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CORE BALANCE
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Version1.3
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Created by
RoSoDudeUploaded by
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This page was last updated on 16 October 2024, 4:11PM
- Changelogs
-
-
Version 1.3
- -Removed auto-reload on security weapons when running out of ammo as reload animations can no longer be canceled due to the Survival Mode patch
- -Decreased Lab Tech I/II Neuromod cost from 4/6 to 3/5 (was not actually implemented as claimed in the initial changelist)
- -Decreased Mimic Matter I/II/III Neuromod cost from 2/4/5 to 2/3/4 (was not actually implemented as claimed in the initial changelist)
- -Changed GLOO ammo fabrication plan from 0/0/2/0 to 0/0/1/0 (was not actually implemented as claimed in the initial changelist)
- -Updated fSlide damage reduction in changelist to 75% (already in the game, initial changelist wrongly claimed 80%)
- -Decreased Mimic Matter I/II/III psi drain from 2/2/2 psi/s to 1/1/1 psi/s
- -Decreased Psionic Aptitude I/II/III Neuromod cost from 2/3/5 to 1/2/3
- -Increased Psychoshock psi cost from 30 to 35
- -Increased Superthermal psi cost from 45 to 55
- -Increased Nightmare Mindjack resistance from 50% to 75%
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Version 1.2
- -Included the LESSAMMO module, which was accidentally neglected in the previous version
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Version 1.1
- -Inventory max stack count changes (can always carry multiple stacks):
- -NOTE: May require a new game
- -GLOO ammo from 10000 to 500
- -Q-beam cells from 10000 to 500
- -Disruptor batteries from 10000 to 500
- -Psi hypos from 1000 to 20
- -All food from 1000 to 5
- -All alchohol from 1000 to 5
- -Superfruit from 10 to 5
- -Difficulty modifier changes (Story/Easy/Normal/Hard/Nightmare):
- -NOTE: New game not required
- -Added a 0.4/0.7/1.0/1.2/1.4x multiplier for concussion and fracture trauma intake
- -Reverted bleed trauma intake from 0.1/0.5/1.0/1.0/1.0x to 0.1/0.5/1.0/1.4/1.6x
- -Corrected the accidental removal of the "Cures fear" clause from the whiskey tooltip
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Version 1.0
- -Added a baseline oxygen decay at 100% suit condition. Now you have:
- -11:04 between 66-100% (between 33-66% vanilla)
- -8:18 between 33-66%
- -5:32 between 0-33% (vanilla)
- -2:46 at 0% (vanilla)
- -Decreased food burst healing from 5HP to 1HP
- -Decreased special food (Green Tea, Kafe Karsk, Siskak Unagi Rollz, Jellied Eels, Fish Sticks) burst psi from 5 psi to 4 psi.
- -Decreased special food WellFed bonus duration by half
- -Increased the duration of the WellFed bonus by 5x, decreased the healing rate by 2.5x to 0.4HP/s, decreased the stamina boost from 100% to 50%
- -Psi-healing food adds half of the effect of normal food
- -Metabolic boost doubles the duration
- -Duration stacks up to 6 instances of normal food (3 with Metabolic Boost)
- -Increased base medkit healing from 30HP to 40HP (see difficulty changes and changes to Field Surgeon for context)
- -Decreased psi healing from water fountains (after completing the "Psychic Water" quest) from 50 psi to 4 psi
- -Increased the duration of the drunk status by 5x to encourage its use to block fear and grant boosted physical damage
- -Duration stacks up to 3 drinks
- -The duration added by each instance of food/alcohol actually increases as you consume them, so strict estimates are difficult to provide
- -Decreased weapon repair rate per spare part from 25/35/50% to 5/10/20% with Repair I/II/III
- -Weapon durabilities (all had 100% chance to jam at 1% durability, except the Huntress which could not degrade or jam):
- -Shotgun durability loss of 0.5% per shot, 60% chance to jam below 5% durability
