Combat Balance Mod

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Author: Aitarus

Last revision: 3 Aug, 2018 at 18:08 UTC

File size: 3.17 MB

On Steam Workshop

Description:

This mod addresses combat balance so the system is more reliable, dynamic and varied. All changes are made with the aim of a challenging, rewarding combat system in mind.

See the thread for full explanation here: https://www.games2gether.com/endless-space-2/forums/75-modding/threads/28859-combat-balance-mod-0-1-beta?

Tactics

– Redistributed all curiosity based battle tactics to the tech tree, found in new play decks starting from Era 2.

CP Unlocks

– Moved CP unlocks to Military stages.

Shields Rework

– Energy weapons now only deal 50% of their full damage vs. shields.
– Projectile weapons still deal their full damage vs. shields
– All shields now carry a Reload Per Phase value of 33% their total capacity
– Quadrinix shields no longer have a Reload higher than their capacity

Swarm Missiles Sync

– Reduced cooldown of swarm missiles so they sync up with non-swarm
– Accordingly, halved their damage output

Blast Effect Battery

– Integrated G2G Balance Mod Modifiers

EMP Weapons & Defenses

– Restored original duration
– Integrated G2G Balance Mod cooldown increase

Critical Hit Rework

– Critical hits only bypass 50% of defenses

Encounter

– Reworked morale bonus to provide +20% accuracy per additional active flotilla

Weapon Modules

Redistributed remaining white weapon modules to tech stage unlock.

Kinetics:
– Changed optimal ranges to 10/50/100

Beams:
– Reduced base crit to 0

Lasers:
– Reduced base crit to 0

Boarding Pods

– Increased the Boarding Pod Engagement duration to last a full phase (40 seconds)
– Reduced Manpower DPS so that they deal the same total damage over the new duration
– Altered GUI to reflect the total damage dealt per Pod rather than DPS
– Boarding Pods now only launch once per phase
– Increased the Manpower cost of Boarding Pods to reflect their DPS capability

Defense Modules

Redistributed remaining white defense modules to tech stage unlock.

Shields:

– Impregnable Shielding is now less impregnable
– Hyperium shields effect reduced to -10% critical hit damage

Support Modules

Engine Modules:

– Only one engine can be equipped per ship.

Fleet Modules:

– Only one flotilla repair module can be equipped per ship (Unique-equipped)
– Reduced Singularity Repair bots to 8/8% repair
– Reduced Orichalcix repair bots to 10/10%
– Field accelerators are now unique-equipped
– AM Field Accelerator is now unlocked by Graviton Shielding instead of a curiosity
– Flotilla shields are now unique-equipped
– Flotilla shields have increased capacity and energy defense to match their Era

Defensive Modules:

– Reduced ship-only repair bots to 5/10 and 10/15% per
– Improved Shield Reload modules to restore approx 50% of their same-Era shield

Offensive Modules:

– Enhancer modules are now unique-equipped on ship

Utility Modules:

– Added new Adamantian A2S Slugs that deal 30 siege/turn available via Universal Aerodynamics

Ground Battles

– Reduced slightly Infantry/Armour specialised damage

Heroes

– Counselor’s Prescient Guide swapped with Overseer’s Selective Systems
– Omokar Industrial Operations (Lumeris skill) effect increased to +10/20% Shield capacity/Fleet Health on Fleet

Thanks to my MP crew who play with this mod and provide feedback.