About this mod
This.json changes various weapon and item stats. It aims at creating some sense of vertical progression and gives underused weapons some love. Additionally, it nerfs Medkits. Difficulty setting is legendary / hardcore. Experienced players should have no problem, though. Can be made easier with AA.
- Requirements
- Permissions and credits
- Changelogs
be manufactured anymore. We need to wait for the author of AA to fix it first, and
then it will work again as intended.
Latest changes:
- Rolled back the Rapid Clearance nerf. I encourage you to use Phoenix Point Rising: Better Classes Mod instead.
- Bugfix: the increase in research time for project glory didn't work as intended and led to a runtime error in modnix (was nothing game breaking)
All the configs are balanced to work with deactivated Promotional Skins as they break the intended vertical progression. But if you want to activate them, then by all means do so.
For Living Weapons DLC install Assorted Adjustments mod and set "UnlockItemsByResearch", "UnlockLivingWeapons", "UnlockLivingArmor" as well as "UnlockPhoenixEliteGear" to "true" in the config file. This allows manufacturing phoenix elite gear and living gear. My config does that already.
Research prequisites are:
Poison weapons + advanced acid tech -> living weapons
Restricted bionic tech + ultimate mutation tech -> samnu armor
Production robotics + shredding technology + armor piercing technology -> phoenix elite gear
My intention is to get a "taste" for the endgame equipment through the Living Weapons DLC questline after finishing the scylla autopsy and finally being able to manufacture them after the respective research projects have been completed. Phoenix elite gear and living gear is endgame equipment.
Difficulty setting is legendary (but AA overwrites most things anyway). This maybe hardcore mode for most, but should be doable with some experience. I finished a campaign with a population of 40%.
For an easier difficulty just use the basic AssortedAdjustments.conf that comes with the Assorted Adjustments mod! But make sure to manually activate manufacturing elite gear and living weapons in the config.
What the files do
BalanceChangesAllInOne1.7.json :all changes listed below condensed into one .json, only needs AddDamageTypesRebalanced1.5.js and (this is optional) AssortedAdjustments.conf in their respective folders (see below) for the full experience.
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BalanceChangesAllInOne1.7.json + AddDamageTypesRebalanced1.5.js :
[Gameplay]
Speeds up faction research by 20% (slightly faster faction war etc.)
Changes trigger event for Living Weapons DLC missions from "Arthron Autopsy" to "Scylla Autopsy" as living weapons and armor are (now)
endgame equipment.
Changes research point cost for "Project Glory" from 50 to 700 delaying the Legacy of the Ancients DLC to mid-lategame
hopefully preserving the intended progression chain.
[Items]
Changes the healing amount of:
Medkits from 80 -> 60
VirophageMedkits from 200 -> 100
Weight: 2 -> 1
Purpose: Medkits are OP and provide a 1-100% heal. They are an instant free from jail card if you mess up. Now they are still good but serve more as a buffer to get your soldier out of line of fire, (hopefully). Also it makes poison worm autopsy and medkit research useful... Reduced weight, you can carry double.
[Weapons]
All NJ weapons have a shred and piercing theme.
All Synedrion weapons have a precision, paralyze or poison theme.
Almost all Anu weapons have some form of virus or acid theme.
[Assault Rifles]
Bulldog AR-50 (Tier1)
Shred 2 -> 3
Effektive Range 22 -> 24
Purpose: shred, slight range increase because it only shoots 4 bullets.
Piranha AR-51 (Tier2)
Shred 0 -> 2
Effektive Range 22 -> 24
Purpose: straight upgrade to the Bulldog, sense of progression, slight range increase because it only shoots 4 bullets.
Deimos AR-L (Tier1)
Effektive Range 32 -> 34
Purpose: slight range increase to further increase the precision aspect of syn weps.
Yat AR (Tier0)
Effektive Range17 -> 20
Purpose: slight buff to independend AI-soldiers.
Danchev AR (Tier3)
Shred 0 -> 1
Purpose: straight upgrade. Sense of progression.
[Handguns]
Nergal's Wrath
Damage 100 -> 90
Effektive Range14 -> 19
Purpose: big range increase to make it more useful. It's 2 AP and imo pretty bad for a handgun. If you were in range to use this you could as well just use a hammer.
Iron Fury HG (Tier1)
Shred 0 -> 2
Effektive Range14 -> 17
Purpose: shred, slight range increase.
Sanctifier (Tier3)
Damage 10 -> 50
Shred0 -> 1
Acid 20
Burst5 -> 1
Purpose: handguns kill worms and mindfraggers. 50 dmg makes for 100% killshot. Straight upgrade to all 1-AP Handguns. Progression.
Cypher HG (Tier1)
Effektive Range18-> 20
Purpose: make it better than the Independent Handgun.
