Advertisement
TrulyTranscend

OWB 4.1.16 Tech, Equipment and Unit Balance Changes

Feb 22nd, 2023 (edited)
1,150
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 14.81 KB | None | 0 0
  1. # 4.1.16 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. # Caps Decision Tweaks:
  6.  
  7. Invest Stimulus Caps refund per Development level 25 -> 50 and set to cap at 100 caps
  8. Lift Tax on Luxury Goods Caps Cost 125 -> 150, Construction Speed and Resources to Market +7% -> +10%
  9. New Citizen Care Package Caps Cost 150 -> 175
  10. Invest into Military Academy Army Experience +0.1 -> +0.15, Army Training Time -5% -> -10%, cooldown 160 -> 120 days
  11. Tax Breaks for Factories Caps Cost 50 -> 70, Production Efficiency Gain +10% -> +15%, Node Income -25% -> -15%, cooldown 260 -> 240 days
  12. Raise Wasteland Intelligence Budget Caps Cost 100 -> 150
  13. Fund Vocational Institutions Weekly Manpower -32 -> -30, Mobilization Speed -10% removed, Node Income -25% -> -20%
  14. Fund Vocational Institutions three +20% Research Bonuses changed to 1x 30% bonus usable on all 3 categories
  15. Support Sanitation Development completion time 100 -> 80 days
  16. Grain Solicitations Node Income +5% modifier replaced with Stability +5%, cooldown 140 -> 100 days
  17. Repurpose Drained Energy Cells Caps Cost 50 -> 75, Caps flat income -5 -> -3
  18. State Funded Radio Programming Diplomacy Distance +25% -> +30%, Political Power Gain +0.05 -> +0.1, duration 170 -> 150 days
  19.  
  20. # Organization Tweaks:
  21.  
  22. Organizations Opinion Discount/Deal bonus reduced by 20%
  23. (Dev Note: The maximum deal percentage is still capped at 40%. For reference, the maximum bonus/reduction to price based on opinion (40%)is now reached at 100, up from 80)
  24.  
  25. Gun Runners Basic Ballistic Minimum Opinion 0 -> 10, SAW Minimum 30 -> 35, LMG Minimum 60 -> 70
  26. Van Graffs' Laser Muskets Caps Value 25 -> 32, Laser Rifles Caps Value 45 -> 54, Advanced Laser Rifles Caps Value 75 -> 80
  27. Van Graffs' Common Laser Rifles Minimum Opinion 70 -> 60, Advanced Laser Rifle Minimum 70 -> 90
  28. Chop Shop Salvaged Car caps value increased from 75 to 85
  29. Chop Shop Salvaged Motorcycle minimum opinion 50 -> 45, Scrap Truck Minimum 40 -> 45
  30. Butcher Pete's Dynamite Caps Value 28 -> 32, Flamer Caps Value 65 -> 70, Frag Grenade Caps Value 60 -> 65
  31. Butcher Pete's Dynamite Minimum Opinion 0 -> 10, Flamer and Frag Grenade Minimum 30 -> 45, Incinerator and Grenade Rifle Minimum 80 -> 95
  32.  
