XCOM 2
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SCP Series Rebalance
   
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SCP Series Rebalance

1 kokoelmassa, tekijä EvilBob22
EvilBob's Gameplay Mods
4 luomusta
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The SCP Raider mods done by Puma the Great have a lot of really good ideas. However, the item rewards are skewed to be a little too powerful. This mod is an attempt at a better balance, plus a sprinkling of cosmetic changes. The goal is to make it so that the rewards are viable choices, but no longer the objectively best in slot items. Everything is controlled by config (or localization) files, so any changes can be further tweaked or removed altogether.

Overview of Changes Done
Changes in SCP Foundation Mobile Task Forces
  • MTF unit names changed to include the squad nicknames. For example: "MTF Eta-10 Soldier" is changed to "Eta-10 (See No Evil) Soldier"
  • New targeting icons based on the squad patches on the SCP wiki MTF list[scp-wiki.wikidot.com]
  • Scramble Gear stats nerfed. The original is as good as, or better than, several base game utility items, while only taking up one utility slot.
  • Maz Hatter's vest: removed bonus armor, bumped up HP bonus to +2, removed immunities to viper crush and electrical (it still has more immunities than a hazmat vest)
  • Fire Eaters' hellweave vest: removed armor, fixed incorrect mobility penalty listed in the UI (or an option to make the mobility penalty actually exist), removed fire bomb and fire rounds (it still has a charge of flamethrower)
  • Mole Rat hiking gear: removed armor, reduced dodge, option to remove grapple hook
  • Original Hammer Down stun grenade is a large area stun. Changed to a smaller area flashbang with a chance to stun. Also set it to not affect robotic units, but will affect friendly (non-robotic) units.
  • Samsara PCS has no changes by default, but there is an option to remove the health regeneration.
  • XCom Tranq pistol
    • Changed to do almost no damage so it's mostly only usable for its stun and disorient effects; optional setting to change it to just under beam pistol instead.
    • Added "Small Caliber" if the Weapon and Item Overhaul mod is loaded.
    • Fixed it not being able to reload when used as a primary weapon with Primary Secondaries/True Primary Secondaries.
    • Set infiltration times and risk reduction for use with Covert Infiltration.
    • Some cosmetic changes.

Changes in Global Occult Coalition
  • Made "Datamass" in text entries have consistent capitalization.
  • Blue plasma super weapons
    • Projects that give blue plasma weapons changed to also require their equivalent base plasma weapon techs (Plasma Rifle tech needed for the Chiller rifle project, Alloy Cannon tech needed for the Reaver shotgun project, etc.)
    • Changed damage to be based on beam weapons with -1 damage and +2 armor piercing
    • Added appropriate weapon "abilities" from Weapon and Item Overhaul if that mod is loaded.
    • Fixed the Distiller pistol not being able to reload when used as a primary weapon with Primary Secondaries/True Primary Secondaries.
    • Set infiltration times and risk reduction for use with Covert Infiltration.
    • Text changes: Names not in all-caps, "meme" descriptions changed to a more "normal" description, with the original set as a flavor quote in the summary.
  • Character names changed to use the abbreviation for Global Occult Coalition. For example: "Global Occult Coalition Infantry" is changed to "GOC Infantry".
  • New targeting icon with the pentagram highlighted a little more (closer to the SCP GOC wiki[scp-wiki.wikidot.com] version)

Changes in Chaos Insurgency
  • The only XCom item added is the SCP-4MMO ammo, which is unchanged.
  • New targeting icon closer to the logo from the SCP wiki for Chaos Insurgency[scp-wiki.wikidot.com]. The colors have been changed as well: the original was mostly white with a center dot in the team color, the new version is mostly the team color with a red center dot.

Changes In All Three Mods
  • Sitrep exclusions added so they will no longer appear on lost horde missions or on the same team as Dark Eldar raiders.
  • Dynamically reset the text descriptions and armory UI entries for all changed items to reflect their new settings
  • Minor bugfixes.

Compatibility With Other Mods
Most other mods should work fine with this mod. It should also be safe to add mid-campaign, but make sure you at least have a safety save backed up. Definitely back up a save before trying to remove it mid-campaign.
  • SCP MTF Lite The Lite mod's sitreps are included in the exclusion settings. Characters and items are the same with or without MTF Lite, so it all works fine with this mod.
  • Weapon and Item Overhaul This mod runs after WIO, so its changes to weapon stats are applied before this mod's. This means that when weapon stats, like for the GOC blue plasma weapons, are set based on existing weapons, they are the stats after being modified by WIO. As mentioned in the change list, this mod also adds the special WIO weapon abilities (if it's is active).
  • Other Weapon Overhauls In addition to specifically running after WIO, this mod is set to run late in the load order. Ideally, this will allow the same kind of integration with other weapon overhauls, but it may not integrate correctly if the overhaul mod is also set to run late.
  • Covert Infiltration Compatible.
  • LWotC Untested, but likely to work.

