Natural Selection 2

Natural Selection 2

Ghouls Balance Mod
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Update: 15 Jun, 2018 @ 7:27am

Update: 6 Jun, 2018 @ 2:14am

- Reverted back to the vanilla supply system (each team has 200 suppy, only a few structures cost supply)
- Removed the energy gain of Vampirism

Update: 21 May, 2018 @ 9:47am

- Fade
- Decreased the size of the Fade's hitbox. It's now in-between were it was before the last change and the current hitbox size:
https://raw.githubusercontent.com/GhoulofGSG9/Ghouls-Balance-Mod/gh-pages/fade%20hitbox%20change.JPG
- _All fade skins are disabled for now because only the normal fade model has been changed. Sorry for that._
- Cysts
- Decreased max health of full matured Cysts to 200 (from 450).
- Decreased the time it takes cyst to mature to 15 seconds (from 45).
- The max health of a Cyst does no longer vary based on it's distance to the next hive.
- Vampirism
- Vampirsim now restores 1/4 per shell of energy costs of affected abilities on a successful hit.
- Gorge Tunnel
- Gorge tunnels cost 3 pres again.

Update: 11 May, 2018 @ 5:40am

- Gorge Tunnel
- Decreased the growth time to 25 secs (from 30 secs). Vanilla value is still 10 seconds.
- Gorge
- Healspray
- Decreased the energy cost for using healspray to 10 (from 12)
- Structure drop ability
- Decreased the energy cost for dropping a structure (clog, hydra, babbler egg) to 15 (from 20)
- Rebalanced the Supply system
- Marines
- Start now with 200 supplies and get 100 extra supplies for each additional Command Chair(CC)
- Supply costs:
- The Infantry portal doesn't cost any supplies anymore

Update: 7 May, 2018 @ 10:34am

- Fixed a server script error that occurred when a player used an adv. armory to refill ammo due to a typo

Update: 7 May, 2018 @ 7:59am

- Fixed that the debug mode was enabled (causing the changelog to show up over and over again)

Update: 7 May, 2018 @ 7:41am

- Lerk
- Increased Pres Cost to 21 (from 18).
- Gorge Tunnel
- Increased the Pres cost to 4 (from 3).
- Increased the growth time to 30 seconds (from 10). So it takes now 15 seconds to build with heal spry instead of 5 seconds.
- Adrenaline
- Adrenaline no longer increases the energy regeneration rate. It did increase the regeneration rate 1/sec per shell. The default energy regeneration rate is 10/sec.
- Adrenaline increases now the max energy by 20 energy per shell (instead by only 10). Default max energy is 100.
- Vampirism
- Vampirism now also restors carapace (alien armor)
- Vampirsim now restores a fraction of your max health instead of a static amount:
- Fraction for each shell / attack:
- Skulk Bite: 8% (6-8.9 hp)
- Gorge Spit: 3% (4.8-5.5 hp)
- Lerk Bite: 4.76% (7.1-8.3 hp)
- Fade Swipe: 3% (7.5-9.3 hp)
- Fade Stab: 6% (15-18.6 hp)
- Onos Gore: 1.5% (18-25.2 hp)
- Advanced Amory
- The Advanced Amory now repairs armor and removes parasite
- Rebalanced the Supply system
- Aliens
- Have 100 supply per Hive
- Supply costs:
- Hive, Haverster, Cyst and Upgrade Chamber: 0
- Whip: 15
- Crag, Shift, Shade and Drifter: 10
- Marines
- Start with 150 supply and get 50 extra supply for each additional Command Chair(CC)
- Supply costs:
- CCs, Extractors and Sentry Battery: 0
- Infantry Portal, Armory and Robotic Factory: 10
- Phase Gate: 10
- Adv. Armory and ARC Factory: 15 (5 for Upgrade)
- Observatory, Arms Lab and Protype Lab: 15
- MACs: 10
- Sentry: 15
- ARC: 15

Update: 16 Feb, 2018 @ 8:02am

- Removed the Flamethrower tweaks (which are part of 321)

Update: 26 Dec, 2017 @ 7:20am

- Turned the Flamethrowers AOE damage area into a cylinder lowering the area height to 0.9 from 1.8.

Update: 25 Dec, 2017 @ 3:33am

- Removed the exo chnages because they are part of build 320
- Added a hotfix for the Flamethrower:
- Fixed that the Flamethrower dealt normal damage instead of light damage
- Fixed that the Flamethrower AOE damage radius was too large (3 meters instead of 1.8).
- Lowered the direct damage of the Flamethrower to 12 (from 15)
- The flame puddle doesn't detonate on creation anymore so players have a chance to move out of it before taking damage.