This page was last updated on 05 February 2021, 11:12AM
Changelogs
Version 1.3
[Added]:
Commentaries - ; [...] as custom sections;
- content systemization - now code is easy to read and edit;
- commented strings (all code and text inside them) are ignored by game engine - they won't be read and executed;
- add/change notes and labels;
Changed weapon loadouts - [SFXGame.SFXPlayerSquadLoadoutData]
> AR - Assault Rifles; SG - ShotGuns; SR - Sniper Rifles; HP - Heavy Pistols; AP - Auto Pistols; HW - Heavy Weapons;
Choose any weapon you like, as in ME1 and ME3:
Adept - AR, SG, HP, SR, HW;
Engineer - AR, SG, HP, SR, HW;
Soldier - AR, SG, AP, SR, HW;
Sentinel - AR, SG, HP, SR, HW;
Infiltrator - AR, SG, AP, SR, HW;
Vanguard - AR, SG, AP, SR, HW;
For squad, I set two weapon classes they use, propotionaly: one for ranged combat and one for close combat:
Garrus - SR, AR;
Grunt - AR, SG;
Jack - HP, AP;
Jacob - AR, SG;
Legion - SR, AR;
Miranda - SR, HP;
Mordin - HP, SG;
Samara - SR, SG;
Tali - AP, SG;
Thane - SR, AP;
Zaeed - AR, SG;
Kasumi - SR, AP;
Liara - SR, HP;
Shep's Damage multipliers:
DamageMod_ MeleeRange, ShortRange, MediumRange, LongRange, VeryLongRange;
All values set to 1.0f =100%: no losses, no bonuses - no matter the distance;
- projectiles travel at supersonic velocities, isn't it? what space magic could change its damage?
PlayerCoverDamageMultiplier, PlayerCoverLeanDamageMultiplier, PlayerStormDamageMultiplier;
All values set to 1.0f =100%: no losses, no bonuses - no matter the situation; (default was =0.75f =75%)
- there should be neither mechanics that punish player for using cover on for running and gunning!
[Changed]:
Weapons rebalanced: for new mod version details, see weapons table files: ME2 WT IA (Infinite ammo); ME2 WT HT (Heat/thermal clips);
- Damage of the guns: bringing closer to vanilla stats - previous mod version was too OP - soldier with all researched weapons upgrades could obliterate everything that moves pretty easy;
ME2 WT HT: Weapons stats: increased HeatDissipationRate=12.0f (gun's heat cooling time) and doubled magazine size for each weapon;
AI (squad and enemy): each weapon settings updated - this will make combat more challenging and realistic, but they still cannot match Shep in a matter of combat;
- In ME2 enemies use same weapons as Shep and squad - in this mod, squad will deal same amount of damage as Shep, and enemy will only deal 70% of player's weapon damage:
example weapon damage: Shep's weapon =100, squadmate's weapon =100, enemy weapon =70;
- AI will use/shoot entire magazine before returning to cover (instead of 2-3 and hide to cover, by default);
M-622 Avalanche firemode fixed (cannot stop firing) - reconstructed from auto to semi-auto weapon;
(weapons with charge fire mechanic cannot be so easily converted to auto fire type weapons, semi-auto only);
- by the way, according to ME wiki ( http://masseffect.wikia.com/wiki/M-622_Avalanche ),
Avalanche charged up shot does not deal bonus damage! - just spam semi-auto shots and enjoy beautiful winter landscape anywhere anytime :)
Cain, Nuke launcher: now it is actually nuke launger - massively increased damage - clear the entire area with one rocket ;)