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Vanilla Rebalance

Comprehensive balance adjustments for the Vanilla Core and DLC content. Only the strength in the original game environment is considered, not the strength in modded environments. As a result, some mods may lose their original purpose. This mod is entirely composed of patches, fully based on the Vanilla game's framework, and does not add any new content. This mod primarily only buffs weaker elements and, subjectively, does not nerf anything. Tynan's balancing is really something else, huh. I cannot post more description now. So you can watch the changelog in the mod "About" folder. Core: Heavy SMG is the weakest among pneumatic tech and precision rifles. Various launchers are too slow. The EMP launcher is not only slow but also inaccurate. The Inferno Cannon is slow, inaccurate, and fails at its core role. Pikeman weapons market value are overvalued, yet their combat performance is weak. Lancers aren’t weak but are inefficient for a 3-bandwidth mechanoid. Top-tier power armor helmets do not protect against toxic gas. Heavy SMG: Ranged cooldown: 1.65 → 1.3 Incendiary Launcher: Aim time: 3.5 → 1.4 Smoke Launcher: Aim time: 3.5 → 1.4 EMP Launcher: Aim time: 3.5 → 1.4 Explosion radius: 1.1 → 1.9 Charge Rifle: Range 27.9 → 29.9 Inferno Cannon: Miss radius: 3.5 → 2.4 Medium Mechanoids: Value: 1200 → 1000 Pikeman: Bandwidth cost: 2 → 1 Needle Launcher: Market value: 1400 → 400 Lancer: Bandwidth cost: 3 → 2 (As an enemy, it’s stronger than as a colony mechanoid. No buffs possible, only bandwidth reduction.) Recon Helmet: Toxic resistance: +50% Durability 120 → 240 Marine Helmet: Toxic resistance: +60% Durability 150 → 300 Recon Armor: Durability 280 → 550 Marine Armor: Durability 340 → 700 Fire: Glowing color (184,136,83,0) -> (184,136,83,0.5) (The original color make my eyes pain) Royalty DLC: Lightning Storm is arguably the most useless psycast—high cost, low impact. Empire faction’s anti-drug ideology conflicts with Biotech DLC genes. Many bionics are underwhelming relative to their cost and rarity. Cataphract helmets do not protect against toxic gas. Lightning Storm: Psychic entropy increase: +65 → +40 Focus cost: -0.04 → -0.05 Empire Faction: No longer spawns with anti-drug precepts. Neurocalculator: Research speed: +20% → +50% Study efficiency: +10% Learning Assistant: Global learning speed: +20% → +100% Gourmand Analyzer: Food poisoning chance: ×0 Coagulator: Bleed rate: ×50% → ×10% Healing Enhancer: Healing speed: ×150% → ×200% Circadian Assistant: Sleep fall rate: -20% → -40% Field Hand: Plant cutting speed: +50% Cataphract Helmet: Toxic resistance: +70% Durability 180 → 360 Cataphract Armor: Durability 400 → 850 Small Nature Shrine: Artificial buildings affact radius 27.9 → 5.9 Large Nature Shrine: Artificial buildings affact radius 27.9 → 7.9 Animus Stone: Artificial buildings affact radius 27.9 → 7.9 Market value 5000 -> 1500 Animus Tree: Artificial buildings affact radius 27.9 → 11.9 Royal Tribute Collectors: Can now be called via Comms Console. Call Laborer Gang (Permit): Honor cost: 8 → 6 (It occupy 2 permit points and are often not worth it.) Call Cataphracts (Permit): (Require Odyssey DLC) Honor cost: 8 → 6 Cooldown: 60 days → 50 days (It occupy 2 permit points and are often not worth it, as they only carry Beam Repeaters.) Ideology DLC: Transhumanist buildings are outclassed by Anomaly rituals. Dryads excel at food production but are otherwise inferior to Biotech mechanoids. Specialist roles: Production and Shooting specialists dominate; Animal Specialist is fine in Odyssey