Balanced Finite Items

If you liked this item, please rate it up on Steam Workshop page.

Author: Anisotropic

Last revision: 7 May, 2016 at 18:37 UTC

File size: 189.44 KB

On Steam Workshop

Description:

Want to use SMGs or other modded items, but don’t want to spend the extra cash upgrading each weapon type?
Tired of squad-wide upgrades causing huge leaps in power, instead of a more gradual progression?

Want to make more tough choices about where to allocate your resources?

This mod does the following:

  • Makes primary weapons and armor finite (built individually).
  • Makes items take time to build. This is not large at first but Beam tier stuff gets significant.
  • Adds a build queue to the Engineering tab where you can view, cancel or re-order your build projects.
  • Item costs are rebalanced by hand to account for the fact that they are built individually.
  • Unwanted weapons and armor can be sold on the black market.
  • Pretty much everything about the mod is configurable in the INI.

Secondaries such as Gremlins and Grenade launchers stay as squad upgrades, although they do require build time.
This is to avoid forcing the same squad composition on every mission, and because shuffling your one advanced Gremlin around isn’t that exciting. Like everything else, the INI supports making these finite too, if you want.

Plasma Grenades have been made finite, too – completing the Proving Ground project gives you one, and after that you can buy more at a reduced cost.

Compatibility

This doesn’t override any classes, and direct incompatibility is unlikely.
Existing save games should work, but item counts may look weird if you’ve already built squad upgrades.

Grimy’s Loot

This mod will mess with the balance a bit – once you’ve built an item, his lock boxes can give you more of it.
This is controlled somewhat by the fact that (1) you can’t choose what you get, and (2) you can’t carry over upgrades between tech levels.

Longer Campaign

This mod makes all difficulties use Legend costs. If you’re using this on Commander, you should set in the config:

DifficultyCostMap[2] = 3 BuildTimeMultipliers[2] = 2

This makes Commander difficulty use Legend build costs and times (For other difficulties, replace ‘2’ as necessary).

Other Weapon Mods

Items are only changed if they are mentioned in the config – which means squad upgrades of modded items stay the same. You can add a .FiniteItems line in the config to make any item finite, however, including mod items. SMGs are already supported this way by default.

Thanks to Kvalyr: his Finite Armory mod got me interested in this approach. Also, thanks to Chewy – his "Craft Loot" helped me figure out how to make the Engineering build queue.