Balance Overhaul

⭐ — (82 endorsements) 📥 1,339 downloads 📌 v0.1.3 📅 10/13/2012
⚪ Last updated 2012

By Drusek · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 10/15/2012 📅 Created: 10/13/2012

🔍 Analysis

  • 👍 6.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #66 of 127 Gameplay mods in this game by downloads

📋 About This Mod

Static difiiculty level so you only change the AI, number of enemies and other hard-coded stuff with difficulty level. No difficulty modificators for soldiers and enemy units Slowed panic level changes. Buffed base money and money gain.

From my observation AI and number of hostiles is different in each Difficulty Level (DL) and not modable. And enemy units behave smarted in higher difficulty levels. Thats why I made this mod, because I wanted to play versus smarter enemies but not to be punished by unfair modificators for computer and harsh ecomy from higher Difficulty Levels(DLs). General changes: Static difficulty level (except AI, number of enemies and anything hardcoded) No difficulty modificators for soldiers and enemy units Nerfed satellites but lowered the cost and time to create Buffed base money gain Slowed panic level changes Raised mission rewards a bit Ufos doing missions can be intercepted No combat limits for AI for lower difficulties (normal, easy) Installation: 1. unpack files anywhere 2. run patcher.bat 3. some of the changes require new game Changes: DL(s) = Difficulty Level(s) - require new game/soldier/item ^ - works on existsing saves not tagged changes should also work but not tested/proved 0. 1. 3: Added one extra small slot for all armors (Support class will have 3 with its skill). ^ (you need to change armor (kevlar to kevlar is fine) for it to take effect on existing saves) Lowered starting health on soldiers to 3 (from 5). Raised health bonus on kevlar armor to 2 (from 1). ^ Lowered the chance to shot when panicked. Raised maximum simultaneous numer of ufos to 5 (from 3 in 0. 1). 0. 1. 2a: Reverted the deletion of some commented lines - maybe that was the problem with the modpatcher... 0. 1. 2: Updated modpatcher to newest version 0. 12 0. 1. 1: Lowered recruiting new soldiers cost to 5 (from 10-15). ^ Lowered starting money to 0 because combined with higher base money gain it was too much at the start. Lowered steam power source to lowest level for realistic reasons. Lowered interceptors refuel, rearm and transfer time by factor of 3 (divided them by 3) for realistic reasons. ^ 0. 1: No difficulty modificators for soldiers and enemy units for all DLs. (no +- HP, aim, crit and so on). ^ Funding balance at 1x for all DLs. Starting money is 250 now (from 100). Monthly base funding is 250 now for all DLs (from 50-175). Funding from satellites at around 3/4 from default values. * Number of scientists and enginers gain per month is taken from normal DL for all DLs. All(!) civilians killed by Chryssalids will raise as zombies. Aliens will use grenades often on all DLs. No limit for aliens that can attack you in all DLs (it was 5 for Easy and Normal). Abduction reward raised to 250. Scientists and engineers rewards raised to 5. You can detect now the ufos that are going for missions - if you shot them you won\'t have those missions (and rewards) but you will have missions for crashed ufos. Chances of aliens sending out a second UFO in the months after you\'ve defeated the base is 100% now (from 50%) - because why not. Limit of ufos is 3 now (from 2) Workshops and Labs need only 5 engineers/scientiscts now (from 6) so you can build them right from the start. Starting base power is 35 now (Normal DL value) for all DLs. It should be generally much harder to raise or lower panic levels: - terror missions will raise panic level by 1 (instead of 2) only in that country (not the continent - 0 here) - no panic raised from ufos destroying satellite (because what civilian will notice that?) - no panic lowered from adding satellite (same reason) - no panic change from assaulting (crashed) ufos (same reason) - capturing alien base will drop panic by 1 worldwide now (from 2) - no panic raised from ignored or escaped ufos (because they still didn\'t do anything right? and because of previous changes that all ufos can be detected - it will make game much harder early on otherwise) - failed/not chosen abduction missions will raise panic by 1 for that country and 0 for continent for all DLs - completing abduction missions will lower panic by 1 for that country (from 3) - starting panic is 1 for all DLs - maximum numbr of countries that will withdraw from council when at panic level of 5 is 8 now (from 1-8) on all DLs - panic reduction per month if a country has satellite and 5 panic levels is 100% now for all DLs - no panic reduction per month if a country has satellite and 4 panic levels or lower for all DLs Enabled \"Second wave\" - more options for the next playthrough after finishin the game. ^ Lowered the cost of satellites from base 100 to 75 and the time from 20 to 10 days. ^ Big thanks for dreadylein for modpatcher (http://forums.nexusmods.com/index.php?/topic/804882-modpatcher/)

📊 Mod Details

Game
Xcom Mods
Author
Drusek
Version
0.1.3
Downloads
1,339
Endorsements
82
Category
Gameplay
Created
10/13/2012
Updated
10/15/2012

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