- -Pistol durability loss of 0.2% per shot, 40% chance to jam below 5% durability
- -GLOO durability loss from of 0.2% per shot, 20% chance to jam below 5% durability
- -Stun Gun durability loss from of 0.5% per shot, 75% chance to jam below 5% durability
- -Q-beam durability loss of 0.0125% per shot, 5% chance to jam below 5% durability
- -Huntress durability loss of 0.4% per shot, 40% chance to jam below 5% durability (couldn't break before)
- -Golden Pistol durability loss from of 0.1% per shot, 40% chance to jam below 5% durability
- -Golden Shotgun durability loss from of 0.25% per shot, 60% chance to jam below 5% durability
- -Quadrupled recoil on Pistol (still VERY minor), added the same recoil to Golden Pistol (which had none)
- -Reduced random GLOO ammo pickup count from 12-36 to 12-18
- -Loot tables rebalanced with the following priorities:
- -Drastically reduce the number of Suit Repair Kits (76 slots with high probabilities -> 27 slots with low probabilities)
- -Significantly reduce the number of Psi Hypos
- -Moderately reduce the number of Spare Parts and Medkits, GLOO ammo (there's already a ton in the world), and amount of free food
- -Slightly decrease the number of EMP grenades
- -Slightly increase the number of trauma-clearing items (competing with medkits and psi hypos in medical containers)
- -Slightly preference synthetic over mineral in junk distribution
- -In vanilla, all container types have one slot of guaranteed loot. This is now limited to at most one guaranteed slot of only junk except for high-valued containers
- -Destroyed Engineering Operators now have a 75% chance to carry Q-beam cells OR Stun Gun ammo, latter reduced elsewhere to compensate
- -Decreased the radial menu world slowdown from 100% to 50%
- -Decreased Combat Focus world slowdown from 60% to 50%, increased player slowdown from 40/20/0% to 50/25/0%
- -Increased psi cost of Combat Focus from 20 to 30
- -Removed 0/10/25% bonus damage on Combat Focus I/II/III
- -Decreased Conditioning boosted health from 115 to 110
- -Increased Conditioning boosted stamina from 105 to 110
- -Removed Conditioning speed bonuses (4% sneak, 5% crawl, 5% run)
- -Decreased Toughness I/II/III boosted health from 150/200/300 to 125/150/200
- -Decreased Stamina I/II Neuromod cost from 3/5 to 2/4
- -Standardized Mobility I speed bonuses to be 25% as claimed (sneak was 25%, crawl was 29%, run was 31%)
- -Decreased Psionic Aptitude I/II/III boosted psi pool from 150/200/250 to 120/150/200
- -Removed Nightmare-spawning "heat" from Psionic Aptitude (should only be alien skills)
- -Decreased Physician I medkit bonus from 150% to 125%
- -Decreased Physician II medkit bonus from 300% to 200%
- -Decreased Neurostimulant I psi hypo bonus from 150% to 125%
- -Increased Neurostimulant II Neuromod cost from 3 to 4
- -Increased Sneak Attack II damage multiplier from 250% to 300%
- -Rescaled Suit Modification I/II/III bonus suit chipset slots from 2/2/2 to 1/2/3
- -Increased Suit Modification I/II/III Neuromod cost from 2/4/6 to 3/5/7
- -Rescaled Psychotronics I/II/III bonus scope chipset slots from 2/2/2 to 1/2/3
- -Decreased Psychotronics I/II/III Neuromod cost from 3/5/6 to 2/4/6
- -Decreased Lab Tech I/II Neuromod cost from 4/6 to 3/5
- -Made the last two upgrades to the GLOO's incapacitation rate require Lab Tech II like all other upgrade paths (only the last upgrade required it)
- -Compare the 10/11 upgrades locked by Lab Tech I/II vs the 15/19 upgrades locked by Gunsmith I/II for 4/6 Neuromods, with lower barrier to entry
- -Rescaled Hacking I/II/III/IV puzzle times from 12/17/25/30s to 12/20/24/26s (Tier II hack layouts are denser and more difficult, Tier III and IV are wide open and too lenient)
- -Decreased visiblity while moving with Mimic Matter I/II/III from 1.0/1.0/1.0 to 0.4/0.3/0.2, while standing still from 0.2/0.2/0.2 to 0.2/0.1/-1.0