[Technician]
VDM Enforcer (Tier 3)
Damage 20 -> 30
Shred0 -> 1
Pierce10
Purpose: straight upgrade. Sense of progression.
Rattlesnake AT (Tier3)
Shred0 -> 2
Effektive Range25-> 22
Purpose: straight upgrade. Good vs high armor.
[Heavy Weapons]
Tyr-1 Autocannon (Tier1)
Damage 60 -> 80
Burst 3 -> 2
Shock100 -> 140
Effektive Range20 -> 25
Purpose: more range to set it apart from the heavy cannon. It is an early anti-armor and anti-humanoid shock weapon. Works well against early pure.
Danchev MG (Tier3)
Shred 0 -> 1
Effektive Range9 -> 14
Burst 10 -> 12
Purpose: straight upgrade to the Deceptor MG (-1 shred). Living weapons DLC is no early game questline anymore since it triggers after scylla autopsy. Can be manufactured if you enable it in Adjusted Assortments.
Uragan MG (Tier0)
Effektive Range11 -> 14
Purpose: slight buff to independend AI-soldiers.
Jormungandr Cannon (Tier2)
Shred 0 -> 1
Purpose: makes it more useful against small enemies. Shred raises the potential to do instant acid dmg. Lowers time for acid to actually do dmg.
Archangel RL1 (TierX)
Blast Radius 0 -> 3.5
Purpose: bugfix, I guess? But due to how explosives work it is still wonky. Nonetheless, I have shredded / damaged multiple bodyparts in my tests. BlastRadius Doesn't show in the tooltip.
Dante FT (TierX)
Cone Size1.5 -> 3
Purpose: a bit wider to catch some big crabs in the fire more consistently.
Rebuke (Tier3)
Damage 90 -> 60
Shred 30 -> 20
Purpose: unlimited ammo is what makes this BiS. Was (and still is?) very broken.
[Shotguns]
Slamstrike (TierX)
Shock140 -> 200
Effektive Range19 -> 13
StopOnFirstHit False
ExplosionImpactForce 4000
Purpose: pierces enemies, walls, objects. More shock to daze high armor enemies and sirens. Less range, it is a shotgun.
Mercy SG3 (Tier1)
Damage 35
PPS 8 -> 10
Effektive Range10 -> 8
Purpose: swapped stats of anu shotty. very lore friendly, high dps.
Iconoclast (Tier1)
Damage 45
PPS 10 -> 6
Effektive Range10 -> 8
Ammo36
Purpose: gives some usage as an early game anti-armor shotgun. If you shred a bit you can easily shoot off high armor arms. Buffs AI.
Harrower (Tier3)
Shred8 -> 6
PPS 8 -> 10
Effektive Range10 -> 8
Purpose: straight upgrade. End game shredder shotgun. Shotguns should be close combat weps. High risk, high reward.
Shard Gun (Tier3)
Effektive Range13 -> 8
Purpose: got the shotgun threatment. I just don't like "high dps sniper shotguns" and think they are ridiculous.
[Crossbows]
Eros CRB III (Tier1)
Ammo3 -> 6
Purpose: More ammo to free up inventory space.
Psyche CRB IV (Tier2)
Damage 50 -> 60
Ammo3 -> 6
Purpose: More ammo to free up inventory space. Progression.
Poison Spit Arm (Venom Torso) (Tier3)
Damage 50 -> 60
Pierce0 -> 10
Poison50 -> 40
Effektive Range 34
Ammo16 -> 24
Venom Torso Stealth10 -> 20
Purpose: poison arm becomes one of the best "crossbows" available to infiltrators. 20 Stealth on the torso makes 100% stealth possible. Needs echo head to be silent. Progression.
[Sniper Rifle]
Cyclops SR7 (Tier1)
Shred0 -> 3
Purpose: further giving NJ weps the shred.
Firebird SR-1 (Tier2)
ER 58 -> 63
Purpose: straight upgrade to the SYN laser sniper. Progression.
Scorpion (Tier3)
Damage 180 -> 150
Effektive Range 58 -> 51
Purpose: gungnir for pandas and dps. This for everything else and pierce. Even with the nerf still one of the best sniper rifles.
[Priest] Subjugator
Damage 50 -> 60
Pierce20 -> 30
Virus 10 -> 15
Effektive Range51
Purpose: those are AA values with item balancing set to "true". I just reverted the 74 ER back to vanilla 51.
Redeemer
Effektive Range17 -> 22
Purpose: slight range increase because it's neither a handgun nor a shotgun but an assault rifle.
[Melee]
Scion of Sharur
Damage 100 -> 20
Virus 15 -> 10
Paralysis 0 -> 8
Tech-cost 0 -> 25
Purpose: a better weapon than the neuralizer. gives it some purpose as a weapon to capture pandas.
