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- Beagle's Legendary+ Changes and Modifications 0.1 - 2/17/2016
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- These changes and modifications are aimed at taking the vanilla experience and simply increasing its difficulty.
- Enemies are smarter, more numerous and gain accuracy bonuses as they get closer to you.
- XCOM's three main crutches for flawless missions - Grenades, Shotguns and Mimic Beacons - were all tweaked down to prevent them from trivializing the game.
- Explosive damage falls off the further away an enemy is from the center of the blast ala Long War, Shotguns have a more punishing aim penalty at range (again, like Long War), and Mimic Beacons are incredibly fragile and easy to hit.
- The above aims to fix three big imbalances of vanilla - Grenadiers beat everything, Shotguns are insane, and Mimic Beacons are a get out of jail free card.
- I considered the old "Impossible" EU style of balancing - +10 Aim and Crit buffs for most enemies - but I think ADVENT and Aliens have so many powerful abilities in XCOM2 that they don't even need it with the +1 enemy counts and weakened Grenadiers. Maybe in the future if this isn't hard enough, we can add that.
- I wanted this to be only difficulty increasers but I also like having fun, so there are a few improvements for the player that bothered me too much to play without:
- Deadeye not being worthless. Seriously, rolling this as your AWC perk in vanilla is a slap in the face. With the vanilla aim penalty, I don't even use this perk when they give it to me for free.
- Retroactive AWC to stop missing the free perk on soldiers who level too fast. I hate getting to Colonel and realising I missed my AWC perk at Corporal. It's like realising your son will never amount to anything.
- Non-tile-snapping AoE abilities. With explosive damage falloff, tile snapping is no longer a balance concern and is now just an inconvenience, so it can go away.
- Beatdown Skill. The rifle butt ability I've wanted since EU that is way too awesome to not have enabled. 100% mandatory and I'll pistol whip anyone who tries to take it away from me.
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- XCOM 2 CONFIG CHANGES
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- DefaultMissions.ini
- +1 enemy added to all pods.
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- DefaultAI.ini
- AI is smarter, more patient, and have more interest in their own survival, though they will still aggressively charge and flank to score good shots. Details below:
- FallbackChance increased to 0.75, from 0.5 - Enemies more likely to withdraw to allies when their podmates are wiped out
- CURR_TILE_LINGER_PENALTY to 1.0, from 0.75 - Enemies won't move for the sake of moving, camping when necessary
- CALC_FULL_COVER_FACTOR to 2.5, from 1.1 - Enemies will value Heavy Cover as a significant priority when available.
- DEFAULT_AI_SPREAD_WEIGHT_MULTIPLIER to 0.7, from 0.2 - Enemies understand clustering together is bad, but will accept it's worth it to score good shots or share good cover.
- MAX_SURPRISED_SCAMPER_PATH_LENGTH to 8 from 6 - Enemies are allowed to move further when activated.
- AoEProfiles edited - Enemies are allowed to use grenades and explosives to attack single targets instead of requiring XCOM to cluster.
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- DefaultGameData_WeaponData.ini
- Alien preferred engagement ranges altered throughout. Most enemies should stay at a distance that reflects their best strengths and personality (ADVENT soldiers at mid range, support aliens skirting at max range, melee and tank charging into close range)
- Enemy granted equal range bonuses to player troops. By default, vanilla enemies do *not* gain range bonuses for being closer.
- Shotgun aim penalty at range significantly increased.
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- DefaultGameData_SoldierSkills.ini
- Mimic Beacons nerfed - now have 1 HP and -20 defense
- Deadeye's aim penalty removed. (I know, it's an XCOM buff, but I have not wanted to use this skill once in vanilla, even when I roll it through the AWC. 25% less aim for a few points more damage is so awful. Let me have this.)
- GAMEPLAY ALTERING MODS IN USE:
- LWS Centurion Muton, XCOM Officers and XCOM SMGs
- True Retroactive AWC (Because Colonels who leveled too fast to get their free perk are a tragedy I can live without)
- Bleedoutmod (With halved chances - A soldier with 50 will has a 25% chance to bleed out rather than die instantly)
- Grenades Damage Falloff
- Non-tile-Snapping Grenades
- Non-tile-Snapping Psi Abilities
- Hazmat vest fix (Fixes the bug where Hazmat vests do not protect you from Acid properly)
- Beatdown Skill (RIFLE BUTT SECTOIDS EVERY DAY)
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