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asuzu

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About this mod

This mod is intended to make the game to be more tactical, where your choices are plenty and your decisions are meaningful. Mod rebalances the following game parts: - Weapons overhaul - Soldiers and aliens - Items - Strategical mode - Additional tweaks for full AI, Second Wave, anti-cheating aliens and so on...

Permissions and credits
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UFO Rebalance
A mod for XCOM: Enemy Unknown (2012) by Firaxis Games
version 1.4

by Asuzu
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This mod is intended to make the game to be more tactical, where your choices are plenty and your decisions are meaningful.
Vanilla game just feels like randomizing everything, and punish you randomly here and there.
This mod should make the game feel more controlled, and make your tactical decisions matter.

You will need to start a new game after mod installation for the changes to apply.

Please note, that this mod is balanced around the Classic difficulty setting and is originally intended for game to be played at Classic Ironman mode with no save scumming.
If you are save scumming - you already have 2 most powerful weapons at your disposal, namely "Save" and "Load" buttons.

Also, please give full credits to BlackAlpha's Warspace Extension mod - without him, I would not be able to do this.
Many of these changes are already reflected in his mod - I am just trying to polish out the overall balance, as well as make it work across all difficulty levels.

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Installation instructions (using mod patcher)
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1. Go to the game binaries folder (Game folder)\Binaries\Win32
Example: C:\Program Files\Steam\steamapps\common\Xcom-Enemy-Unknown\Binaries\Win32
Example: C:\Program Files (x86)\Steam\steamapps\common\Xcom-Enemy-Unknown\Binaries\Win32

2. Make a backup of "XComGame.exe" (the patcher also makes a copy into file "XComGame.originalexe", but it will be overwritten if you run patcher more than once)

3. Extract the contents of this mod archive into the game binaries folder (Game folder)\Binaries\Win32

4. Execute the file "patcher.bat" (double-click it in Explorer) and wait a few seconds (a small progress window should pop up and hide)

5. Start the game by launching it from Steam or desktop shortcut and have fun!

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Uninstallation instructions
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1. Restore the backup you made of "XComGame.exe" either from your own backup or from "XComGame.originalexe"

2. Either remove or ignore the files that came with this mod

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Things that have changed
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Weapons rebalance:
- Conventional guns are baseline, but a bit more damaging to address critter hitpoint changes and be a bit more useful in midgame stages
- Lasers do a bit more damage than conventional weapons and more accurate, but don't crit inherently - only with skills and flanking. Environment damage is slightly more than bullets - lasers burn holes in things
- Plasma weapons do most damage but are less accurate. Highest chance to damage the environment and do criticals, but overall do a bit lowered environment damage (in vanilla plasma destroyed almost everything with a single hit, which didn't feel quite right)
- Shotgun have its range normalized to other weapons (27 range), but given aim penalties instead to reflect its close-range role. To get good aim ratings with a shotgun, you have to get close and personal with the enemy
- Pistols have slightly less chance to hit to reflect their close-range role
- Pistols need to be reloaded, just like every other weapon
- Assault rifles and LMGs are just baseline, with LMG being slightly more damaging, while AR being slightly more critting
- Sniper rifle gets slight aim bonus, as well as its close-range penalty removed (it already requires 2 turns to shoot without Snap Shot training, that's harsh enough)
- SHIV weapons rebalanced according to weapon type used (Chaingun is similar to LMG, Laser cannon is similar to Heavy laser, Plasma cannon is similar to Heavy plasma)