  33. Gun Runners Production Boost decision duration 60 -> 75 days, granted Caps Cost of 10k
  34. Gun Runners Recruit Elite Smuggler decision opinion -30 -> -20, granted Caps Cost of 10k
  35. Van Graffs' Trade Knowledge decision opinion -25 -> -20
  36. Van Graffs' Kingpin Greed decision opinion -80 -> -60, granted Caps Cost of 15k
  37. Van Graffs' Family Vaults decision opinion requirement 100 -> 120, Caps Income +5% changed to +7 flat income, Raid Defense Bonus +30% -> +25%
  38. Butcher Pete's How to Hunt Mirelurks decision opinion -15 -> -10, Recovery Rate +10% changed to Organisation, granted +5% Attack against The Apostles
  39. Butcher Pete's How to Hunt Mirelurks decision duration 90 -> 100 days, cooldown 140 -> 120 days, granted Caps Cost of 10k
  40. Butcher Pete's Whetstones decision opinion -30 -> -15, granted Caps Cost of 20k
  41. Butcher Pete's Faee's Cocktail decision opinion -25 -> -20, granted Caps Cost of 30k
  42. Butcher Pete's Half a Chocolate Bar Rations decision opinion requirement 180 -> 100, granted +5% Recovery Rate, granted Caps Cost of 30k
  43. Butcher Pete's Half a Chocolate Bar Rations decision duration 200 -> 180 days, cooldown 500 -> 270 days
  44. Chop Shop Hola Girls decision opinion requirement 50 -> 45, duration 190 -> 125 days, cooldown 100 -> 90 days, Caps Cost 30k -> 20k
  45. Chop Shop Anti-Muffling Muffler Production decision opinion -60 -> -30, duration 230 -> 200 days, Caps Cost 60k -> 70k
  46. Chop Shop Fuzzy Dice decision opinion requirement 60 -> 75, Caps Cost 100k -> 40k
  47. Chop Shop Door Mounted Shotguns opinion requirement 120 -> 130, duration 150 -> 100 days, granted Caps Cost of 50k
  48. Chop Shop Door Mounted Shotguns opinion -40 -> -25, granted Breakthrough +5%
  49.  
  50. # Misc Tweaks:
  51.  
  52. Added back the Followers of the Apocalypse Help Settlements and Hire Agricultural Experts Decisions
  53. Added back the unique Followers decision for nations with the Sickness of Soot
  54. Petition for Followers Technology decision duration 150 days -> 50 days, Research Speed +5% -> +10%, cooldown 150 -> 200 days
  55. Followers Spreading National Spirit War Support -10% -> -5%
  56.  
  57. Flat Caps Expenses increased by ~7%
  58.  
  59. Distribute Pipboys Agency Upgrade Caps Cost 15 -> 10
  60. Invisible Ink Agency Upgrade Caps Cost 10 -> 15
  61. Plastic Explosives Agency Upgrade Caps Cost 15 -> 10
  62. Hire Foreign Heroes Agency Upgrade Caps Cost 20 -> 15
  63. Interrogation Techniques Agency Upgrade Caps Cost 10 -> 15
  64.  
  65. Basic Training Appointments decision Army Experience +20 -> +15
  66.  
  67. No Outsiders outsider law Non-Core Manpower -20% -> -25%
  68.  
  69. Entertainment Company Flat Caps +5 -> +2.5
  70. Weapon Manufacturer Infantry Equipment Defense +5% -> +10%
  71.  
  72. # General Combat Tweaks:
  73.  
  74. Marsh Terrain Truck Attrition Factor +400% -> +350%. Radiation Terrain Truck Attrition Factor +80% -> +400%
  75.  
  76.  
  77.  
  78. Infantry and Unique Unit Changes:
  79.  
  80. Invest in Military Academies Caps Decision moved from Basic Drill to Platoon Training
  81.  
  82. Crowd Gear Suppression 0.1 -> 0.2, Riot Gear Suppression 0.2 -> 0.4
  83.  
  84. Prewar Infantry Kit Organisation +4 -> +5
  85.  
  86. Power Armour and Paladin main units base HP 40 -> 45, Alamo Defenders HP 36 -> 40
  87.  
  88. Night Vision Devices and Thermal Vision Devices Land Night Attack +15% -> +12%
  89.  
  90. All Ghoul and Mutant units granted +10% Attack, Defense and Movement on Radiation terrain
  91.  
  92. Paladin, Paladin Fireteam and Paladin Demo units granted +10% Speed
  93. Scribes Defense, Breakthrough, Soft Attack and Hard Attack -50% -> -70%, granted Air Attack -70% Recovery Rate 0.25 -> 0.3, Reconnaissance 1 -> 1.5
  94. Knights Defense, Breakthrough, Soft Attack and Hard Attack -30% -> -50%, granted Air Attack -50%, Organisation 20 -> 25
  95.  
