Jump to content

Search the Community

Showing results for tags 'rebalance'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Biography


Location


Interests


Occupation

Found 4 results

  1. This mod rebalances Reapers and their resulting zombies to fit more in line with the capabilities of their alien brethren. Reapers are now designated more as what they're described to be; used for terror missions. Something to quickly wipe out large civilian populations, but no longer something capable of decimating any organized military resistance they come across in the process... unless it's an Alpha. Expect tougher Alpha Reaper encounters, but easier Reaper encounters, and overall more intuitive gameplay. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1865910798 Reapers and Alpha Reapers now respect the rules of armor and damage, and no longer insta-kill. Reapers should reliably one-hit any civilian, but rarely will it one-hit one of your troops, especially if you're wearing armor. Reaper claws now follow the same rules as other melee weapons, and as such, should be able to miss/be dodged. This may result in some civilians escaping to safety from what would be certain doom to vanilla civilians. Alpha Reapers are now capable of attacking vehicles. In fact, they're quite dangerous to armored vehicles. Those claws are built like a Mantis Shrimp's claws, spearing straight through steel into vulnerable crew or electronics. All reapers HP increased by 20. That's 100HP for Reapers and 140HP for Alpha Reapers. Since you'll likely face far fewer of them. Reapers and zombies can attack multiple times per turn Reapers can attack twice and have leftover AP for movement, Alpha Reapers can attack three times. Zombies have just enough AP to attack twice if they don't move. Alpha Reapers have Jackal-level kinetic armor. This makes them harder to kill with conventional and MAG weaponry. Consider bringing a few laser weapons where you know you'll face them. All Zombies die when killed. (Imagine that) Note: This might mean zombies are now capture-able if stunned, but I don't know if the game will like that. Try at your own risk. Alpha Zombies will become reapers after 3 turns, but not if killed before then. Normal Zombies do not turn into Reapers anymore, they're just zombified husks carrying infertile parasites. If you would like a version where normal zombies still turn into reapers (after 4 turns), check out this alternate version on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2125631569 Reaper Changes (X:CE Default -> Reaper Rebalance) Resilience (HP): 80 -> 100 Accuracy: 200 -> 60 Attack accuracy: 1000 -> 80 (Identical to stun baton) Attack AP: 35 -> 25 Attack damage: 9001 -> 35 Attack Mitigation: 500 -> 0 Alpha Reaper Changes Resilience (HP): 120 -> 140 Accuracy: 200 -> 70 Attack accuracy: 1000 -> 80 Attack AP: 35 -> 25 Attack damage: 9001 -> 40 Attack Mitigation: 500 -> 25 Kinetic Armor: 0 -> 20 Added ability: MeleeVehicles Zombie Changes Accuracy: 200 -> 60 Action Points (AP): 36 -> 40 Attack accuracy: 100 -> 60 Attack AP: 35 -> 20 Attack Mitigation: 40 -> 0 Removed ability: SpawnReaper Alpha Zombie Changes Accuracy: 200 -> 60 Action Points (AP): 36 -> 50 Attack accuracy: 100 -> 60 Attack AP: 35 -> 20 Attack Mitigation: 40 -> 0 Tweaked ability: SpawnReaper,3 turns,Permadeath Note: This is my first officially released mod, so there may be mistakes or issues I hadn't foreseen. Not every feature has been tested, so let me know if something doesn't work. I have tried to keep this mod as balanced and non-cheaty as I could, but the reapers were a bit overpowered and ridiculous to begin with. Suggestions and feedback are welcome. X:CE is required, as that is what adds the framework that allows tampering with otherwise hard-coded reapers. Thanks to Charon and Myron on the Steam forums for helping me out with the coding. V1.0 - Original Release V1.1 - Removed redundant or incorrect stat changes, lowered attack AP for zombies, added Alpha Reaper armor, general clean-up V1.2 - Corrected issue preventing mod from loading properly, hopefully. Reaper_Rebalance_1.2.zip
  2. Version 1.1

    191 downloads

    This mod rebalances Reapers and their resulting zombies to fit more in line with the capabilities of their alien brethren. Reapers are now designated more as what they're described to be; used for terror missions. Something to quickly wipe out large civilian populations, but no longer something capable of decimating any organized military resistance they come across in the process... unless it's an Alpha. Expect tougher Alpha Reaper encounters, but easier Reaper encounters, and overall more intuitive gameplay. Reapers and Alpha Reapers now respect the rules of armor and damage, and no longer insta-kill. Reapers should reliably one-hit any civilian, but rarely will it one-hit one of your troops, especially if you're wearing armor. Reaper claws now follow the same rules as other melee weapons, and as such, should be able to miss/be dodged. This may result in some civilians pulling off some Neo shit, dodging Reaper swipes while you move in to save him. This is definitely a feature, not a bug. Alpha Reapers are now capable of attacking vehicles. In fact, they're quite dangerous to armored vehicles. Those claws are built like a Mantis Shrimp's claws, spearing straight through steel into vulnerable crew or electronics. All reapers HP increased by 20. That's 100HP for Reapers and 140HP for Alpha Reapers. Since you'll likely face far fewer of them. Reapers and zombies can attack multiple times per turn Reapers can attack twice and have leftover AP for movement, Alpha Reapers can attack three times. Zombies have just enough AP to attack twice if they don't move. Alpha Reapers have Jackal-level kinetic armor. This makes them harder to kill with conventional and MAG weaponry. Consider bringing a few laser weapons where you know you'll face them. All Zombies die when killed. (Imagine that) Note: This might mean zombies are now capture-able if stunned, but I don't know if the game will like that. Try at your own risk. Alpha Zombies will become reapers after 3 turns, but not if killed before then. Normal Zombies do not turn into Reapers anymore, but this is more or less an arbitrary choice. This may be subject to change in a future version. Reaper Changes (X:CE Default -> Reaper Rebalance) Resilience (HP): 80 -> 100 Accuracy: 200 -> 60 Attack accuracy: 1000 -> 80 (Identical to stun baton) Attack AP: 35 -> 25 Attack damage: 9001 -> 35 Attack Mitigation: 500 -> 0 Alpha Reaper Changes Resilience (HP): 120 -> 140 Accuracy: 200 -> 70 Attack accuracy: 1000 -> 80 Attack AP: 35 -> 25 Attack damage: 9001 -> 40 Attack Mitigation: 500 -> 25 Kinetic Armor: 0 -> 20 Added ability: MeleeVehicles Zombie Changes Accuracy: 200 -> 60 Action Points (AP): 36 -> 40 Attack accuracy: 100 -> 60 Attack AP: 35 -> 20 Attack Mitigation: 40 -> 0 Removed ability: SpawnReaper Alpha Zombie Changes Accuracy: 200 -> 60 Action Points (AP): 36 -> 50 Attack accuracy: 100 -> 60 Attack AP: 35 -> 20 Attack Mitigation: 40 -> 0 Tweaked ability: SpawnReaper,3 turns,Permadeath Note: This is my first officially released mod, so there may be mistakes or issues I hadn't foreseen. Not every feature has been tested, so let me know if something doesn't work. I have tried to keep this mod as balanced and non-cheaty as I could, but the reapers were a bit overpowered and ridiculous to begin with. Suggestions and feedback are welcome. X:CE is required, as that is what adds the framework that allows tampering with otherwise hard-coded reapers. Thanks to Charon and Myron on the Steam forums for helping me out with the coding. V1.0 - Original Release V1.1 - Removed redundant or incorrect stat changes, lowered attack AP for zombies, added Alpha Reaper armor, general clean-up
  3. Rebalance mod created to make base building less straightforward and bring some depth into the geoscape part. Funding rebalance provided to make more starting positions viable: - Cut off funding from the North Africa/Europe/Middle East/USSR region - North America starts with higher relationship value and yields a bit more of money - Indochina and Australia now yield significantly more money and their funding is much more relationship-dependent Economy and radar/aircraft tweaks to force the player to build more bases: - Radar range has been reduced from 800/1000/1200 to 600/750/900 - Buildings upkeep (except labs, workshops and medical centers) was halved - Storeroom and garage building cost was halved, hangar building cost was increased 2x - Condor/Foxtrot/Corsair/Marauder range reduced 1.5x, upkeep reduced to 50k/50k/50k/75k - Charlie range reduced from 48k to 18k Upkeep prices reduced to match the increased necessity in building new bases. The mod is not supposed to make the game harder or easier, just more deep. If you've seen something broken by the mod, please let me know. It's possible to load old saves (see Known bugs section), but you'll probably need to start new game due to the geoscape changes. Known bugs: - Sometimes it's not possible to interact with the map or base layout after the save loading. Solution: close and reopen the game, start a new game, place the first base and load an old save. The bug is not unique, it may depend on mods you are using. Possible issues: - It's possible, that mod may break balance on Veteran/Insane levels -- reduced radar range at your only base increases the element of "bad luck" in UFO's first rolls, and keeping relationships first month may be noticeably harder. This moment needs further testing. If you've played with the mod and found, that the game balance was broken -- please, let me know. Possible further changes: - I'd like to decrease radar range more (down to 500/625/750), but I doubt that it will bring more fun due to the complications with the UFO's tracking and interceptions. If you have any suggestions -- share them here. Steam Workshop Bases Revamped.zip
  4. So I've been working on a project that I've decided to call the Xenonauts X-pansion Pack (XXP). The goal of the XXP is to spice up the gameplay of vanilla Xenonauts by adding new unique content and try to rebalance/fix various flaws in its design, while still maintaining the general feel. XXP also aims to include a bunch of minor additions like various sound effect and graphical improvements. Basically making Xenonauts into an even better X-Com remake that it deserves to be. There has been several Total Overhauls in the history of Xenonauts modding and while they're all neat experiences, they often stray too far from the general feel that vanilla Xenonauts tried to achieve. I personally was for example never a fan of the tedious amount of micromanaging in X-Com and really enjoyed how Xenonauts streamlined this, although perhaps a bit too much reducing player choice somewhat. In XXP there will be a bit more choice, for example whether you use the powerful alien weapons for yourself (even though they have penalties applied to them for humans) and thus hamper your economy or sell them all for maximum profit. It will also introduce a "black market" later in the game which allows for profiting on selling captured live aliens, thus giving players an incentive to actually capture aliens more than once. These are just some of the many changes that the XXP will introduce and more of them can be found in the design document which you can find below. It also comes packed with a very WIP version that is not really properly playable, however like the design document mentions you can test some of the new weapons and see the two new alien types. Just shoot down a lightscout as they've been added to the crew. The new weapons should be unlocked already. There is no need to report any bugs or problems in the WIP version as I'm already aware of them. Some ideas and details I have been thinking of are not yet in the current design doc but they will be added in later and I will update the whole thing together with your feedback as well. NOTE: Make sure to delete the internal scripts folder (i.e C:\users\username\Application Data\Goldhawk Interactive\Xenonauts\internal) after trying it since it messes with some UI .lua scripts I edited while experimenting. In case you just want to read the design document I've added an alternate download as well. Download Design doc + WIP Design doc only I'm still in the arduous process of implementing most of the new weapons, aliens, UFOs and aircrafts etc, so I haven't actually been able to test most of the dramatic gameplay changes proposed in the design document. What I'm looking for is input and feedback on the ideas though. Don't be afraid to critique it since I will use your feedback to improve upon the XXP. Also since the XXP builds upon many mods and ideas from the Xenonauts community merged with my own, I'd like to thank all of the great people who've contributed in some form or another. This wouldn't have been possible without your previous efforts and I'd like to think of the XXP as being an "indirect" community expansion. Thank you. If you'd also like to help or contribute in some way, just say so. Credits X:CE team - for making most of the changes possible. zzz1010 - Original Creeper Pack mod which was edited, rebalanced and improved upon to create the new Creeper. Max_Caine - Max_Caine's Warehouse mod which included the original Toxic Goo Launcher, Firewall and Glitterglass Grenade which were all edited, rebalanced and bug fixed. Drone Strike Package which included the Smart Weapons, Drone Aircrafts, Attack Frigate UFO and Drone Carrier UFO. These were all edited, rebalanced and bug fixed as well. Ferry Susanto - Toxic Goo Launcher, Firewall and Glitterglass Grenade artwork. Bogdan Bungardean - Drone Aircraft artwork. Marwan Islami - Smart Weapons artwork. skaianDestiny - Vehicle alienium/plasma/fusion rocket artwork. Kabill - Inspiration for the vehicle and dynamic UFO gameconfig changes. Also the Unique Psionic Attack and next soldier button graphics. Axiomatic - Inspiration from the UFO and crew diversity mod. The "Furies, Terror, and Dreadnoughts Oh My" team (SkaianDestiny, Kabill, Dpelectric, Langy and Ilunak) - original versions of the Assault Lander and Dreadnought that were edited and slightly rebalanced. [Tribe] Lorebot - Inspiration from the Saracen Reborn mod which was edited and slightly rebalanced. IgnusDei (Francois Cannels) - UFO Xenopedia artwork. HenryPonciano - Various Xenopedia artwork. LordJulian - Jackal Armour Graphics and Aegis armour helmet. Skitso - Inspiration for darker nights among other things. Ilunak - Next Soldier UI button which was slightly edited. chuumink (Henry Wirawan) - Xenopedia artwork. JSleezy - New Buzzard Helmet. Lightgemini - Improved Projectile Particle effects. AAJS - Inspiration for the Personal Anti Gravity Generator. Screenshots
×
×
  • Create New...