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Nijuyindo

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Nijuyin

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27 comments

  1. Athreon
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    I'm encountering an issue where the files don't seem to be being loaded by Modnix. At least, not BalanceChangesAllInOne. I placed it in the "PPDefModifier" folder as instructed, but it doesn't seem to be recognized, and when I start a new game the weapons are listed as having their old stats.

    I'm new to modifying this game so I wouldn't be surprised if I did something wrong, but I'm a bit stumped by this one.

    EDIT: To note, the other mods I have installed are all working, but none of them use PPDefModifier .jsons
    1. Nijuyin
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      Sorry that u r having problems with ppdefmodifier. Just checked. it still works for me!
  2. anl93
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    Finally a decent feel of vertical progression mod.
    The reason i didn't play the game because there isn't really a progress, of course there are techs to research but most of them are just sidetechs.
    Thanks.
    Suggestion: Write Tier ranks to the weapon descrtions like: "XXX Shotgun (T1)"
    1. Nijuyin
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      Thank you very much, It spiced up my game as well because I finally had upgrades to look forward to! When I do some tweaks I'll think about your suggestion! It would at least be better for new players that aren't very familiar with the weapon names, but on the contrary there is already a header that says [weapon type]. Lemme think about it.
  3. fxluk
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    Hey, 

    Got any ETA for update? :) 
    Thanks!
    1. Nijuyin
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      Hey! I just checked and all changes that don't need assorted adjustments are working. Sadly, AA is broken atm. That means living weapons and phoenix elite gear cannot be manufactured anymore. We need to wait for Mad to fix AA first, and then it will work again as intended. JFYI, I don't plan to rebalance kaos gear in the near future. It is obviously broken and in some cases even more powerful than ancient weapons. On top of that you can get acces to it pretty early in the game, which again defeats my mods purpose of delivering a sense of vertical progression.
    2. fxluk
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      Thanks for the information.
  4. francob
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    Looks nice so far, thanks; just one remark:
    You write you need Add Special Damage To Weapons Mod in your description/requirements:
    ?Put AddDamageTypesRebalanced1.5.js into `%UserProfile%\Documents\My Games\Phoenix Point\Mods\Add Damage Type\Add Damage types\` to add shred etc to weapons that normaly have 0 of the respective damage type.

    The file already in that mod adds goo, acid, mist, blast to the Ares for example which serves as a template but makes them really silly.
    I think you could add to your description that your file should replace the original file instead existing alongside it or that it should be edited to remove the silly stuff.

    Cheers
    1. fxluk
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      Yes that would be a good idea, since I was wondering what is going on with this additional damage type. Kinda fucked my early game.
    2. Nijuyin
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      Thanks! Updated the description.
  5. 5or1n
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    I like your thinking. Im testing this rebalance with my own. I also came to the conclusion that increasing mercy damage per pellet is a good idea in order to make it not just a worse iconoclast. But with iconoclast I decided to take a different route and increase its effective range to 16 in order to make anu assaults and shotgun tritons more scary.

    I also decided to try make synedrion rifle deal 25 damage per shot, but shoot a burst of 8 in order to give it kinda a damage buff versus unarmored targets where as new jericho got that shred buff versus armored targets.

    Also I ended up making some armor changes as well. I wanted to try make heavy armor more penalizing to perception and speed rather than accuracy. Idea being to try make them more like immobile tanks that can still shoot from some distance. To compensate this I gave augments also small buffs making the pure slightly stronger. This should also make mutated anu berserkers more accurate since I also liked the idea of buffing their pistols effective range as well, although they do lose some speed.

    I also just flat out removed accuracy debuffs from normal berserker armor set and gave the helmet +1 spd. This was to make anu berserkers more scary but also because the berserker gear is just totally useless in its vanilla state. I also buffed tentacle torso to be more like standard assault armor with 20 armor.

    PS: oh and with assorted adjustments I kinda went a different route as well. I increased the amount of personal skills a soldier has and increased cap to will and speed to 25. My idea was that it forces you to make more decisions since its unlikely that you can afford to max out everything by the late game. But also it makes it so that mutoids get a stat buff since you can just make them really high statted from lvl 1. So mutoids are probably gonna be the only soldiers with maxed out stats.
    1. Nijuyin
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      Hey, nice! While I like your changes, I am focused on buffing unused / seldomly used weapons right now. Weapons that already work in the base game are not a top priority for me. Thats why most of the synedrion lasers stay the same, they are already powerful. I am very interested in your armor rebalance though! Let me know how that works out for you.
    2. 5or1n
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      Now having tested the tweaks I have to say I like them a lot. Mostly I like the changes made to berserker and anu assault stuff. To me at least it feels more fun that they can now hit something with their pistol and shotgun. Id say that facing the forsaken is more enjoyable in a way now that they can shoot back.

      About the augmentation buffs Im not sure if I might have over done it even though the biggest change I made was to increase clarity heads armor value. Taking out the pure feels like such a struggle if I didnt bring shred armor + grenades. Which is not necessarily a bad thing.