  96. Radroach Defense 10.5 -> 11.5, Production Cost 8 -> 7
  97. Radroach unit base Training Time 150 -> 90
  98. Molerats granted +10% Attack and Defense on Forts
  99. Skate Infantry granted Urban +10% Movement
  100.  
  101.  
  102.  
  103. Air Changes:
  104.  
  105. Air Experience from combat reduced by 25%
  106. Air Experience from training increased by 60%
  107. Air Attack CAS damage reduction factor reduced by ~12.5%
  108.  
  109. Barrage Balloons Production Cost 15 -> 14.5
  110. Bomb Gliders Production Cost 40 -> 38
  111.  
  112.  
  113.  
  114. Vehicle Changes:
  115.  
  116. Battle Tank and Great War Tank techs research time increased by ~14%
  117. Reinforced Armor Plates research time increased by ~20%
  118.  
  119. All Light Motorized Equipment Reliability 80% -> 85%
  120. Scrap Motorcycle Breakthrough 1 -> 2.5, Piercing 0.5 -> 2, Production Cost 5 -> 6
  121. Salvaged Car Breakthrough 2 -> 3.5, Piercing 1.5 -> 4, Production Cost 7.5 -> 9
  122. Salvaged Truck Breakthrough 2.5 -> 3
  123. Wasteland Car Defense 6 -> 6.5, Breakthrough 2.5 -> 4.5, Piercing 3 -> 6.5, Production Cost 11 -> 12.5
  124. Wasteland Bus Defense 7.5 -> 8, Production Cost 15 -> 14.5
  125. Military Car Defense 7.5 -> 9, Breakthrough 3 -> 6, Piercing 5 -> 9, Production Cost 14 -> 16.5
  126. Wasteland APC Max Speed 12 -> 11.5, Production Cost 20 -> 19
  127. (Dev Note: Consider these changes to motorized just the initial steps towards not only improving the balance of the equipment relative to others, but also setting up the light and heavy equipment variants to be able to better viably coexist, unlike in the current split where heavy motorized is more or less always the preferred option. These changes do still leave the numbers in some weird spots in a lot of places, and motorized will receive further touchups to respond to that in the next couple patches to come to make sure it's left in a healthy place long term even if this leaves its position a strange one for the time being.)
  128.  
  129.  
  130.  
  131. Robot Changes:
  132.  
  133. Intermediate Support and Combat Robot techs besides Fission Batteries research times reduced by ~17%
  134. (Dev Note: Fission Batteries already was cheaper than the other techs by ~17%)
  135.  
  136. Assaultron and Blasto Mk2 Production Cost 21 -> 21.5
  137. Sentry Bot Mk2 Production Cost 26 -> 26.5
  138. Securitron Production Cost 23 -> 24
  139. Scurry Bot Production Cost 22 -> 24
  140. C-27 Armor 50 -> 45
  141.  
  142. Precision Motors Robot Breakthrough +6% -> +5%
  143.  
  144. CnC Robot Supply Use 0.35 -> 0.4
  145.  
  146.  
  147. Support Changes:
  148.  
  149. Makeshift SAW Defense 13.5 -> 12, Hard Attack 4 -> 3.5, Piercing 18 -> 16, Production Cost 6.5 -> 6
  150. LMG Defense 18 -> 15.5, Soft Attack 12 -> 11, Hard Attack 6 -> 5.5, Piercing 27 -> 24, Production Cost 10 -> 9
  151. Heavy RCW Defense 17.5 -> 14.5, Hard Attack 11.5 -> 10.5, Piercing 31 -> 29, Production Cost 10 -> 9
  152. Heavy MG Defense 23 -> 20.5, Soft Attack 16.5 -> 15, Hard Attack 8 -> 7, Piercing 31 -> 28, Production Cost 13 -> 12
  153. Gatling Laser Defense 22 -> 19, Soft Attack 11 -> 10, Hard Attack 15 -> 14, Piercing 36 -> 34, Production Cost 13 -> 12
  154. Minigun Defense 28 -> 25, Soft Attack 21 -> 19.5, Hard Attack 10 -> 9, Piercing 36 -> 33, Production Cost 15 -> 14
  155. Tesla Cannon Defense 26.5 -> 23, Soft Attack 14.5 -> 13.5, Hard Attack 19 -> 18, Piercing 41 -> 38, Production Cost 15 -> 14
  156.  