- -Compare with 0.4 while sneaking (0.25 with Stealth I), 0.3 while crawling (0.2 with Stealth I), and 1.0 when running
- -Decreased Mimic Matter base psi cost at all ranks from 10 to 5
- -Decreased Mimic Matter I/II/III Neuromod cost from 2/4/5 to 2/3/4
- -Increased Phantom Shift cooldown from 0.75 to 2.0 seconds
- -Increased Phantom Shift psi cost from 10 to 15
- -Decreased Psychoshock I/II/III damage from 45/65/90 to 20/40/60
- -Decreased Psychoshock I/II/III nullwave effect from 10/15/20s to 5/10/20s
- -Increased Psychoshock III Neuromod cost from 5 to 7
- -Decreased Superthermal I/II/III damage from 75/100/125 to 50/75/125
- -Increased Superthermal III Neuromod cost from 5 to 7
- -Decreased Kinetic Blast I/II/III damage from 50/75/100 to 40/60/100
- -Increased Kinetic Blast III Neuromod cost from 5 to 7
- -Decreased Electrostatic Burst I/II/III damage from 25/40/55 to 20/30/50
- -Increased Electrostatic Burst III Neuromod cost from 5 to 7
- -Decreased Thermal/Electric/Ether Resistance damage reduction from 50% to 25% (Absorption still grants the full 50%)
- -Decreased Ether Absorption Neuromod cost from 3 to 2
- -Increased Fear Restance reduction from 25% to 50%
- -Decreased Fear Resistance Neuromod cost from 2 to 1
- -Decreased Lift Field II Neuromod cost from 5 to 4
- -Decreased Phantom Genesis I Neuromod cost from 4 to 3
- -Decreased Remote Manipulation III Neuromod cost from 5 to 4
- -Decreased Mindjack I/II/III duration from 20/40/60s to 10/20/40s
- -See resistance changes below; for ranks I and II this is functionally the same for most enemies, just more transparent to the player
- -All Phantoms/Mimics now get the full duration, while Telepaths/Weavers/Nightmare get half
- -Decreased Machine Mind I/II/III duration from 30/60/90s to 20/40/80s
- -Decreased Machine Mind III Neuromod cost from 5 to 4
- -Increased Regeneration I/II Neuromod costs from 3/5 to 4/6
- -Decreased player damage threshold for enemies to break free of mind control from 50 to 10 (use it for actual AI manipulation rather than yet another stunlocking tool)
- -Decreased Aggressor Amp chipset damage multiplier from 1.2x to 1.1x
- -Increased Electrostatic Amp, Kinetic Amp, Psychoshock Amp, and Superthermal Amp chipset damage multipliers from 1.1x to 1.2x
- -Increased fSlide chipset damage reduction from 50% to 80%, to encourage using it as a dodge
- -Increased the ARTAX Propulsion Gen 1 chipset glide speed bonus from 40% to 50%
- -Decreased the ARTAX Propulsion Gen 1 chipset glide duration bonus from 267% to 50% (description only mentioned glide speed anyway)
- -Increased the ARTAX Propulsion Gen 2 chipset glide duration bonus from 0% to 50%
- -Decreased Coral Psi Extractor chipset psi regeneration rate while standing in coral from 10 psi/s to 1 psi/s
- -Increased Fear Reactor chipset chance to create a fear blast on nearby Typhon from 10% to 100%, reduced range of blast from 10 units to 5 units
- -Decreased Fear Shielding fear resistance from 75% to 50%
- -Decreased Kinesthetic Assister chipset stamina regeneration bonus from 143% to 100% (stacks additively with WellFed bonus)
- -Increased Impact Dampener chipset damage reduction from Zero-G collision from 50% to 75%
- -Increased FarScan chipset scanning range bonus from 33% to 50%
- -Decreased Potentializer chipset psi pool bonus from 50 to 30
- -Increased M3cht3ch chipset repair time reduction from 50% to 75%
- -Decreased Impact Amp chipset knockdown chance boost from 300% to 100%
- -Increased Optimizer chipset energy cost reduction from 10% to 20%
- -Increased ReActivator chipset cooldown reduction from 20% to 50%, added 50% cost increase to all ALIEN psi abilities
- -Increased Battery Optimizer chipset drain reduction from 50% to 100% (infinite flashlight battery)
- -Increased Last Chance chipset cooldown from 5s to 60s
