Atomic Heart
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Dobr0mysl

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Dobr0mysl

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About this mod

Provides a "less than hardcore" but still competitive gamepay experience.
More powerful weapon attributes vs. expensive craft = rewarding game experience.
Medium difficulty now has complex effect: some enemies are weaken, some are buffed.
Easy difficulty is a story playthrough without combat hussle (finally).
Hard difficulty i

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Machine translation here, but don't worry, this mod is nicely balanced and does not depends on game language. Please, enjoy!

 
Short showcase                                                                             New game Plus gameplay with the mod


This mod changes 3 aspects of the game's balance: 
  • Improves combat balance, porividing a feeling of weapons power.
  • Makes Nora services expensive, and weapons crafting and damage updates even more costly.
  • Resource economics: widespreaded materials (metal, synthetics) will become more valuable and in demand.

Balance of the original game without this mod:
  • flat economy: the equally low cost of recipes for making weapons and upgrades makes it boring to get almost all types of weapons in the first half of the game;
  • The combat effectiveness of most weapon upgrades is close to placebo;
  • from the light complexity ("Peaceful atom") there is one name, according to the plot you will definitely not "take a walk".

Balance offered by this mod:
  • economy with clear stages of arsenal development: weapons and improvements become available systematically and gradually, forcing the player to set priorities
  • an increase in weapon power is clearly felt at each stage of improvements
  • from improvements, the damage of weapons and cassettes will really become more effective
  • from improvements in tactical and technical characteristics, weapons will shoot faster, recharge, aim, etc.
  • increased contrast of health levels of opponents of different types (especially Vovchik)
  • "annoying enemies" (subjective classification of the author) will not much interfere Your focusing on more serious opponents
  • fans of non-standard passage can play without weapons (hand-to-hand and glove abilities)
  • easy difficulty ("Peaceful atom") now fully corresponds to its description and will really allow you to focus on the plot, minimizing the complexity of the battle

    Is the mod suitable for those who play the Armageddon difficulty?
- Yes, but now the mod does not change the Armageddon difficulty parameters in any way. I will be glad to have sensible suggestions, because I have not played on this difficulty yet.

    Is this mod for "hardcore" gameplay or for "cheating"?
    - Neither one nor the other. It brings somewhat new gameplay feeling.

Compatibility:
  • The current version of the mod is designed for Atomic Heart version 1.13.x with DLC1 and DLC2. Mod updates are planned after the release of game updates.
  • The mod is not compatible with other mods that replace the same game files.

P.S.
Reading the book "Prehistory of Enterprise 3826" will significantly increase the interest of the game. I don't know if this book released in other languages, but it's awesome!

This is for everyone who is interested, then there are detailed figures of balance changes:

Warning about non-plot spoilers:

Bare numbers and names of robots can harm people who are not interested in this. Forewarned means armed. Please do not complain that I “spoilered” something to someone, what kind of boss will be and how much stronger or weaker he will become.

All indicators are structured by categories:
  • Difficulty parameters (health of opponents)
  • Weapon Characteristics and upgrades
  • Economy of resources for weapons and upgrades

Medium difficulty "Local failure":
  • In the original, a single multiplier of 0.7 is applied to all enemy health scales, i.e. 70% of all opponents' health from the maximum available. This mod splits the distribution of multipliers into several groups in order to strengthen some opponents, in accordance with the inflation of weapon damage, and make others a little weaker.
  • 150% health: Vov invalid
  • 120% health: Vovnormal
  • 100% health: Vovis black, Belyash is small
  •  90% health: Vov with an energy shield (shield weakened down to 30%), ordinary Beads from DLC1
  • 70% health: Drofa, Medic, Raf
  •  60% health: all bosses and other ordinary opponents
  •  50% health: Bee*, Turret*, Worker*, Duck*, Sipuha*, Bumblebee, Mutant big Fire, Busa boss
'*' - the speed of movement and attacks is reduced.

Easy difficulty "Peaceful Atom":
  • opponents have 25% of the initial health (was 45%) and attack 30% slower; the health of all bosses is 15% (was 45%);

Main character:
  • increased convenience of collecting objects and interacting at a distance – you can "vacuum" rooms, literally rotating on the spot;) Additionally, it was revealed that this fixes a glitch in the game when it was impossible to lift objects lying on an open surface.
  • The maximum health is 150 units. (there were 100 units), the critical 50 units. (there were 30 units)
  • movement speed of 325 units. (there were 300 units)
  • energy 135 units. (there were 100 units), the maximum is 190 units. (it was 100)
  • the recovery rate of energy cells is 37% (it was 10%)
  • the time to solve the rhythmic puzzle with hares is 5 minutes (it was 1 minute)
  • damage with bare fists is 47 units. (there were 5 units) and the attack speed is 3 units. (there were 1 units): according to the canon, Major Nechaev is equipped with combat prostheses, he is almost entirely made of polymers, so he is quite capable of crushing robots with his bare hands, and civilians even more so.
  • added a strike distance that was missing in the original, according to the level of melee weapons
  • , the physical impulse of a blow like a melee weapon (missing in the original)
  • Note: Units are conditional game units assigned to characteristic values.

Melee weapons:
  • main attack damage x4
  • special attack damage x4
  • time to the maximum swing of the special attack -0.5 units
  • . effective strike range +25%, but not more than 300 units.
  • The attack speed of heavy weapons is +0.1 units. (Swede, Snowball, Asterisk, Lapta)
  • the physical momentum of striking a heavy weapon has been increased (Swede, Snowball)

Characteristics of ranged weapons:
  • The base damage of the main attack is on average x2, but each weapon is individually trained less or significantly more.  
  • base reload speed x1.5
  • main attack damage improvement x4 (applies to the amount of improvement, not the base one, as well as further)
  • Reload speed improvement x2
  • cassette change speed improvement x4
  • Recoil improvement x4
  • aiming speed improvement x4
  • accuracy improvement x2

The Dominator, the Asterisk, the Pruner and the Bush are reinforced with the highest multipliers (the author's love, what can I do).

The railgun does not improve, so it is strengthened in the base:
  • base damage of the main attack x1.5
  • base rate of fire x1.5
  • base aiming speed x1.5
  • base speed of preparation of an additional attack x1.5

The economy of recipes for creating weapons and improvements:
  • the cost of creating weapons is divided into stages, where the cheapest will cost 1.5 times more expensive (Shotgun), and the most powerful - 4 times more expensive (Railgun, etc.);
  • the amount of required materials has been increased, but damage improvements will cost many times more expensive. Note: The increase in cost is regulated only in terms of the amount of metal and synthetics required, the rest of the resources are as in the original.
  • From now on, finding ammunition, aid kits and consumables is a great luck, instead of them you will find raw materials that quantitatively correspond to the recipes for their recycling, i.e. with full preservation of the resource balance of the game. So, recycling of unused items will be needed less often, which will enormously unload inventory.