XCOM 2
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[WotC] Vanilla Balance Overhaul
   
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26 Nov, 2017 @ 3:43am
1 Apr, 2020 @ 12:14am
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[WotC] Vanilla Balance Overhaul

Description
Note: This mod is no longer supported as I moved on to a lighter version of it called Tactical Combat Overhaul.

Have you ever wondered if it is fair for your conventional weapons to be on par with high-tech alien magnetic and beam ones? Do you feel that XCOM 2 is way too fast-paced, but Beta Strike option simply isn't for you? Then you should absolutely give this overhaul a try.

Let's take a look at the main changes (this is only a fraction of them, the full changelog is available in the thread below):

1. Power Levels and overall stat rebalance

The main aim of Vanilla Balance Overhaul is to improve player's experience by balancing the equipment of both sides of the conflict. XCOM is on the run, so there's no way it is stronger, right?

- Damage of pretty much every XCOM weapon and item that deals damage is reduced
- Bonus damage on critical hits is reduced to about 1/3 of weapon's base damage for XCOM side only (e.g. weapons with base damage of 1,2,3,4 deal +1 dmg on crit, weapons with base damage of 5,6,7 deal +2 dmg on crit, etc).
- Multiple items and perks such as Combat Protocol, Bluescreen Rounds, Overdrive Serum, etc. are rebalanced. Several new items are added as well
- Some of the aliens are slightly rebalanced. For example, Muton's primary weapon damage is increased to 5-6 and plasma grenade shred is increased to 2
- Hunker Down ability is reworked to be a bit closer to defensive stance from other xcom games

2. Missions

- Timers for most of the timed missions are increased to compensate for longer firefights
- The amount of containers on Supply Extraction and health values of armed civilians on dlc Retaliation are increased. The minimum amount of saved civilians required to win basic Retaliation is reduced

3. New enemies

- New ADVENT-related faction: EXALT
- New alien units: Heavy Muton (late-game follower), Centurion (melee-focused late-game Archon leader) and Wild Chryssalid (Lost leader and follower)

4. Final Mission overhaul

Operation Leviathan feels extremely dull in vanilla XCOM 2. All you have to do to wipe the next pod is wait for your cooldown abilities to reset. Therefore, I decided to give it some special treatment in my mod:

- The updated mission features three unique bosses as well as several final-mission only enemies
- Fight against rapid-moving Subject Nefas, fearsome Sectopod Mark 2 that can eat ABA Primes for breakfast and mysterious "true boss" - Master, who can singlehandedly destroy your squad unless approached carefully

List of integrated mods and assets:

1. Anisotropic's Reliable Smoke
2. -bg-'s Reward Decks Refresher
3. ADVENT beam weapon models from Claus's Mercenary Plasma Weapons
4. Unit models from DerBK's A Better ADVENT
5. ADVENT Mag Auto-Rifle model from Claus's ADVENT Pathfinders
6. ADVENT Mag Shotgun model from CMDBob's Total Advent Weaponry
7. DerBK's Better Repeater
8. Some code from kdm2k6's Patrol And Scamper
9. RealityMachina's DLC Breakthroughs Support
(Integrations are done to prevent unintended interactions after installing the said mods separately)
Popular Discussions View All (5)
28
25 Feb, 2018 @ 7:41am
Кэш экзальт/миссии экзальт.
brolegion
6
3 Dec, 2017 @ 4:07am
Описание
Rost Kurt
0
8 Dec, 2017 @ 5:44am
PINNED: Full Changelog
Nider001
71 Comments
Nider001  [author] 20 Oct, 2022 @ 3:52am 
You are welcome!
Dęąth Viper 19 Oct, 2022 @ 1:48pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Nider001  [author] 24 Apr, 2022 @ 10:15pm 
Check the list of mods at the bottom of description. If the assets are from one of these mods then you'd have to ask permission from the original creator (e.g. new alien models were taken from "A Better Advent"). If the assets are created by me, than the answer is no, because I made a new currently supported mod that uses them. Please consult me through private messages if you want to figure out the details.
Dęąth Viper 24 Apr, 2022 @ 7:57pm 
Can i take some of the assets of this mod into a future project of my own then??
Nider001  [author] 19 Apr, 2022 @ 7:37am 
@Frizzeldian12, yes, should be compatible. However, keep in mind that I no longer support this mod (as stated in description)
Dęąth Viper 18 Apr, 2022 @ 4:51pm 
this... looks... AWESOME. Your muton centurion and muton heavy... are they compatible with the mod muton centurion??
*Mr.Zman8* 11 Oct, 2020 @ 9:30am 
Fair enough, I know that feeling
Nider001  [author] 11 Oct, 2020 @ 6:26am 
@*Mr.Zman8* Short answer: your assumption is correct. While I can't say for sure that I wouldn't be inspired again at some point in the future, I do not have such plans for now.
*Mr.Zman8* 10 Oct, 2020 @ 4:14pm 
I've seen it's been awhile but figured I'd ask anyway, I'm assuming there is still no intention of a multiplayer version ever to come?
Nider001  [author] 7 Apr, 2020 @ 4:00am 
As you can see I've came back to xcom modding. Feel free to report any bugs or deviations from the changelog if you find any