Characters rebalance:
- Human rookies start with 6HP (5HP base + 1HP Kevlar armor) on all difficulty settings (to remove difference in starter and hired Rookies, as well as address critter HP and Plasma weapon rebalances)
- Human soldiers gain more Will with each level to decrease the chances of panic (overall panic rate was too high, our Rookies are actually supposed to be the best of the best the Earth international military, police and special forces have to offer, instead they start act like a bunch of pussies as soon as any one of them gets shot)
- Human soldiers who panic won't try to kill your own soldiers anymore (the guy who thought this was a great idea deserves to be hit by a car, hanged on a tree and shot repeatedly)
- Wounded Soldiers recovery time is up to 20 days - so they will miss a few missions if Gravely Wounded
- Tanks recovery time is up to 7 days
- Changed alien hitpoints based on difficulty level (read below for exact changes), mostly for early to midgame aliens
- changed alien stats so they don't get cheating +crit bonuses on higher difficulties (like Sectoids 1-shotting anyone with Plasma pistol from across the map), instead starter aliens received some aim bonus to make incoming fire more linear and less randomized

Items rebalance:
- Arc Thrower now goes in the pistol slot (apparently it had full graphics and code for this, so we guess that was intended by developers in start, why would it be removed is unknown)
- All armors except starting Kevlar now provide two item slots instead of just one (more inventory managing now, as well as more deep tactical choice on what to bring/equip) *
* PLEASE NOTE, as pointed out by Brotte, if you have armor with 2 slots filled on your Support soldier, and take the Deep Pockets ability - the game will let you have 3 item slots, but the item in second slot will be destroyed in the process (apparently, the game clears the second item slot first)
- S.C.O.P.E. aim bonus reduced to reflect inventory changes - giving 5 aim bonus now (was 10), because with more inventory space it will be much more used now. You will still get the full crit bonus after Foundry upgrade.

Strategical mode rebalance:
- Removed Workshop and Laboratory requirements of 6 personnel to build (starting the game, all you could build is 1 Power generator, very fun. Also, this made players to pigeonhole every first mission to take Engineers as a reward, regardless of mission country or other rewards)
- BIG! Science times increased (sometimes considerably) to make Laboratories more useful. Now you actually have to pull out your wallet and build those Labs to do some research. I wish I could also set specific scientist amounts required for each project, but so far it seems impossible
- The missions the player ignores won't increase the panic level of entire continents anymore, but only of specific countries
- Panic penalties will mostly apply to single countries, but the panic penalties are bigger
- When it's time to decide whether to leave the council, continents with a satellite have a small chance to stay, countries with a sat have a bigger chance to stay
- Satellites are more likely to decrease panic levels inside the country once a month
- Countries with no satellite in their entire continent will leave at the end of the month when their panic level reaches level 4
- Normal satellites have a 90% chance to be destroyed by UFOs when undefended (80% on second UFO pass)
- Stealth satellites have a 10% chance to be destroyed by UFOs when undefended (20% on second UFO pass)
- Increased chance for UFOs showing up
- UFOs doing missions can be intercepted sometimes, if you have satellites in the region
- Europe and Asia country fundings are rebalanced (Germany/Russia and Japan/China now give 120 credits, was 100) to put more incentive into satelliting 4-country regions. Yes, it will affect your starting money, but for a small amount really.
- Psionic training time reduced to 7 days (10 days is just too much for doing nothing at that stage of the game)
- Psionic training slots increased to 4
- Rebalanced starting Base Power according to difficulty settings (40 Power on Easy, 35 Power on Normal, 30 Power on Hard and Impossible)
- Base funding is balanced according to difficulty level (175 on Easy, 150 on Normal, 125 on Hard and 100 on Classic/Impossible)

Additional tweaks:
- Second Wave is enabled. You need to have completed the game first to see the Second Wave advanced options, or you can download a mod here on the Nexus with profile, who have finished the game and unlocked it
- Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
- Civilians killed offscreen by Chryssalids will turn into zombies on all difficulties. The dead are walking!
- On all difficulty levels after Easy, the AI should now use more than 5 NPCs. Prepare to see more enemies, more flanking and more patrols reacting
- Easy, Normal, Classic and Impossible difficulty levels should feel different now, apart from hard-coded differences, like more enemies and unlocking the full AI, as well as critter hitpoint changes


Please see below for detailed balance changes:


WEAPON REBALANCE

The original problem was that weapons didn't feel like they take a niche they supposed to get, as well as weapon types are not behaving according to their damage types, so this is what we are attempting to address here.

