiative is resolved sequentially. Give it a go and see what you think.
  7. PLEASE DO NOT REPORT BUGS IF YOU ARE USING THIS BALANCE PATCH, IT WILL JUST CONFUSE US! The .exe is not updated so there's no new version number involved. Please keep discussion limited to this thread. This is an experimental balance patch for V20 Stable Hotfix 1. It requires slightly more effort than normal to set up, mostly because we're testing Hotfix 1 on the Experimental branch before rolling it out to the Stable branch. The purpose of this balance patch is to change the feel of the ground combat. It is experimental and not every change in this patch will make it into the official builds...perhaps none of them will. The idea is to get feedback on what works and what doesn't. The intention of this patch is to get the game feeling more like the original game, chiefly by making the combat a bit faster-paced and making the aliens less tough but more deadly. It mostly affects the Light Scout missions, and I suggest you play a couple of those and perhaps one Scout mission (Caesans work better than Sebillians) before you come back to this thread and read the final changelog and post your thoughts. You'll be able to give better feedback if you go in "blind", I think! Download instructions: 1) Get the file here: http://www.xenonauts.com/devfiles/balancepatchV1.zip 2) Navigate to your game directory 3) Unzip the file into /assets/ and overwrite everything 4) Play the game! Changelog: Seriously, give the Light Scout missions a play before you click the button and reveal it!
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