Combat Balance Mod
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.