If you like what I'm doing, you can leave a tip at my Ko-fi[ko-fi.com] page. It's not required, but I do appreciate it!
12 kommenttia
EvilBob22  [tekijä] 12.7. klo 9.41 
Thanks again! Your English is very good, the changes I did were small things that only a native speaker would notice. (And even some native speakers could, and have, make those same mistakes.)
Puma_The_Great 12.7. klo 7.55 
@EveilBob22, I looked at the code and then at the new icons in game, it looks very nice. I see that you even left a system that would let me add new units and they still would benefit from new icons, as long as I follow the naming convention. It is all very well thought out, so I salute you. Sorry you had to proof-read my english in the localization files. I thank you for improving my mods experience for many players yet to come.
EvilBob22  [tekijä] 11.7. klo 20.04 
It took me a while to notice what SCP-4MM0 was, but I did get there eventually. :) And yeah, I had trouble telling what was going on with the CI target icon at a glance, it was changed well before the MTF ones.

Yes, these are some pretty harsh nerfs in general. I did make sure to include a lot of detail in the .ini files so they could be "un-nerfed" or changed to medium nerfs relatively easily.


Also, let me say, I absolutely love the original mods, thank you so much! This mod basically started as the small tweaks I made for myself while using your mods. After adding a bunch more, I reorganized my stuff to make it more legible to other people, and here we are!
EvilBob22  [tekijä] 11.7. klo 19.58 
@Puma_The_Great Thanks for the kind words! I almost messaged you on Discord, but it looked like you were out of the modding scene entirely. I'm sorry I didn't!

I've been doing a lot of icon work in general (both for my own mods and for others), so the MTF icons didn't feel all that time consuming to update. Also, they (plus the changed localization) really make the different MTFs feel unique. The Fire eaters hellweave effect is still intact. I thought the dragon rounds effect was as well, but I'll have to double check that. In fact, I may want to do a pass on all enemy units to buff them based on counteracting equipment nerfs. (Maybe even in an automated way where any equipment changes automatically gives corresponding unit buffs.)
Puma_The_Great 11.7. klo 13.28 
Overall some harsh nerfs, these items are supposed to help against very tough modded enemies, but I agree, this will make the faction mod play better.

You've done so much work that it you messeged me on discord beforehand I could have just made you the Co-author of the mods and let you update them freely, but since it's already done and it's all your glory, I don't see a point in doing that. I am not very active in the xcom 2 scene, as I currently am burned out on the game as a whole, but this obviously caught my attention (a month late), and I hope more players see and download it!
Puma_The_Great 11.7. klo 13.24 
@EvilBob22, When it comes to Chaos insurgency, the ammo scp is intact, and that makes me glad. Still funny to see that people mispronounce it, as it is literally SCP-4MM0, which is AMMO but with numbers for A and O, but I guess that it never caught on. Target icon being changed is also a needed change, because as convinient as it was just changing the middle dot to the colour of "enemy" "flanked enemy" "enemy out of LOS", it became really confusing even to me to tell if a certain unit is out of LOS or not at the certain tile.

Localization fixes are obviously great, as I hadn't touched the Goc descriptions since i added the weapons, and since I have a Tendency to Capitalize certain words when i write in english.

You may have missed some very rare foundation items, not mentioned in my mod description, which only drop from boss units on foundation lockdown at Force level 20 and above, such as Psionic MazHat vest, Asmiov spark rifle, and others I do not recall right now.
Puma_The_Great 11.7. klo 13.22 
@EvilBob22, I agree with many of your changes. Will bo nice to see the upated target icons, especially for the SCP MTF's. I have no idea what made you want to spend time importing each of the 11 (i think) squad patches as icons, but kudos to you.

When it comes to SCP items, nerfing the FieHellweave is likely to remove the dragon rounds from the Fie gunners, and hellweave effect as well, along with nerfing their armor. Not sure if I hadn't done the same with Mazhat units, as making these enemies use same abilites was just a bit less time consuming. im 90% sure that See no evil units benefit just from the immunities of scramble gear, so that should be fine.

When it comes to Goc, I agree with pretty much all the changes. This faction is hard for me to balance, and the weapons were mean't to be tier 4-5, meant really for 5 tier campaigns, but they are obtainable way too early, due to lacking requirements you were right to include, which should have been in the mod from the start.
EvilBob22  [tekijä] 14.6. klo 18.00 
That's actually on purpose. It can be used with any or all of the three mods. If you have none of them, then this mod is useless, but none are technically required. (Although admittedly, Chaos Insurgency is barely touched.)
LightenedDark 13.6. klo 20.33 
You forgot to list the original mod as a requirement.
EvilBob22  [tekijä] 22.5. klo 10.22 
Glad you like it!

You are right about the ammo of course, I kind of forgot it was there. This is actually an old mod from my local setup that I've been slowly improving for a long time. Early on, I looked at the ammo and didn't really see any way to change it without just making it a flat damage increase, and no one wants that, so I kind of put it out of my mind.

I should also include the horde sitrep exclusion in the description. I'm used to it now, but it is kind of a big deal.