About this mod
Overhauls the numerical balance and RNG mechanics of the Equipment Modifications system. Removes upgrade RNG to reduce tedium, and changes the values of equipment mods across the board to normalize the power curve, mitigate certain egregiously unbalanced use cases, and overall reduce the gap between a modified ship and an unmodified one.
- Permissions and credits
- Changelogs
Do you think the vanilla equipment system is a ridiculous power gacha that wastes your time and breaks the balance of combat? Well I do, so I made this mod to change that.
What this mod does:
This mod changes the vanilla equipment modification system in two major ways.
- By removing most RNG elements from modifications. Certain mods will still roll to choose bonus stats, but the numerical values of both main stats and bonus stats will always be the same.
- By massively changing and standardizing the numerical values of modifications. Mods will now scale power with their tier of rarity in a predictable manner. Additionally, certain unbalanced use cases have been reigned in (such as the Slasher mod being immensely overpowered when applied to turrets due to the tradeoff stat not affecting them. The new Slasher remains an efficient and economical choice for turrets, but is no longer a free ticket to ultimate DPS.)
- Generally lowers the performance ceiling so there's not as much of a massive gap between a modified ship and an unmodified one. A modified ship still makes combat easier and may open new tactical opportunities, but won't trivialize fights through sheer stat numbers as dramatically as vanilla modifications.
What this mod does not:
- Change any material requirements required for crafting modifications
- Add modifications to AI ships
- Change any research requirements or other criteria for installing mods on player ships
Expand the spoiler to view the full list.
How to read this list
All entries in the list will follow a standard format:
<name> (+<number of substats>): <guaranteed stat +x%>, <*potential substats +x%>
<name>: the name of the mod as it appears in the modifications menu in-game
<number of substats>: how many substats it can roll out of a list. This number is only shown if there are more potential substats than there are bonus rolls.
<guaranteed stat +x%>: any stat bonus that the modification is guaranteed to grant will be listed. For mods where the number of substats is the same as the as number of potential substats, all numbers will be shown as guaranteed stats.
<*potential substats +x%>: any stats that may be chosen as substats but are not guaranteed to appear for any given roll will be shown after the guaranteed stat and are marked with an asterisk (*)
Example:
Assassin (+2): damage +10%, *reload +10%, *chargetime -10%,*mining +300%, *rotatespeed +10%
The mod's name in-game is Assassin. Every time you craft this mod you are granted 2 substat rolls. Every time you craft this mod it is guaranteed to provide a damage +10% stat bonus. Your 2 substats will be picked out of the following possibilities: *reload +10%, *chargetime -10%,*mining +300%, *rotatespeed +10%.
You may refer to the excellent Quantum Anomaly modifications list if you want to know what the vanilla values or the names of mods are. Note that the way QSNA displays values for certain modifications is different from how I have listed them below.
Weapons
Basic
All single-stat mods give 7.5% of their stat as a positive bonus except damage and speed (5%) and beam length (10%). There's too many of them.
Stabber: damage +10%, cooling -20%
Slasher: damage +5%, reload +5%, cooling -25%
Gregale: cooling +15%, damage -5%
Mistral: cooling +15%, damage -10%, reload +5%
Digger: +500% mining multiplier
Enhanced
Assassin (+2): damage +10%, *reload +10%, *chargetime -10%,*mining +300%, *rotatespeed +10%
Labrador (+2): cooling +20%, *reload +10%, *chargetime -10%,* mining +300%, *rotatespeed +10%
Cement (+2): sticktime +10%, *reload +10%, *chargetime -10%,* mining +300%, *rotatespeed +10%
Exterminator (+2): damage +10%, *reload +10%, *chargetime-10%, *mining +300%, *rotatespeed +10%, *projectile lifetime +5%
Humboldt (+2): cooling +20%, *reload +10%, *chargetime -10%,*mining +300%, *rotatespeed +10%, *projectile lifetime +10%
Glue (+2): sticktime +10%, *reload +10%, *chargetime -10%,*mining +300%, *rotatespeed +10%, *projectile lifetime +10%
Butcher (+2): damage +10%, *chargetime -10%, *mining +300%,*rotatespeed +10%, *projectile lifetime +10%
Kuril (+2): cooling +25%, *chargetime -10%, *mining +300%,*rotatespeed +10%, *projectile lifetime +10%
Infiltrator (+2): surface element +10%, *chargetime -10%,*mining +300%, *rotatespeed +10%, *projectile lifetime +10%
Executioner: damage +15%, cooling -20%
Okhotsk: cooling +30%, damage -7.5%
Slayer: damage +15%, cooling -30%, reload +10%
Benguela: cooling +40%, damage -15%, reload +5%
Exceptional
Obliterator: damage +15%, cooling +20%, sticktime +10%,rotatespeed +10%
Annihilator: damage +15%, cooling +5%, reload +15%, rotatespeed+10%
Invader: surface element +15%, cooling +30%, rotatespeed +10%, lifetime +10%
Expediter: projectile speed +10%, damage +10%, lifetime +15%, rotatespeed +10%
Excavator (+3): mining +575% (+3), *damage +5%, *cooling +15%,*reload +10%, *rotatespeed +10%
Engines
Basic
All single-stat mods give 5% of their stat
Nudger: fwd thrust +10%, boost thrust -10%, travel thrust-10%