Dagon's Tooth
Damage 140 -> 100
Virus 0 -> 10
Tech-cost 0 -> 5
Purpose: (turn 1: virus > panic -> bleed 50; turn 2: recover will -> bleed 50; turn 3: Bleed 50). Makes dagon the dot-weapon it wants to be. Good anti-myrmidon weapon because they run away and explode.
Scyther
Damage 300 -> 240
Shred 30 -> 20
Shock 0 -> 400
Purpose: Aoe shock weapon.
[Grenades]
- All damage grenades have a base dmg of 50. Use them to get rid of worms. ER changes are just the tool tip number set to 16 for the sake of consistency.
Yggdrasil Grenade
Shred 6 -> 1
Purpose: doesn't need shred.
Mjolnir Grenade
Damage 40 -> 50
Purpose: straight upgrade.
Chimera Grenade
Damage 40 -> 50
Shred 0 -> 10
Effektive Range16
Purpose: killing poisonworms. straight upgrade to the odin grenade. Progression.
Purification Grenade
Damage 40 -> 50
Fire 40 -> 30
Effektive Range16
Purpose: killing fireworms. Doesn't need shred. Lower fire dmg makes the flamethrower better and protects high armor legs like mutations or augs.
Imhullu Grenade
Damage 20 -> 50
Shred 0 -> 10
Effektive Range16
Purpose: killing acidworms. Straight upgrade. Shred helps in dealing acid dmg faster.
Kydoimos Grenade
Sonic 15 -> 10
Damage 0 -> 10
Pierce0 -> 60
Paralysis 0 -> 6
BlastRadius 3.5 -> 2.5
Effektive Range16
Techcost 3 -> 6
Purpose: cc grenade with paralysis. FYI, it has a weird dmg interaction with armor resulting in rather unusual 12 dmg. Bug catcher.
Vita Grenade
Heal 50 -> 80
Purpose: slight buff because it is very expensive.
[Armor]
Buffed berserker armor set. It lost its accuracy malus and the helmet has now +1 speed. A bit more useful now.
AssortedAdjustments.conf :
Difficulty: legendary / hardcore
Vanilla max of 8 soldiers per mission.
Research speed increased by 50% to reduce the mid-lategame slogfest.
Helios space: 6
Max Augs: 2
Max Stats 20/18/18 : Park your soldier next to a siren / berserker and he is dead most of the time. Gives str augs, perks and armor more purpose, imho.
ReturnFireAngle: 270
ReturnFireLimit: 3
ReturnFire rules: vanilla
SP gain is heavily restricted. You cannot take all skills anymore and have to carefully choose between skills, stats and second classes for each soldier. This can be offset by building training facilities but it takes time to get them online.
Training facilities give only 1 exp/h to soldiers, but 2 exp/day to the pool. They are now a way to get the last bit of exp needed for a quick lvl up
or getting low lvl soldiers to around lvl 2-3 in the early game. In the mid to lategame they serve as a method to get more global SP for the pool. Spending some resources on training facilities for future squads is advised.
The above is configurable to your liking.
Installguide
You will need the following mods:
Modnix 3 beta
Scripting Library / Javascript Runtime
Add Special Damage To Weapons Mod
Assorted Adjustments
pddefmodifier
Install Modnix, run it and click "Add Mod" in Modnix and add all downloaded mods from top to bottom.
Put AddDamageTypesRebalanced1.5.js into `%UserProfile%\Documents\My Games\Phoenix Point\Mods\Add Damage Type\Add Damage types\` to add shred etc to weapons that normaly have 0 of the respective damage type. You need to delete the original AddDamageTypes.js file that comes with the mod, else it messes up the dmg values.
(Optional) Put AssortedAdjustments.conf into `%UserProfile%\Documents\My Games\Phoenix Point\Mods\AssortedAdjustments\` for my legendary AA config.
Put BalanceChangesAllInOne1.7.json into `%UserProfile%\Documents\My Games\Phoenix Point\Mods\PPDefModifier\`
AddDamageTypesRebalanced1.5.js adds shred and paralysis etc to weapons. Without it there is no added shred, paralysis, pierce, virus on weapons that normaly don't have it. That means for the weapon stat changes you need both: AddDamageTypesRebalanced1.5.js and BalanceChangesAllInOne1.7.json.
Inject and Launch. Have fun.
To do:
Nothing, final version for now.
credits go to
tracktwo for ppdefmodifier
sheepy laser for modnix, laser on fire mod and java script runtime
mad234269 for assorted adjustments
madskunky for helping with guids, mods etc.
belial for helping with modding
dorante for guid file dumps
dtony for his /her add special dmg mod
dt123 for guids
syliber for providing a template for the .jsons through the Weapon And Item mod
without them this modifications wouldn't be possible!