Grimy’s Class Rebalance
This is a balance mod focused on the 5 vanilla soldier classes.
There’s a lot of balance mods, and players can do a lot of balancing on their own.
So this mod is less about being a complete rebalancing package and more about introducing new abilities and features that the typical user couldn’t really do on their own.
It’s also worth noting that this balance mod is geared towards my other content mods.
Every feature in this mod should be adjustable in the INI.
Early game xcom is really frustrating due to lack of options.
As a result I’ve added a number of starting abilities:
Sneak
Pod activation is very nasty, and playing around it discourages positional and flanking gameplay.
This ability is designed as a tool to play around pod activation.
Gain Stealth for half a turn.
Does NOT count towards shadowstrike.
4 turn cooldown
Gun Smack
Melee attack that deals 1 damage
50% chance to stun organic enemies
Suppression
Now provided by default to cannons and rifles
Tile Snapping
disables tile snapping on all vanilla abilities
Tile Effect Abilities
Grenades that apply tile effects, and flamethrowers now make the target immune to the effect briefly.
This is done so enemies will walk through tile effects during their scamper, and not stand still.
Flush
Now provided by default to rifles, cannons, shotguns, and sniper rifles
+30 Aim, -50% Damage
Attacks force the target to move, even if this attack misses
Costs 2 ammo
Hunter’s Instinct
Damage bonus reduced to 2
Damage bonus affects melee attacks
Bugfix: Crit chance bonus applies correctly to melee attacks.
Melee Crit Chance Bonus reduced to 0 (but it will apply correctly to melee weapons if you change it in the INI)
Blademaster aim bonus reduced to 0
Deadshot
No longer provides +10% Crit Chance
Pistols gain +1 damage vs unflankable enemies
Sniper rifles gain +3 damge vs unflankable enemies
Cool Under Pressure
Overwatch Damage is increased by 1
Vanilla bonuses still apply
Stay With Me
Base bleedout chance increased, so even rookies have ~5% chance to bleedout.
Bonus increased from 2x to 3x.
Now capped at 7 abilities, instead of the full 14 ability tree.
Deep Cover removed and replaced with:
Close Combat Specialist
Take a free overwatch shot on any enemy that approaches within 4 tiles.
Aim diminishes by 15% per shot taken.
Sniper rifle overwatch now only costs 1 action point, and thus can be used after moving.
Return Fire removed and replaced with:
Coordinate Fire
Allies within 25 tiles gain covering primary weapon return fire for 1 turn
4 turn cooldown
Aim removed and replaced with:
Situational Awareness
Increases turn time by 15 seconds. (See Mission Timers Mod)
Demolition is now a guaranteed hit
Volatile Mix no longer affects burning, poison, and acid burning
Suppression removed and replaced with:
Mayhem
Improve suppression to deal 2 damage.
Medical Protocol removed and replaced with:
Supply Protocol
First use of aid protocol each mission restores 4 reserve ammo. (See: Attrition Mode)
Gremlins can now be used to grab loot
Revival Protocol removed and replaced with:
Triage Protocol
Provides Medical and Revival Protocol abilities
Aid protocol now provides 3 points of shields
Ever Vigilant now activates even if you didn’t spend all your action points moving.
Restoration now clears injury timers
I made more than I care to put in a description page, but here’s the important stuff:
Shotgun and grenade launcher schematic prices increased substantially
Psi Amp prices aren’t cheaper on legendary anymore (Why were they in the first place?)
A bunch of other minor pricing tweaks
Prices on less useful utility items reduced substantially.
Alien rulers no longer trigger off standard movement