Conventional

Conventional weapons get some minor tweaks to ensure their place in the early stages as well as some part of the midgame, taking into consideration the HP changes on early game critters.
All conventional weapons can crit now, the crit amount depends on weapon type
All conventional weapons except Pistol have a slight damage increase to address the early game critter HP changes

Pistol 2 damage, -5 aim, +5 crit
Assault rifle 4 damage, +10 crit
LMG 5 damage, +5 crit
Shotgun 5 damage, -10 aim, +20 crit
Sniper rifle 5 damage, +5 aim, +25 crit

Laser

Everyone is pretty much ignoring laser weapons completely in vanilla game, just rushing to plasma (just as in original UFO, I guess that's a curse of the series, sigh)
So, by slightly raising hitpoints on early and midgame game critters we make beam weapons take their role - they will ensure a kill, where conventional weapons would give a damage discrepancy and no sure kill.
The overall idea is - lasers are a little more damaging than bullets, they are more precise weapons, but they are doing constant stream of damage - so lasers don't crit inherently, only with skills usage and flanking.
This way we have logical pros and cons for a midgame weapon line, and people might actually consider researching and producing those, instead of just doing science rush to plasma and completely skipping lasers.
Overall lasers get +1 damage over conventional weaponry, +5 aim and no inherent crit compared to conventional weapons.

Pistol 3 damage
Rifle 5 damage, +5 aim
Heavy 6 damage, +5 aim
Shotgun 6 damage, -5 aim
Sniper rifle 6 damage, +10 aim


Plasma

The initial idea on plasma weapons is that plasma is much less precise, but more damaging and more critting.
Also, aliens should be much more fun to fight against in early game stages vs beefed up 6 hp rookies ;)
for example, by the time you meet Light Plasma Rifles you are supposed to have frontliners with over 10hp, that's few soldier ranks + fiber + carapace armor.
You WILL feel those crits, but they usually won't oneshot your tanky soldiers, just lob you enough to hide tail between your legs and sprint to your Support :)
Overall plasma weaponry gets +2 damage over lasers, as well as -10 aim and +10 crit over conventional weapons.
The only exclusion is Outsider weapon, which is brought in line with Plasma Pistols, albeit him having a Light Plasma Rifle. If given the proper Light plasma stats, he will just destroy a Rookie squad if you get the UFO mission prior to getting any armor upgrades.
Also, all starter critters have aim bonus on Classic difficulty to overcome the change a bit and be able to put up a better fight in the early game stages, since inherent Plasma aim penalty made them less viable in first missions.

Pistol 4 damage, -10 aim, +15 crit
Light rifle 6 damage, -5 aim, +15 crit
Rifle 8 damage, -5 aim, +20 crit
Heavy 9 damage, -5 aim, +15 crit
Shotgun 9 damage, -15 aim, +30 crit
Sniper rifle 9 damage, +35 crit


CRITTER REBALANCE

Since Firaxis nerfed HP of some starting critters (namely Sectoids, Thinmen, Floaters, Cryssalids and Mutons) for all difficulty levels (why??!) the game actually feels much more like a cakewalk even on high difficulties now.
Also, since purchased Rookies always have 6HP compared to 5HP starting Rookies on Classic and 4HP Rookies on Impossible, I feel it would be better just baseline all Rookies to 6HP and go tactical from there.
I balance all critters around Classic settings, and change their respectful stats according to game difficulty, so you will get 3HP Sectoids in Easy and Normal, while they will be proper 4HP on Hard and Classic.

I also removed additional critter bonuses to crit based on difficulty mode - I think the weapons rebalance, as well as sheer amount of critters is enough, coupled with full AI for Classic, so aliens don't need to cheat just like that.


