This is one piece of the puzzle for a series of mods I'm making with one goal in mind: making each story or campaign at little more personal. Special. In terms of gameplay: more random.
This mod changes the way items are created, by randomizing important stats. Weapons have randomized damage and accuracy stats; apparel randomized armor and insulation values. All items have their market value changed.
Though, all of it is done within reasonable limits. An 'Excellent' weapon will always be better than a 'Good' weapon. How much better is up to the random generation.
Suggestions, discussions and feature previews in Discord
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FxWadkMZn35] [img]https://i.imgur.com/xC2KVSR.png[/img] [/url][discord.gg]
Mod content
[list]
[*] Adds personality, flavor and a little uniqueness to each of your colonies, perhaps making some items as much of protagonists as some of the colonists
[*] Randomizes all weapons and apparel (rolling random damage, accuracy, armor values, market value etc within set ranges for each quality level)
[*] Nerfing accuracy of ranged weapons, making fighting more interesting in general, and making good fighters more important specifically
[*] It doesn't completely change the game, but it does change it - enough to make a difference, not enough to feel strange
[*] Choose if weapons, apparel or both will have randomized stats using the mod settings
[/list]
So what have I actually done?
I have highjacked the core game way of applying quality modifiers to items. Instead of set changes, like a flat damage boost if the weapon is 'Legendary', I have put in place ranges for the game to roll multipliers from.
As an example, the weapon damage ranges look like this:
• Awful: 0.5 to 0.7
• Poor: 0.71 to 0.9
• Normal: 0.91 to 1.14
• Good: 1.15 to 1.3
• Excellent: 1.31 to 1.55
• Masterwork: 1.56 to 2.0
• Legendary: 2.01 to 5.0
What does this mean in practice?
It means a 'Normal' bolt-action rifle will have a damage rolled between and 16.38 and 20.52, instead of always having the flat 18 that is the base damage. Always better than a 'Poor' weapon of the same kind; always worse than a 'Good' one - though always with a little personality. Add the random stats for accuracy as well and every weapon is a little unique in its own right.
Many weapons will be better than they are with core game logic. Some will be considerably worse.
Significant rebalancing of ranged accuracy
In the core game pretty much all weapons have great accuracy. And even if they don't on first glance, the calculations for accuracy is very favorable. In my opinion, too many weak fighters land too many shots.
In addition to making accuracy numbers random (along the same principles as above, using ranges for each quality level) I have also nerfed accuracy by a lot. It makes fighting a bit more interesting, as well as finding that legendary charge rifle all the more exciting and desired.
Moving forward
I like stuff to be randomized in general. More random stats. More random traits for pawns. More random maps to play on. I've always liked to play with 'Infused' and 'Infused 2', as both make items more unique and add a lot of flavor. Although, they end up over the top.
I think I will look into adding a sort of prefix-suffix system or the like as well, so items can even more unique flavor. If I do, it's gonna be a little along the same lines as what I've done so far; shaking thigs up, but just a little.