      With the heavy gear it certainly feels a lot better now that you are more likely to be able to hit something. -5 spd overall from the armor set felt kinda punishing though, so I dialed it down a bit to -4 spd (1 from helmet, 2 from body armor, 1 from legs). It did make New Jericho heavies act kinda funny cause they are jet jumping even the short distances xp
    3. Nijuyin
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      With Heavies being able to jump jet to favorable positions everywhere the accuracy malus is not such a big nuisance, imho. Meaning I would try your changes but don't want to invest the time writing the scripts. All the items could be tweaked in some way, but its quite the time investment in the long run. The berserker armor buff sounds great and contrary to the heavy armors - which are essential - I never used the set because it is so bad in its vanilla state. That fits my theme in giving unused stuff something to do. Gotta check that out in future campaigns. Thank you very much!
  6. JarnoMikkola
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    Tyr-1 Autocannon

    This weapon works in the vanilla game. Thing is, it just needs an adjustment, the fact that it shoots 3 bullets per 75% of your actions... the only change I have made to it is to cut those both to 1/3. So 1 bullet, 25% of action. The shock damage could use x2 too, this is mostly to prevent Return Fire... but it might be OP.
    1. Nijuyin
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      Yes you are right, it works in vanilla, but becomes obsolete pretty fast. I never manufatured more than the starting weapon (even still). Works satisfactory for me now with 140 shock and higher accuracy through ER 25. Mind you, I set max str to 18 in the AA mod (should count for humanoids and pure, too). Humanoids have never more than around 250HP. I dont like 1 AP for 1 Bullet for a heavy weapon as it makes actions cost 0 AP with quick aim. Will think about another change in the future..
    2. JarnoMikkola
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      I dont like 1 AP for 1 Bullet for a heavy weapon as it makes actions cost 0 AP with quick aim.
      If the weapon does 60 hitpoints of damage, you seriously cannot use it with quick aim that much before you run out of will points. And that requires specialization to the combination. Not to mention that the weapon is serously bad with Rageburst... meaning that you need to bring another heavy weapon with you, that's going to take a lot of weight or you won't be able to armor up. Erhm, I found a fix for that.
    3. Nijuyin
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      I see that makes sense! Still, I would think that any 1AP-attack with 100+ shock is OP. All other shock attacks cost a min of 2 AP except electrick kick. But if it works for you, keep up =) Rageburst is in a bad spot at the moment anyway =(
  7. IAmLoLed
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    Hello!
    DamagePayload.Range for grenades doesn't working.
    It doesn't changes range of throw in battle. Only shows it's in description
    I think to change it, need to edit the "ability of throw"

    UPD
    I tested a little more and discovered that the range of the throw depends on the strength of the character. 1 Strenght = 0.5 Tile. Tested on Odin grenade.
    So that means need to find where to change that game logic formula or coefficient for a particular subject.
    1. Nijuyin
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      Oh nice, thank you. I didn't notice and will add it to my list of to do's.
    2. MadSkunky
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      I have found it by looking into the code.
      The base multiplier for throwing range dependent on strength is defined in Soldier_ActorDef (958fa60e-4ee3-5d74-b90d-9acd1fab332d) for all human soldiers:
      "EnduranceToThrowMultiplier": 0.6

      The calculation I've found is:
      Endurance * EnduranceToThrowMultiplier / Grenade weight * RangeMultiplier + BonusAttackRange

      Endurance always means Strength overall in the code.

      RangeMultiplier is an input variable for the calculation function and comes from the ThrowGrenade_ShootAbilityDef.ProjectileRangeMultiplier set to 1.0, so does nothing (but could be tweaked)

      BonusAttackRange
      is from abilities like Boom Blast (+50% range), so normally 0.0.
    3. IAmLoLed
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      MadSkunky thanks!
      That's very useful information
    4. MadSkunky
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      I've created a quick fix mod that takes the ranges of grenades into account: https://www.nexusmods.com/phoenixpoint/mods/85
      With this little helper it should be possible to tweak the ranges of any grenade.
      The strength is still a major factor in the calculation.
      The calculation is normalized to a strength of 20, so a grenade range of 12 means 12 tiles when strength is 20 and the more strength the actor has the more range he get when throwing grenades (as it is in vanilla).
  8. JarnoMikkola
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    Question: How is the effective range calculated ? Is it some how counted from the SpreadDegrees variable ... or is there something more to it ?
    And if so, is there a table that can be used from it.
    1. Nijuyin
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      From MadSkunky via Discord:

      "The expected range (ER) is only a calculated value to display something at the UI.
      The base accuracy of weapons is given in their definition files by a value called "SpreadDegrees", a positive floating point value or 0.0 for Archangel and Destiny.
      ER is calculated by 41/SpreadDegrees or set hard to 999 if SpreadDegree is 0.0 (Archangel and Destiny).
      Accuracy modification is calculated by SpreadDegree = SpreadDegree x 1.0/(1.0 + multiplier).
      "
    2. JarnoMikkola
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      'K, so it is.
      Here's a little table:
    3. Nijuyin
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      Awesome! This will come in handy.