- -Increased Psychoshock Shielding chipset resistance from 25% to 50%
- -NPC stat changes:
- -Added a 50% resistance to nullwave on the Nightmare. Psychic DAMAGE is still 1.5x effective, but you can no longer render it helpless for so long
- -Removed 50% resistance to Mindjack on the Thermal/Voltaic/Etheric Phantom
- -Decreased resistance to Mindjack on the Telepath/Weaver from 75% to 50%
- -Decreased resistance to Mindjack on the Nightmare from 80% to 50%
- -Decreased Etheric Doppleganger health from 50 to 30 (spotting them early will save you a lot of trouble)
- -Decreased Thermal Phantom superthermal fire damage from 60 to 50
- -Decreased Telepath shockwave radius from 16 units to 12 units (was 40 units pre-Survival Mode patch, compare with 3.5 blast radius for enemy Superthermal attacks)
- -Decreased Telepath shockwave psychic damage from 100 to 25 (already nullwaves the player for 10s with limited telegraph)
- -Increased Mikhaila Ilyushin (sick) and Ekaterina Mulsaev health from 0.1 (lol) to 5
- -Miscellaneous hazard changes:
- -Decreased gas ignite initial fire damage from 15 to 5
- -Decreased Cargo Bay leaking fuel tank fire damage from 90/s to 20/s (all other environmental fire damage is 10/s)
- -Difficulty modifier changes (Story/Easy/Normal/Hard/Nightmare):
- -Changed most damage intake modifiers from 0.1/0.5/1.0/1.4/1.6x to 0.1/0.5/1.0/1.0/1.0x (crush and laser damage stay at 0.4/0.7/1.0/1.2/1.4x)
- -Changed suit damage intake modifiers from 0.25/0.25/1.0/1.0/1.0 to 0.25/0.5/1.0/1.2/1.4
- -Retained damage output modifiers at 1.25/1.1/1.0/1.0/0.8x
- -Changed medkit/psi hypo/food psi rates from 2.0/1.2/1.0/0.8/0.8x from 2.0/1.5/1.0/0.75/0.5x
- -Added a 2.0/1.5/1.0/0.75/0.5x modifier on WellFed duration
- -Added a 0.4/0.7/1.0/1.2/1.4x multiplier for radiation intake
- -Fabrication plan changes (Organic/Mineral/Synthetic/Exotic):
- NOTE: Needed to make sure there are absolutely no fabrication plans that allow you to grind for infinite material with the MOREMAT module
- -GLOO Gun from 0/3/3/0 to 0/3/2/0
- -GLOO ammo from 2/2/0/0 to 0/0/1/0, count from 84 to 50
- -Q-beam ammo count from 200 to 150
- -Typhon Lures from 0/2/1/1 to 0/1/1/1
- -EMP Grenades from 0/1/2/0 to 0/2/1/0
- -Nullwave Transmitter from 0/1/2/1 to 0/2/1/1
- -Skeletal Repair Kit from 0/1/0/0 to 1/0/0/0
- -Brained Pills from 0/1/0/0 to 1/0/0/0
- -Coagulating Gel from 0/0/1/0 to 1/0/0/0
- -Recycling yield changes (Organic/Mineral/Synthetic/Exotic):
- NOTE: far fewer Suit Repair Kits in loot tables mean much less synthetic, needed to be adjusted elsewhere
- -Wrench from 0.00/1.00/0.00/0.00 to 0.00/0.75/0.00/0.00
- -Shotgun from 0.00/1.00/0.25/0.00 to 0.00/1.00/0.75/0.00
- -Golden Shotgun from 0.00/0.50/0.15/0.00 to 0.00/1.00/0.75/0.00
- -Pistol from 0.00/0.75/0.25/0.00 to 0.00/0.50/0.25/0.00
- -Golden Pistol from 0.00/1.00/0.30/0.00 to 0.00/0.50/0.25/0.00
- -Q-beam from 0.00/1.50/1.00/0.00 to 0.00/1.50/1.50/0.00
- -Stun Gun from 0.00/0.30/0.50/0.00 to 0.00/0.40/0.40/0.00
- -GLOO ammo from 0.01/0.01/0.00/0.00 to 0.00/0.00/0.01/0.00
- -Shotgun shells from 0.00/0.15/0.10/0.00 to 0.00/0.12/0.08/0.00
- -Pistol bullets from 0.00/0.06/0.02/0.00 to 0.00/0.03/0.01/0.00
- -Foam darts from 0.00/0.00/0.06/0.00 to 0.00/0.00/0.05/0.00
- -Nullwave transmitters from 0.00/0.50/0.50/0.25 to 0.00/1.00/0.50/0.25
- -Recycler grenades from 0.00/0.50/0.50/0.00 to 0.00/1.00/0.50/0.00
- -Typhon lures from 0.00/0.00/0.50/0.50 to 0.00/0.50/0.50/0.25
- -EMP grenades from 0.00/0.50/0.50/0.00 to 0.00/1.00/0.50/0.00
- -Corroded Coil from 0.00/0.48/0.12/0.00 to 0.00/0.45/0.15/0.00
- -Plastic Tubing from 0.00/0.00/0.33/0.00 to 0.00/0.00/0.40/0.00
- -Burnt Circuit Board from 0.00/0.12/0.30/0.00 to 0.00/0.10/0.30/0.00
- -Wire Spool from 0.00/0.36/0.15/0.00 to 0.00/0.30/0.15/0.00
- -Broken Cooler Fan from 0.00/0.10/0.10/0.00 to 0.00/0.10/0.20/0.00
- -Fried Hard Drive from 0.00/0.45/0.12/0.00 to 0.00/0.45/0.15/0.00
