About this mod
With the exception of Neural Networking every item in this list received only very small tweaks with the sole intent of making them slightly more viable and/or less prohibitive.
- Requirements
- Permissions and credits
- Changelogs
I've had this mod sitting on my shelf for... a while now. I don't use Steam nor Klei's forums, and I'm not into self-promotion. I keep most of my mods for personal/friends use only. Balancing things out is my mojo. So I figured I'd leave it here for posterity's sake and whatnot. And hey, maybe someone will come across this and find it a significant improvement over the vanilla experience. I know I do ;)
HOW TO INSTALL?
1. Unzip file to "mods" folder in game directory (if no such folder exists, create one)
2. Activate by starting a new game and selecting Rewired (alongside Sim Constructor) from the Mods + DLC list
LINK TO SEXY SPREADSHEET
OVERVIEW
With the exception of Neural Networking every item in this list received only very small tweaks with the sole intent of making them slightly more viable and/or less prohibitive:
AGENT TWEAKS
- Neural Networking (*Reworked*): identifies adjacent daemon > tags guard (2 PWR, 1 AP)
- Enhanced Optics: added full 360 vision on door peeks
- Salvaged Disrupter: cooldown 5 > 3; KO 2 > 1
MAIN ITEMS
- Ventricular Lance: cost 700 > 350
- Doc's V-Lance (Shalem's Custom): cost 700 > 350; cooldown 6 > 5
- Volt I: PWR 3 > 2
- Volt II: PWR 4 > 2
- Volt III: PWR 5 > 3
- Volt IV: PWR 5 > 3; charges 1 > 2
- Nika's Volt: PWR 2 > 1
- Thermal I: cooldown 3 > 2; KO 1 > 2; armor pierce 2 > 1
- Thermal II: cooldown 3 > 2
- Thermal III: cooldown 4 > 3
- Thermal I, II, III: PWR*armor 2 > 1
- Thermal IV: charges 1 > 2
- Neural IV: charges 1 > 2
- Stim I: cooldown 9 > 6
- Stim II: cooldown 7 > 5
- Stim III: removed attack refresh (indirect buff to Stim IV)
- Stim IV: charges 1 > 2; unlimited attacks > single attack refresh
- Paralyzer IV: charges 1 > 2; cooldown 4 > 6
- Buster Chip IV: charges 1 > 2; add: kill daemon; cost: 800 > 1000
- EMP Pack IV: charges 1 > 2; cooldown 4 > 8; turn disable 3 > 4 (added 4 turns to description); range 8 > 7 (same as EMP III)
- No longer sold after 48 hrs: all Disrupters I, Paralyzer I, Buster I, Plasma Gun, Neural D.A.R.T
OTHER UTILITY ITEMS
- Cloaking Rig: cooldown 10 > 8
- Accelerator Chip I: PWR hack 1 > 2
- Accelerator Chip II: PWR hack 2 > 3
- Scan Chip: cooldown 2 > 0; Speed 2 > removed
- Shock Trap II: added range 1, PWR 1
- Shock Trap III: range 5 > 3; tooltip "an area of effect" > "large area" (to contrast with II's new "small area" tooltip)
- Flash Pack: cooldown 12 > 8; KO 2 > 3; Anarchy 2 > 3
- Camera Canister: cost 300 > 200
- Lock Decoder: cost 400 > 250; cooldown 3 > 2
- Hologram Projector: cost 600 > 350
- Cry Baby: cost 300 > 200
- Charge Pack: cost 400 > 300; added 2 turn cooldown clarification
- Med Gel: cost 275 > 250
THE GUNS (FINALLY SOME LOVE)
- Cooker: renamed "Striker" (purely cosmetic, name felt silly before)
- Hand Cannon: renamed "Plasma Gun MK2"; ammo 3 > 2; cost 900 > 600
- Custom MK2 (Shalem's Custom): 2 ammo > 3
- Riot D.A.R.T.: cost 900 > 750
- Drilling D.A.R.T.: cost 950 > 900
- Biogenic D.A.R.T.: KO 2 > 3
- Overclocked Neural D.A.R.T.: KO 2 > 3; cooldown 8 > 7; renamed "Overclocked D.A.R.T." (for brevity's sake)
- Flurry Gun: PWR 4 > 3; cost 1250 > 1200
- K&O's 'Lance' Rifle: armor pierce 5 > 8
AUGMENTS
- Skill Chips (Kine, Crypto Physi, Leger): sets skill to 3 > 4; cost 400 > 600
- Subdermal Cloak: activates on PWR 5 > 3
- Skeletal Suspension: cost 300-> 200; dragCostMod 0.5 > 1.0
- Kinetic Capacitor: add +1 AP to agent; fix text on activation: "+1 KO" > "+1 KO +1 PIERCE"
- Fab Multithreading: shopDiscount 15% > 20% (same as discounts offered by Monst3r between missions)
- Distributed Proc: cost 650 > 500
- Pheromone Filter: cost 550 > 350; AP +2 > +4
- Sensory Injector: AP +2 > +3
- Anatomy Analysis: cost 650 > 500
PROGRAMS
- Daemon Sniffer: cost 350 > 200; cooldown 3 > 1
- Rogue: cost 300 > 200; PWR 2 > 0; cooldown 2 > 1
- Leash: cost 500 > 400
- Shade: cost 500 > 350; reduce sight by 3 > 6 (still one of the rarest programs)
- Cycle: cost 750 > 350
- Burst: agents AP -3 > -2
- Flare: cost 450 > 350; cooldown 3 > 2
- Brimstone: daemon reversal 10% > 20%
- Feast (*NEW*): cost 600 > 450; cooldown 3 > 2; installs 2 daemons > 1 daemon; **very small chance to appear in small Terminals, normal chance in Server missions
- Overdrive: cost 700 > 350
- Charge: cost 900 > 450
- Lightning: cost 800 > 700; PWR 8 > 7
- Hammer: cost 600 > 550
- Wrenches 2-5: cost 600 > 500
- Wrenches 4: PWR 4 > 3
- Abacus: PWR 4 > 5; cost 400 > 300
- Abacus 2.0: PWR 6 > 10; cost 550 > 600
- Lockpick 2.0: cost 700 > 650
- Dagger: cooldown 5 > 4
- Dynamo: cost 1000 > 600 (was highest selling program for no reason)
- Aces: cost 600 > 350
- Wildfire: cost 400 > 350; PWR +5 > +6
- Fusion: cooldown 4 > 5
~~~
To-DO
- Pheromone Filter typo: update to say +4 AP instead of +6 (my bad!)
- EMP Packs (notably IV) drop in usefulness VS Magnetic Reinforcements?