DLC. Biosculpter Pod: Wound healing: 6d → 3d Bioregeneration: 25d → 8d Age reversal: 8d → 4d Pleasure optimization: 4d → 1d Wound healing now cures Lung Rot and Scaria Infection. Bioregeneration now cures Cube interest and Organ failure, but not Cube withdrawal, coma or others. Neural Supercharger: Power consumption: 400W → 200W Recharge time: 1d (60,000 ticks) → 0.5d (30,000 ticks) Gauranlen Tree: Pruning cooldown: 4.9d → 2.9d Glow radius: 7.9 (Prevents unnatural darkness issues.) Dryad Healing Pod: Completion time: 3d → 1d Dryad Cocoon: Completion time: 5d → 2d All Dryads: Toxic resistance: 100% Dryad Logic: Can now perform mining if enabled by training. Carrier Dryad: Move speed: 2.4 → 4.4 Clawer Dryad: Move speed: 4.0 → 4.6 Can be assigned allowed zones. Can perform mining. Barkskin Dryad: Body size: 0.65 → 0.7 HP multiplier: 0.9 → 1.2 Can be assigned allowed zones. Melee Specialist: Melee cooldown: ×50% Berserk Trance: Move speed: +25% Melee damage: +25% Stagger duration factor: ×0 Research Specialist: Study efficiency: +50% Entity study rate: +25% Plants Specialist: Pruning speed: +30% Mining Specialist: Mining speed: +70% → +100% Deep drill speed: +40% Mining yield: +10% Medical Specialist: Medical tend speed: +100% Drug production speed: +50% Gains "Counsel" ability. Gauranlen Connection (Deep): Pruning speed: +50% Research Speed (Very Slow/Slow/Extremely Slow/Disabled): Exempted by Transhumanist. (This change allows compatibility with Anomaly’s ritual fervor.) Biotech DLC: Some active abilities are too weak or have excessive cooldowns. Gene reprocessing takes too long for normal gameplay. Deathrest duration is frustratingly long. Some mechanoids are cost-ineffective. Piercing Spine: Range: 4 → 10 Fire Breath: Cooldown: 5d (300,000 ticks) → 0.5d (30,000 ticks) Animal Warcall: Cooldown: 15d (900,000 ticks) → 10d (600,000 ticks) Tunneler Smoke: Cooldown: 15d (900,000 ticks) → 5d (300,000 ticks) Xenogerm Replicating: Duration: 100–140d → 25–35d Deathrest Accelerator: Effect: ×1.2 → ×1.5 Tox Grenade Launcher: Aim time: 3.5 → 1.4 Militor: Mini-shotgun: Market value: 1000 → 80 Constructor: Construction speed: 50% → 70% (actual: 25% → 35%) Now has a slugthrower. Slugthrower: Market value: 1000 → 50 Tesseron: Bandwidth cost: 3 → 2 Beam Graser: Shot interval: 22 → 12 (RoF: 163 RPM → 300 RPM) Mini-Flameblaster: MarketValue: 1000 → 400 Range: 4.9 → 6.9 Can target ground. Tunneler: Sprite size: 1.8 → 2.7 Centurion: Shield recharge delay: 120 (2s) → 6 (0.1s) Anomaly DLC: Acid Spray: Cooldown: 5000 (~80s) → 1800 (~30s) All Serum: Can now be administered to animals via surgery. Recipe required skill: Crafting → Intellectual (This is because serum production speed is affected by Drug Production speed, not general Crafting.) Hellcat Rifle: Fireburst capacity: 2 → 5 Reload cost: 10 → 6 Fleshbag: Can contain unique melee/ranged weapons (weight: 0.1). Can contain Mechanitor corpses (weight: 0.02). Can contain Royalty bionics (weight: 0.15). Odyssey DLC: All Launcher Ability: Aim time: 3.5 → 1.4 Space Habitat Preferred: Piloting skill: +10% Unique Hellcat Rifle: Fireburst capacity: 2 → 5 Reload cost: 10 → 6 Beam Repeater: Shot interval: 10 → 6 (RoF: 360 RPM → 600 RPM) Scattergun: Market value: 1000 → 300 Gravship Ship Shield Generator: Shield energy: 500 → 2000 Shield recharge delay: 75 (1.25s) → 3 (0.05s) Ancient Sealed Container: Can contain Void Batteries (weight: 0.5). Ancient Safe: Void Batteries added to loot pool (weight: 0.5). Fishing: Can catch Shards (weight: 0.5). Can catch Psychic Amplifier (weight: 0.5). Can catch Mechanitor corpses (weight: 0.01).