Critter rebalance on Easy:

- Sectoid, HP=3 (4 with mindlink)
- Thinman, HP=4
- Floater, HP=5
- Muton, HP=8
- Chryssalid, HP=8
- Outsider, HP=5

Critter rebalance on Normal and Classic:

- Sectoid, HP=4 (5 with mindlink, balance based on Assault rifle, while Sniper and Shotgun will usually 1-shot them on full damage roll. Also, frag grenade is doing 3 damage, and was not supposed to just 1-shot them right away - it will, however, oneshot them on lower difficulties, which is intended to make life easier on newbie players)
- Thinman, HP=5
- Floater, HP=6 (these guys felt like nothing, and coupled with horrible flying AI they just didn't feel like any serious addition to the battlefield, so we beef them up a little)
- Muton, HP=10
- Chryssalid, HP=10
- Outsider, HP=6

Critter rebalance on Impossible:
- All starting critters received +1HP
- All midgame critters received +2HP
- All lategame critters received +4HP
- All critters after starting ones received +1 damage buff across the board (your Soldiers should be beefy enough by that point not to get oneshotted, but to be abused enough by this). The reason for this is that after getting good armors, aliens did not pose any serious threat anymore unless you make some serious tactical mistake

Happy hunting!

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Changelog
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Version 1.4
- Plasma weapons rebalanced again to provide less aim penalty - according to many requests, and it feels like -10 aim penalty was a bit harsh
- Starting aliens have their helper aim bonuses removed for Classic/Impossible to reflect the Plasma weapon change
- Alloy Cannon is fixed, was doing 10 damage instead of intended 9 as other top line Plasma weapons
- Wounded Soldier times are reverted to default - up to 15 days if Gravely Wounded. The game seems to ramdomize anything beyond default injury times as it wants, making for unlogical injury times to spawn. Sorry to back off from this for now, but I prefer the game to be more logical instead of having some weird hospital times

Version 1.3
- Changed wounded soldier timings, so the random time the game adds doesn't result in 40+ days healing. Should be in around 2-3 weeks now (thanks to Ardil from Nexus forums for pointing that out!)
- Reaction time for all mission types is set to 2 days (48 hours), was a bit shorter before, but since you can now find more UFOs, should be a bit easier not to get overwhelmed
- Modified difficulty settings:
- Easy should be a bit more easy :) Basically, a bit less zombies will spawn on terror missions, as well as less grenades flying your way. Should be more friendly to new players
- Normal mode critters are buffed, and now are same hitpoints as Classic ones. If you want to see less healthy aliens, this is for Easy
- Impossible mode is buffed, all midgame and lategame critters received +1HP, all midgame critters received +2HP, all lategame critters received +4HP. All critters across the board received +1 damage buff. The game warned you will suffer, so suffer you will :)

Version 1.2
- Buffed Sectoids, Thinmen and Floaters with +10 aim bonus on Classic and Impossible. This is done to offset inherent rebalanced Plasma weapon penalties, which led to much easier early game stages

Version 1.1

- Fixed satellites vs stealth satellites detection percentages

Version 1.0

- First release

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Included Software
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This mod archive contains the "mod patcher" version 0.12, created by Dreadylein

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Credits
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Please give full credits to BlackAlpha's Warspace Extension mod - without him, I would not be able to do this.
Many of these changes are already reflected in his mod - I am just trying to polish out the overall balance, as well as make it work across all difficulty levels.

Also, I want to thank the Nexus team for providing such a nice and easy tools for modding community.

Big thanks to Dreadylein (XCOM Nexus forum) for creating the mod patcher version 0.12, used in this mod archive!

And special thanks to Firaxis Games for creating XCOM: Enemy Unknown!

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Permissions
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If you want to use this mod inside another mod, or want to redistribute it, or want to use it in some other way, please just ask for my permission first, and I will most likely give it to you.

If you use this mod for personal gains or in commercial pursuits - I wish aliens abduct you and do horrid experiments on you right away.