  157. High Pressure tech Demolitions HP +10% -> +5%
  158. Volatile Explosives Demolitions Soft Attack +10% -> +9%
  159.  
  160. Chems upgrade techs Recovery Rate +0.02 -> +0.03
  161.  
  162.  
  163.  
  164. Doctrine Changes:
  165.  
  166. # Automated Warfare
  167. Automated Warfare (Starting Doctrine Tech) Max Planning +15% -> +10%, Org Loss When Moving -5% replaced with Army Fuel Consumption -10%
  168. Human Targeting Firmware Robot Organisation +5 and Soft and Hard Attack +5% changed to Frontline Robots
  169. Dynamic Tactics Integration Robot Speed +15% -> +10%
  170.  
  171. CnC Doctrine techs Robot Org +10 and CnC Robot Org +10 changed to Frontline Robot +10 and CnC Robot Org +15
  172. (Dev Note: The only functional change of note here is that CnC robots receive 15 Org, down from 20. The rest is just a templating change)
  173.  
  174. Automated Distribution Robot Defense +5% changed to Frontline Platoons Recovery Rate +0.05, Attrition -15% -> -10%
  175. Rushed Production Robot Reliability -1% -> -2%
  176. Self Replicating Machinery Robot Reliability -1% and Recovery Rate +0.05 removed, granted Non-Combat Out Of Supply Penalty -10%
  177.  
  178. Field Maintenance Army Reliability +1% removed, Supply Use -0.05 -> -0.15, Maintenance Company Organisation +15 -> +20
  179. The Flesh is Weak Robot Soft Attack +10% -> +12%, Hard Attack +5% removed
  180. Refined Construction Robot Hardness +15% -> +10%
  181.  
  182. War Games, Human Commanders and Age of the Machine bonuses for all Robots changed to affect only Frontline Robots.
  183. War Games CnC Robot Organisation -25 -> -20
  184. Human Commanders CnC Robot Organisation -25 -> -20, CnC Supply Use -0.05 -> -0.1
  185. Age of the Machine CnC Soft and Hard Attack +15% -> +10%, Organisation -30 -> -20
  186.  
  187. # Refined Warfare
  188. Concentration of Force Infantry Organisation +6 changed to Army
  189. Rapid Deployment Infantry and Special Forces Maximum Speed +10% changed to Army
  190. Walking Tanks Heavy Special Forces Soft and Hard Attack +10% -> +8%, Infantry Defense +5% changed to Army
  191. (Dev Note: We're mostly happy with the results of the Refined changes in 4.1.12, but while pushing the use of some units specifically is partly desirable, we think in hindsight that not all of the changes which did that were warranted. These revisions represent an effort to help restore more of the flexible, general purpose nature of Refined Warfare that's long made it a favorite doctrine for many players, as a safe option for many different kinds of armies, while still keeping it at the power level where it won't just overshadow other more focused doctrines as a result. Keeping the buff to breakthrough in Concentration of Force still exclusive to Infantry should make our goals in this regard clearer, as breakthrough is a stat many units in the infantry category would not normally have a high amount of or be built around utilizing in large values just given the nature of infantry as a holding unit. This means a breakthrough buff targeting Infantry and only Infantry can be larger on average.)
  192.  
