DragonLords Mod
⚪ Last updated 2012🔍 Analysis
- 🏆 #114 of 127 Gameplay mods in this game by downloads
📋 About This Mod
This mod is meant to be played on Marathon Impossible, its purpose is to make the game as challenging as possible but equally as rewarding and allow it to last as long as the OG. After playing the game furiously on Classic and Impossible i\'ve come to the decision to make significant changes to make the game more interesting and challenging while pretty much fixing the balance of classes and equipment to make all classes stand out as they should. General Changes - Country monetary rewards have been reduced by about 20% to lessen the impact of satellites on cash flow which can become excessive at later stages in the game, i recommend playing with \"War Weariness\" and \"Results Driven\" turned on in Marathon mode to further scale down the rewards to account for a longer game. - Slight changes in engineer/scientist rewards for satellite coverage, this allows for a more balanced distribution of satellites, necessary when panic levels determine satellite distribution, this evens out the engineer/scientist ratio. On marathon scientists are almost as relevant as engineers since technology improves troop survivability by a lot - Increased experience required to level up soldiers, it gets steeper for higher levels while lower levels are slightly changed, this is to account for the substantial improvements on the level up stats. - Increased experience required to level up psionic abilities to account for improved chance of psionics - Lab adjacency bonus is 20%, building labs is very important on marathon - Workshop rebate bonus is 15%, doubled to become more meaningful and relevant - Panic from ignored UFO is the same as Escaped UFO, now that more UFOs of various sizes showup and they can\'t be shot down at the early game this makes it exceedingly difficult to keep countries in the council - Interceptor cost increased, it was too cheap at first, especially on marathon, as a side effect North America bonus is more relevant. Level up modifications (between level and weapon improvements all classes are now on par with one another imo.) - Sniper aim bonuses evened out for each level up after squaddie, instead of a sudden drastic boost at Colonel. - +1 will for assault and sniper at squaddie and colonel ranks - Heavy gets +1 HP every level for a total of +7 (while assault still gets a total +4 and sniper +3) - Heavy gets a +1 defense bonus at each rank for carrying heavier armor - Heavy aim increased substantially to assault levels (it was just ridiculous how their aim used to be less than half of assault/support) - Heavy gets +1 mobility at the ranks of Sergeant and Major, no more staying behind and not being able to set up for double fire or rockets - Heavy gets 5 points more Will than assault/sniper, he is a veritable Tank on all fronts now. - Support gets an extra +2 hp, only 1 less than Heavy. - Support gets +10 aim spread out evenly through level up, its now only less precise than sniper which should make him far more reliable in combat. - Support gets +12 will over Assault/Sniper, this should also help it get Psionic powers as they are the best fit for them. - Support gets +3 defense, half as much as Heavy, because... why the hell not, its now a jack of all trades on top of being a combat medic. Weapon modifications - Pistols and assault rifles still have the lowest damage but now get increased chance to Crit to make up for it 20, 25 and 30 for both on each tech level, using the sidearm may get good results for a change, and Support will also get to bring enemies down from time to time. - Light plasma rifle crit chance increased to be the same as that of the plasma rifle, the aim bonus is still good enough to make up for consistently lower damage. - Heavy\'s guns also get a boost to their crit chance, although 10 points less than assault rifles and pistols. - Frag Grenade damage increased to 4, they simply weren\'t as deadly as they should be, and now they are very useful (and necessary) to kill those pesky sectoids on impossible. - Alien grenade damage is now 8, they used to be terrifyingly deadly on the original game, so now they are almost as they were then, beware of Mutons. - Rocket launcher damage increased to 9, this also increases Shredder Rocket damage to 6, Heavy1s are now as good as the other classes and they are the key to survival when facing Chrysalids and Mutons. - Blaster launcher damage increased to 15, blasters were the most powerful weapon in the original game so now hopefully they are back to their former glory. - Arc Thrower now is set to go in the pistol slot to allow other stuff to be used by the characters wielding them, which is only fair as equipment slots are a very important resource now. Armor modifications - Nanofiber vest is now actually useful, it adds +3 to life instead of a meager +1. If you want your rookies to live, this is the way to go. - Chitin Plating is slightly improved at +5hp instead of +4, it still grants 50% protection aga
📊 Mod Details
- Game
- Xcom Mods
- Author
- KKDragonLord
- Version
- 1.02
- Downloads
- 130
- Endorsements
- 7
- Category
- Gameplay
- Created
- 11/2/2012
- Updated
- 11/23/2012
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Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.
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