About this mod
Less generic missions. VERY compatible and modular. Most of the missions are more difficult and pay better.
- Permissions and credits
DOWNLOAD ALL THE FILES OR JUST FEW OF THEM DEPENDING ON WHAT DO YOU WANT TO CHANGE
The purpose of this mod is to make the missions less generic and more balanced when it comes to DIFFICULTY vs REWARD.
Missions in endgame maps should reward more than in starting areas. And the more complicated is the task the more money mission should pay. And you should be able to tell if that's a regular enemy or something unusual that spawned to guard the mission objective. Also some easy missions will be available from security level 0 (In vanilla you cannot start any secondary missions before reaching at least sec level 1)
Compatibility:
Im not aware of any mods on whole nexus that would interfere with any of the files on this page.
1. This mod changes each individual mission file. So is compatible with all difficulty rebalance mods (like stalker, warzone) that change mission multipliers (seperate game config file, not individual mission files like in this mod).
2. All files on this mod page can be used seperately or together depending on what you want to change in your game.
3. If installed mid playthrough in order to get the new rewards the mission might need to be canceled (or taken and then canceled if it was available but wasnt taken).
DETAILED OVERVIEW
1) MAIN MISSIONS (priority ones)
The goal is to make those missions to be just like regular ones in terms of rewards. So the progress is more linear.
The first expedition 1,500> 200 (Simple fetch mission in the beginning of starting zone)
Total recall 2,000 > 800 (Rift area in starting zone)
Fixing a leak 2,500 + $200 > 1,500+100 (Rift area in Bolotki)
Flash in the dark 3,000 > 800 (Finding an artifact away from rifts)
A probing move 3,500 > 1,200 (Easy rift in pobeda)
The intrusion 4,500 > 3,000 (Difficult rift in pobeda and visiting additional area to collect bomb)
A firewell feast 5,500 > 3,500 (Difficult rift in Kolkhoz Zarya)
Kids playground 7,000 > 3,500 (Difficult rift in Kolkhoz Zarya)
Ourboros (No changes $10,000)
2) PAPARAZZI:
The goal is to make paparazzi missions worth your effort. This is the real research tasks for UNPSC after all, not just some regular delivery job.The more difficult areas you have to visit and the more dangerous are the enemies you have to photograph the more money are given.
Paparazzi #1 450 > 600 (Slow melee enemies)
Paparazzi #2 450 > 850 (Mimic police man has ranged attacks)
Paparazzi #3 450 > 900 (Mimic policeman shoots and seeker makes you panic :D )
Paparazzi #4 600 > 1,300 (Policeman and commando have ranged attacks)
Paparazzi #5 750 > 1,300 (Slow melee enemies, but armored variants)
Paparazzi #6 800 > 1,800 (Hunter, policeman, commando all have ranged attacks)
Paparazzi #7 800 > 1,700 (armored variants of fragment and policeman)
Paparazzi #8 850 > 1,500 (just some regular melee unarmored enemies, no clue why in vanilla it's more rewarding than some previous missions)
Paparazzi #9 1,200 > 3,500 (Taking pictures of sliders is definitely more risky and BTR requires visiting kolkhoz area to complete the mission)
Paparazzi #10 1,500 > 4,000 (Also sliders, also BTR in Kolkhoz just you also need a picture of armored seeker and swat so it's definitely worth it to be the most rewarding mission)
3) METASTASES:
Especially relevant for STALKER mod users since it has shard sell price 1200$ while mission gives 650$. Thats absurd, completing the mission should be beneficial - not punishing. Additionally it's a time limited mission (once per tide) so it gets exponentially more difficult the more rifts you have to destroy. Mission reward should reflect that.
Increased broken shard mission rewards to 1000 (collect 1 broken shard mission), 2500 (collect 2 broken shard mission) 5000 (collect 3 broken shard mission) up from 650, 1500, 2500.
4) OPERATION CLEANUP:
Too easy missions compared to other ones. They require the least effort to complete. Thats why early game (security level 1 -3) rewards nerfed to ~250$ in pervomay and ~450$ in Bolotki (Vanilla 1500-2000). Late game (Security level 4-5) rewards stay approximately the same ~1500$ Factory ~2000$ Kolkhoz but enemies are also stronger (Mostly replaced unarmored mimics and fragments with armored AKM mimics and sliders). At security lvl 5 there is a chance to get a mission to destroy a harvester - ~6000$
5) RADIUS TREASURES:
Time limited mission (once per tide) had the same reward 1000$ per piece of helix no matter how many artifacts you had to bring. It makes sense that high security level mission when you have to visit 3 different anomaly clusters should reward exponentially more.
Rewards are now getting better at higher security levels 1000, 2500, 5000. Up from 1000, 2000, 3000.
6) SAMPLE COURIER, WARREN'S LEGACY, PAPERS DRIVE ME CRAZY:
Taking a mission spawns enemies around the object that you have to bring (minimum 3, maximum 8, But most of the missions spawn 4 or 5 enemies). But they are so weak that you might not even notice that there are additional enemies. In this file I mostly replaced enemies into their stronger variants and updated the security level requirements for the missions to appear. Hard missions require higher security level. Mission rewards are slightly increased as well (Note: One of the hardest missions spawns a harvester (You dont need to kill it, just bring the item it guards) - reward for that mission increased significantly).
Exception are a couple of missions that dont spawn any enemys at all (wtf game devs?) decreased the rewards for such missions.
7) IN AND OUT, BANSHE HUNT
Small adjustments. Unchanged rewards at starting area (300/450) Increased rewards towards the endgame. Factory or kolkhoz areas pay almost twice as much (Example: Kolkhoz has increased rewards from 600/1200 to 1500/2000 for "In and out" / "Banshee hunt" respectively). Mission cooldawn increased from 3-4 to 5-6 so should appear less on available missions table. First mission available from security level 0 instead of 1.
8) MARAUDER
Small adjustments. Stronger enemies spawn to guard the mission item (Unarmored swat in starting zones, armored swat+ sliders in late game). The mission reward slightly increased for endgame zones (1200 to 1500/1800). Now easier missions appear from security level 1 (vanilla Marauder missions show up ONLY at sec level 5). Increased missions cooldown from 2-3 to 6-7 so should appear less often in available missions menu.
9) MISSION CONFIG FILE:
No more mission spamming. Makes it impossible to complete the same type of mission multiple times during the same tide. (For example once one of the "Operation cleanup" mission gets completed, another "operation cleanup" will not appear untill the next tide) There are 8 types of missions:
1 priority (unaffected by this mod) and
7 repeatable generic ones all of them are now limited to 1 mission per tide.
Generic group 1:Radius treasures (Time limited heavy helix artifact fetch). (In vanilla it's also once per tide so no changes here)
Generic group 2:Metastases (Time limited broken shard from rifts). (In vanilla it's also once per tide so no changes here)
Generic group 3:Sample courier (Bring sample container), Warren's legacy (Bring black box (Big orange box)), Papers drive me crazy (bring documents)
Generic group 4:In and out (Not time limited artifact mission), Banshee hunt (Non time limited artifact that screams attracting NPC attention)
Generic group 5:Operation cleanup (Simple kill missions)
Generic group 6:Paparazzi (Taking pictures of monsters)
Generic group 7:Marauder (Bring the bracelet of dead explorer)
The file also makes it possible to have all 8 mission types active at once. (Instead of max 5 in vanilla).
10) REMOVED MISSION "ABORT" BUTTON:
When USPNC gives you non time limited mission you wont be able to "take mission> abort> take mission" spam untill you get what you like. The missions that appear on terminal must be completed in order to get different ones.