  193. # Conventional Warfare
  194. Field Fortifications Walking Infantry Entrenchment +0.2 and Organisation +3 changed to all Infantry
  195. Coordinated Assault Army Breakthrough +10% changed to only Frontline Platoons
  196.  
  197. Concentrated Assault granted -10% Org Loss when Moving
  198. Motorised Deployment Infantry Speed +5% -> +10%, Org Loss when Moving -15% -> -10%
  199. Armoured Assault Vehicle Hardness +5% changed to Armor +5%
  200. Rapid Motorised Deployment Army Recovery Rate +0.1 -> +0.12
  201. Coordinated Onslaught Tank Breakthrough +10% -> +15%, Vehicle Speed +10% changed to Army Speed +10%
  202.  
  203. Prepared Defense Entrenchment Speed +5% removed
  204. Anti-Armour Tactics Combat Support Hard Attack and Piercing +10% -> +8%, Frontline Units Hard Attack and Piercing +5% -> +4% and changed to Infantry
  205. Radio Equipment Soft Attack 1.5 -> 0.5, Hard Attack 1 -> 0.5, Reliability 75% -> 80%, Production Cost 4.5 -> 5
  206. Suppressive Firepower Fireteam Soft Attack +15% -> +10%
  207. Firebase fortification equipment Defense 25 -> 15, Recon 1 -> 0.5, Production Cost 14 -> 11, Metal Cost 1 -> 2, Composites Cost 1 -> 2
  208. Firebase unit HP 50 -> 45, Training Time 150 -> 180
  209. Forward Fire-Base (Doctrine Tech) Standard Infantry Defense +5% replaced with Entrenchment Speed +10%
  210. Rapid Redeployment Firebase Speed +25% -> +35%, Army Speed +10% replaced with Maximum Command Power +20
  211. (Dev Note: Patch 4.1.13's nerf to the bonus per level of Entrenchment makes these previously lowered Entrenchment Speed bonuses something we're now more comfortable with including in Trooper Warfare. Furthermore, the hope is that preemptive nerfs to infantry spam and static defense will prevent said playstyle from continuing to reign at the top of the meta in the wake of some long needed nerfs to Automated Warfare. Both styles have had their time in the sun, and especially in the case of Trooper Warfare it's high time for the unbreakable static defense doctrine to take more of a backseat.)
  212.  
  213. # Asymmetric Warfare
  214. Asymmetric Warfare (starting tech) Org Loss at Low Org -15% -> -20%, Equipment Capture Ratio +2.5% -> +5%
  215. Foraging Org Loss at Low Org -5% removed, Army HP +15% -> +20%, Non-Combat Out of Supply Penalties -25% -> -50%
  216. Improvised Obstructions Equipment Capture Ratio +2.5% -> +5%, Resistance Damage to Enemy Garrisons +15% -> +20%
  217. Decimation Division Experience Gain +2.5% -> +5%
  218. Cannae Formations granted Division Attrition -10%
  219. Cult of Personality Walking Infantry Defense +10% -> +15%, Special Forces Capacity +30 flat changed to +5%
  220. Cult of Personality Resistance Growth Speed on our states occupied by the enemy +20% -> +30%, Resistance Damage to Enemy Garrisons +10% removed
  221. Military Engineering Max Entrenchment +10% -> +15%
  222. Wasteland Knowledge Militia Speed +10% -> +20%, Attrition -25% moved down to Wasteland Intuition
  223. Wasteland Intuition Non-Combat Out of Supply Penalties -25% removed
  224. Nightstalker Tactics Army Recovery Rate +0.05 -> +0.1, Defense +10% -> +5%
  225. Cazadore Venom Infantry Speed +10% -> +15%
  226.  
  227. # Outsider Warfare
  228. Inherent Tactical Knowledge Org Loss when Moving -10% -> -15%, Reinforce Rate +4% replaced with Division Experience Gain +5%
  229.  
  230.  
  231.  
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement