About this mod
General : A Balance Mod which affects all aspects weapons, Items, Vehicles, Abilities, Enemies, etc. Due to the Amount of changes this mod brings it is recommended you do not use any other mods with this one and that you create a new game on a lower difficulty to try everything out first. This Mod works with all DLC, Skins and is Tutorial Friendly.
- Requirements
- Permissions and credits
This version is optimized for Vanilla with DLC content being my focus for the next update.
I have included changes for all DLC content within this mod but I have not thoroughly tested them yet.
I have not been able to play enough with NJ Technician weapons enough so I will need your feedback in the forums.
I am sharing the stats for what has been changed/Tweaked below.
• ARMORS
— All armor sets will give a 50% Accuracy boost.
— Pandoran, Guardian and other enemies all share this 50% Accuracy boost.
— Scylla Will increased to 400 Making it much harder to Defeat using Viral Weapons.
— Armor's give increased stats depending on its class, The numbers are :
Assault : 3 Speed
Sniper : 35 Perception
Heavy : 100 HP
Priest : 12 Will
Berserk : 6 Speed
Infiltrator : 75% Stealth
Technician : 100 HP
NOTE : Hp is boosted because Endurance is increased so this also increases your carry capacity by 10. HP and Will boosts will not show up in character customization normally, Check your characters max HP and will points in characters deployment screen to see the effects.
• WEIGHT
— All armors have no weight.
— Weapons have a global weight of 6 with pistols and launchers having 3 weight.
— Resource Caches in salvage mission have no weight.
• WEAPONS
— Assault Rifles : have been left as they are since they perform Just Fine.
— Shotguns : These come in multiple configurations. (Shotgun Ammo weight will be increased in a future update)
Slamstrike deals 120 DMG with 160 shock and 10 Shred with the added buff to its accuracy making its effective range match assault rifles.
Mercy deals 70x4 DMG making it a midline shotgun that can defeat armor to get the damage through.
Iconoclast is unchanged leaving it as the highest Damage dealing shotgun but the worst at getting damage through Armor.
Harrower is unchanged making it the best armor shredding weapon in the game giving it the best chance at 1 Tapping regardless of Armor.
— Sniper Rifles : Accuracy increased by 100% across the board, Now you can truly snipe using Sniper rifles and still miss because the spirit of Xcom haunts you.
— Pistols : Come in several Varieties.
Cypher has not been changed, its the best spam fire weapon
Iron Fury has its accuracy increased by 100% and its Ap increased to 2 making it a highly precise sidearm when you want to consistently hit worms.
Hephaestus Deals 30x3 Dmg shooting 3 beams in a single shot, This gives it the best DPS among pistols but its very weak against armor.
Nergals wrath deals 160 DMG and 30 shred for 3AP. Berserkers who get up close and use Adrenaline Rush will have a Blast using this gun.
— Heavy Weapons : Mostly left untouched except Acid cannon
Tyr-1 Autocannon ammo increased to 18 and ammo cost increased by 1 tech and 10 materials to match. Now you can Rageburst with it.
Acid Cannon changed to a single shot which deals 80 Acid with a 25 Ammo capacity. Now its effective against all targets but still expensive to use.
— MOUNTED LAUNCHERS & GRENADE LAUNCHERS
All explosives deal 60 Damage and 10 Shred. (Except Ragnarok as it deals additional shred)
All explosives have been given 100% accuracy so where you aim is where the explosive will land.
Back mounted missile launchers can now be shot as many times as you wish however they cost 3 Willpower per shot and cost 2 AP.
Goliath Grenade launcher ammo cost reduced to match eight odin grenades however its ammo weight is increased to 8.
Ammo capacity for Back launchers adjusted, Fury carries 2 shots, Thor and Ragnarok carry 4 shots with Ragnarok dealing additional Shred.
These changes give you two choices :
• First option is to sit in one spot and use the goliath which allows you to bring multiple high capacity grenade magazines which weight a lot.
• Second option is to use a back mounted missile launcher which you can spam fire multiple times in one turn but you can only bring limited ammo.
The Willpower cost for back mounted missiles is in place to avoid infinite missile spam with Ready for action and Rapid Clearance.
Laser Array deals 60 Damage for 2 AP. Perfect for killing Worms from a distance with perfect Accuracy.
— MELEE
All melee weapons now have a 1 AP cost to use and very specialized roles.
Anu Hammer deals 80 DMG and 160 Shock making it a dedicated small to medium target weapon.
Anu Sword deals 80 DMG and 40 Bleed making it great for stacking bleeds on bigger Targets. (Damage may be lowered in an update)
Anu Mace deals 40 DMG and 15 Virus which allows it to safely put a target in a panic loop, great for capturing them later.
Phoenix Lance only deals 700 Shock damage and no Damage making it a non-lethal weapon. Sirens hate this weapon.
Neurazer needs 2AP to attack and deals 16 Paralysis. This is the weapon you will want to pair the Vengeance torso with to make a Capture soldier.
— VIRUS WEAPONS : Function just as their vanilla counterparts. Redeemer buffed to have 25 Effective range.
— CROSSBOWS : All crossbows deal 80 DMG for 3AP and the range has been increased to 50 making it a silent long range weapon.
— TECHNICIAN PDW'S & TURRETS
Turrets and PDW's share the same damage numbers and penetration values to their counterparts.
Turrets and PDW's have their accuracy increased by 50%.
Turrets have half the PDW's ammo capacity and cost 4AP to fire.
This makes the Technician rely more on their PDW's for high Damage output while their Turrets deal precise long range damage.
— VEHICLES WEAPONS
Pheonix Scarab missile ammo capacity increased to 16 and has perfect accuracy. Costs 2AP to fire.
NJ Armadillo Ammo capacity increased to 180 with 50% increased accuracy. Shares Damage profile with NJ Deceptor MG.
Aspida Ammo capacity reduced to 10. The Tech arms do not require Ammo to attack with Paralysis but they need charges for full Restore(2AP).
— MUTOGS
Mutogs have their will buffed by 30 making them very resistant to virus however their leap costs 8 Willpoints for 1 AP.
Mutog attacks cost 1 AP.
Ramming head deals 700 Shock and no Damage, same as Phoenix Shock Lance.
Ramming Tail deals 80 DMG and 160 Shock, same as Anu Hammer.
Poison head deals 60 DMG and 30 Poison.
Slasher Tail deals 80 DMG and 40 Bleed, Same as Anu Sword.
• MEDICAL CHANGES
Medkit and Field Repair kits are no longer consumed, They can restore Limbs and have their weight increased to 6.
Medkits and Field Repair kits cost 3 AP and 3 WP to use.
Medkits and Field Repair Kits only heal for 10 HP.
Virophage Kits, Technician Heals and Aspida Full restore are the only ways to do large heals in Tactical missions however they are expensive to use.
— These Changes to how healing works forces you to play safe or you will need to return to base if a soldier is heavily injured.
• ABILITIES
— Mostly left unchanged, all abilities WP cost have been set to increments of 3.
— Recover will takes 2 AP and can be used multiple times in a single allowing you to max out your will points in a single turn.
— Bash requires 2AP so it no longer performs better than dedicated melee weapons.
— Entering and Exiting vehicles costs no AP. This allows for great overall squad mobility even if vehicles run out of ammo.
— Shields can be deployed without any AP.
— Stim Packs cost 3WP and no AP allowing anyone to use controlled Frenzy effects without a Priest. Try it on Mutogs.
— War Cry costs 3AP and 3 WP. This skill was too easy to use with very strong effects so I made it challenging to use.
— Rage Burst no longer has a cone and fires with regular accuracy. Allows this skill to be used at range.
— Placing Turrets and Remote deployment costs 2AP, Retrieving Turrets costs 1AP.
— Vanish requires 1AP and 3AP.
— Mutation attacks such as Stomp and electric kick deal 700 Shock and have their AP cost reduced to 1.
— Mutation Tentacle strike deals 24 Paralysis for 2AP with no WP cost letting it combo well with Adrenaline rush.
• AIRCRAFTS : All aircrafts cost 60 Tech and 600 Materials to produce.
— Manticore : 6 Seats, 3000 Range, 450 Speed. Average in all stats.
— Thunderbird : 8 Seats, 2000 Range, 450 Speed. high capacity with low range.
— Helios : 4 Seats, 3000 Range, 600 Speed. High speed with low capacity.
— Tiamat : 4 Seats, 4000 Range, 450 Speed. High Range with low capacity.
• BASE FACILITIES
— Training facility experience gained doubled.
— Healing facility efficiency increased by 50%.
— Mutation Labs healing efficiency increased by 50% for mutogs.
— Vehicle Bay Aircraft and Vehicle healing efficiency increased by 50%.
— X — X — X — X —
These are all the current changes. I have included changes for all DLC content but they are more or less placeholders.
You can safely try all the DLC's with this mod.
Kaos Engines, Living Armor, Blood and Titanium, Legacy of the Ancients are well balanced in the mod.
Critical corruption mutog values and Air combat values need further tweaking.