Vanilla Expanded Rebalance - Weapons
Comprehensive balance adjustments for the Vanilla Weapons Expandeds mod content.
Only the strength in the vanilla game environment is considered, not the strength in other modded environments. As a result, some mods may lose their original purpose.
This mod is entirely composed of patches, fully based on the Vanilla and VE framework, and does not add any new content.
Introduction by Gemini:
This mod is a comprehensive rebalance patch for the Vanilla Weapons Expanded (VWE) series.
While the VE team provides a vast arsenal, some balance decisions are questionable—some weapons are overpriced junk, others are cheap yet overpowered, and some tech trees make no sense.
This mod aims to fix these issues, giving every weapon a distinct role and making them viable in their respective eras.
🛠️ Core Philosophy
Medieval De-industrialization: Medieval weapons (Crossbows, Muskets, etc.) no longer require industrial components to craft. Instead, they consume more Steel or Wood to fit their era.
Cost-Effectiveness: High-cost weapons (like Bioferrite gear) have been buffed to justify their price tag with powerful abilities. Conversely, cheap but overpowered weapons (like the Heavy Club) have been nerfed.
Tech Tree Optimization: Research prerequisites for modules like Quickdraw and Heavy Weapons have been adjusted, ensuring they unlock at a logical point in your colony's progression.
Buffing Underdogs: Previously "trash" weapons—such as Throwing Knives, Slings, and Tribal Axes—have been reworked or buffed to become genuinely viable choices.
📦 Modules Detail
🔫 VWE Core
Medieval Tweaks: Removed component costs for medieval weapons and optimized their range and handling.
Throwing Rework: Throwing Knives now fire in 3-round bursts, making them lethal short-range options.
Industrial Optimization: Buffed the HMG to be viable against Centipedes; improved accuracy and handling for Semi-Auto and Marksman Rifles; fixed the slow projectile speed of the Anti-Material Rifle.
Spacer Adjustments: Drastically reduced the inflated market value of the Charge Rocket Launcher and improved cooldown/accuracy for Charge weapons.
🩸 VWE - Bioferrite
Worth the Cost: Comprehensively buffed special abilities to match the high Bioferrite cost.
Mechanic Overhaul: The Piercer Rifle now deals Nerve (Paralysis) damage; the Heavy Incinerator has been reworked into a devastating Vaporize Cannon; the Blazeburst Shotgun now has a wider fire breath.
🤠 VWE - Frontier
Stat Boosts: Improved accuracy and cooldowns across the board so these are no longer just "worse vanilla guns."
Integration Fixes: The Handheld Gatling Gun is now a powerhouse (20 dmg/shot) but correctly requires Heavy Weapons research. Fixed incorrect research placement for Coilgun and Laser frontier variants.
💣 VWE - Heavy Weapons
Better Handling: Reduced cooldowns for the Autocannon and Heavy Flamethrower to improve their suppression capabilities.
Swarm Launcher Rework: Reimagined as a portable version of the vanilla Rocketswarm Launcher turret. It now fires vanilla high-explosive rockets, delivering massive area devastation.
Tech Synergy: Fixed the lack of integration with the main VWE tech tree.
⚡ VWE - Quickdraw
Earlier Access: Significantly reduced research costs and moved weapons to earlier tech tiers (e.g., Gunsmithing, Blowback Operation) so they are relevant in the mid-game.
Rebalanced: Adjusted stats to fit their new tiers (e.g., nerfed the Automatic Pistol, buffed the Bullpup DMR).
🏹 VWE - Tribal
Nerfing OP Gear: The Heavy Club has been heavily nerfed (movement speed penalty, slower attack speed, increased cost)—it is no longer a cheap "god-tier" weapon.
Role Redefinition: The Sling is now a slow, high-damage, long-range weapon; Throwing Shards now fire in bursts.
Utility Buffs: The Tribal Axe now grants bonuses to Meditation Focus and Pain Shock Threshold.
🏛️ VFE Series
Tribal: Reworked Stakes and Throwing Spikes to focus on bleed mechanics rather than raw damage. Pila is unlocked by Weapon research now.
Classical: Buffed Javelins into a viable Pila upgrade. Nerfed Scorpions (removed burst fire, reduced accuracy)—no more medieval gatling guns.
Medieval: Obliterated Warbow stats (shooting through walls now comes with terrible accuracy). Fixed the Claymore's 100% stun bug. Fixed Arming Swords/Flails not scaling penetration with materials. Optimized Throwing Axe handling.
⚠️ Compatibility
Requires Vanilla Weapons Expanded series.
Safe to add to existing saves. Compatible with almost everything as it uses XML patches.