Minuteman: boost thrust +10%, travel thrust -10%
Reaver: travel thrust +10%, boost thrust -10%
Twister: rotation thrust +10%, strafe thrust -10%
Sidewinder: strafe thrist +10%, rotation thrust -10%
Enhanced
Propeller (+1): fwd thrust +10%, *rotation thrust +10%, *strafethrust +10%
Antares (+2): boost thrust +10%, *boost duration +10%, *rotationthrust +10%, *strafe thrust +10%
Mira (+2): travel thrust +10%, *travel start thrust +10%, *travelacceleration +5%, *travel charge time +5%, *travel deceleration +5%, *rotation
thrust +10%, *strafe thrust +10%
Impeller: fwd thrust+15%, boost thrust -15%, travel thrust -15%
Delta: boost thrust +15%, travel thrust -15%
Vinci: travel thrust +15%, boost thurst -15%
Exceptional
Slingshot: forward thrust +15%, boost thrust +5%, travel thrust+5%, rotation thrust +5%, strafe thrust +10%
Whirlygig: rotation thrust +20%, forward thrust +10%, strafethrust +20%
Atlas: boost thrust +15%, forward thrust +5%, boost duration+10%, rotation thrust +10%, strafe thrust +10%
Vikas: travel thrust +15%, forward thrust +5%, travel startthrust +10%, travel acceleration +10%, travel charge time +10%, travel
deceleration +10%, rotation thrust +10%, strafe thrust +10%
Chassis Mods
Basic
Single-stat mods give +5% of their stat
Cloak: radar visibility -60%, radar range -60%
Grit: hazard reduction -50%, max hull -15%
Rack: deployable capacity +3
Barrage: countermeasure capacity +10
Bandolier: missile capacity +4
Garage: unit capacity +1
Enhanced
Composite (+2): mass -10%, *max hull +10%, *radar range+10%, *countermeasure capacity +5, *deployable capacity +2, *missile capacity
+2, *unit capacity +1
Lubricator (+2): drag -10%, *max hull +10%, *radar range+10%, *countermeasure capacity +5, *deployable capacity +2, *missile capacity
+2, *unit capacity +1
Veil: radar visibility -40%
Mettle: hazard damage -35%
Exceptional
Nanotube: mass -15%, drag -10%
Mirage: illegal ware concealment +100%
Shroud: radar visibility -80%, radar range +15%
Tenacity: hazard damage -100%, max hull +10%
Shields
Basic
Buckler: shield capacity +5%
Medic: recharge delay -5%
Bandage: Recharge rate +5%
Enhanced
Kite: shield capacity +10%, recharge rate +5%
Cast: shield recharge +10%, shield capacity +5%
Exceptional
Pavise: shield capacity +25%
Targe: shield capacity +20%, recharge rate +10%
Traction: recharge rate +50%, shield capacity +5%
Installation
Extract the files to your X4 root folder/extensions in your Steam/GoG directory. To uninstall, delete the mod folder from your extensions folder.
Compatibility
- This mod is fully compatible with any mod that does not affect equipment mods.
- It will work with mods that add new equipment mods but will conflict with ones that change vanilla equipment mods.
- Do not use this with EquipNoRNG as they will conflict and this mod provides the same effect anyway.
- This mod only requires the base game
- This mod can be added to an existing save with no issues (existing equipment mods will have their values updated automatically). In theory the mod can be removed from a save, but I don't know what that will do to existing equipment mods.
- The mod is compatible with VRO and a very small number of design decisions were made with VRO in mind, though it will not make any meaningful difference in a vanilla game.
FAQ
Q: I hate VRO and don't want to use it!
A: The exact things that VRO affected is the removal of shield recharge delay as a stat. Any modifications that lost that stat received alternative stats to compensate except the basic green mod, because nobody used it anyway. This mod functions just fine with or without VRO.
Q: Don't the changes mean you'd only ever want to use purple mods?
A: For most categories that was already the case in vanilla. Exceptional mod materials are much more difficult to obtain than lower-tier ones, and you should be rewarded appropriately with best in class performance. The balance is intended to offer a number of "slightly-less-than-perfect" options among the Enhanced and Basic mods for players to use in bulk for secondary systems, if so inclined.
Q: I don't like how this changes the balance!
A: Then this mod isn't for you. Check out EquipNoRNG if you just want RNG removal without numbers rebalance.
Q: I like the mod, but I want to change some numbers!
A: You are free to make whatever changes you want to make for your own use. The mod is packed as loose files and contains a single folder with a single 'equipmentmods.xml' file. Open that with a competent editor like Notepad++, find the value you want to change, and do so.
Q: This mod broke my game!
A: This mod is fundamentally incapable of doing such a thing if you have followed installation and compatibility instructions correctly.
Q: I found a bug!
A: Unless your bug is that a modification is giving a value other than the listed one or is causing integer overflow, then it's probably not this mod doing it. If you do find one of those, please add a comment with the name of the modification and what is wrong with it.
Q: What's that ship in the screenshot?
A: That is the Tempest from the excellent OTAS Shippack. Check it out, it's real cool!
Q: Steam workshop?
A: No. X4's Workshop implementation is less than stellar, and while that is unlikely to affect a mod as simple as this I will not be supporting it. Also, Nexus is a platform-agnostic site that does not (however minorly) disadvantage users who bought the game on GoG.