- -Typhon Plasma from 0.00/0.00/0.00/0.75 to 0.00/0.00/0.10/0.75
- -Created optional add-on modules for the following additional effects:
- -0.5x recycler yield (HALFMAT)
- -1.5x recycler yield (MOREMAT)
- -No healing from fountains and no restoration from operators except traumas, WellFed status grants trauma reduction instead of healing (NOFREELUNCH)
- -Reduces the counts of ammo found in containers and in the world (LESSAMMO)
- -Pistol range mods and Shotgun recoil mods replaced with critical chance mods (WEAPMODCRIT); experimental and not totally verified
- -Updated many in-game tooltips:
- -Added numerical descriptions for all relevant chipset effects
- -Added psi costs to all alien Neuromod abilities
- -Updated Neuromod skill descriptions (changed numbers + added some info)
- -Added resistances to enemy research data where relevant
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- Author's activity
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October 2024
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16 Oct 2024, 4:11PM | Action by: RoSoDude
Attribute change
'Description changed.'
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16 Oct 2024, 4:05PM | Action by: RoSoDude
Attribute change
'Description changed.'
July 2020
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30 Jul 2020, 9:55PM | Action by: RoSoDude
Attribute change
Description changed.
May 2020
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16 May 2020, 1:25AM | Action by: RoSoDude
File added
Prey CORE BALANCE Mod [version 1.3]
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16 May 2020, 1:23AM | Action by: RoSoDude
Readme file added
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16 May 2020, 1:23AM | Action by: RoSoDude
Changelog added
Change log added for version 1.3
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16 May 2020, 1:19AM | Action by: RoSoDude
Attribute change
Description changed.
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16 May 2020, 1:18AM | Action by: RoSoDude
Attribute change
Description changed.
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16 May 2020, 1:17AM | Action by: RoSoDude
Attribute change
Description changed.
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16 May 2020, 1:16AM | Action by: RoSoDude
Attribute change
Description changed.
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16 May 2020, 1:13AM | Action by: RoSoDude
Attribute change
Description changed.
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16 May 2020, 1:12AM | Action by: RoSoDude
Attribute change
Description changed.
Mod version changed to 1.3.
November 2019
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10 Nov 2019, 2:53AM | Action by: RoSoDude
File added
Prey CORE BALANCE Italian Localization [version 1.1]
March 2019
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22 Mar 2019, 5:12AM | Action by: RoSoDude
Attribute change
File 'Prey CORE BALANCE Mod' category changed to Old versions.
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22 Mar 2019, 5:12AM | Action by: RoSoDude
Attribute change
Description changed.
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22 Mar 2019, 5:11AM | Action by: RoSoDude
Readme file added
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22 Mar 2019, 5:10AM | Action by: RoSoDude
File added
Prey CORE BALANCE Mod [version 1.2]
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22 Mar 2019, 5:08AM | Action by: RoSoDude
Readme file added
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22 Mar 2019, 5:08AM | Action by: RoSoDude
Changelog added
Change log added for version 1.2
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22 Mar 2019, 5:06AM | Action by: RoSoDude
Attribute change
Description changed.
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