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- # 4.1.17 Tech and Units Balance Changelog
- General Changes:
- # Misc Tweaks:
- War Reparations and Resource Rights peace actions duration 3 years -> 2 years
- Mountain terrain Air Superiority -10% -> -15%
- Radiation Storm Attrition -35% -> -20%
- # Trait Tweaks:
- Agile granted +5% Movement on Radiation
- Strong Back Super Mutant Attack +7.5% -> +10%
- Survivalist Attrition -10% replaced with Winter and Heat Attrition -10%
- Life Giver Organization +10% and Experience Losses -20% replaced with Recovery Rate +10%
- Animal Friend Super Mutant Defense +7.5% -> +10%, Attrition -5% removed
- Inspirational Recovery Rate +5% removed
- Idiot Savant Equipment Capture +10% -> +5%
- Beloved Leader Organization +10% replaced with Wounded Chance -50%
- Junk Rounds Attrition -10% replaced with Equipment Capture +5%
- Nimble Leader Speed +10% replaced with +10% Movement Bonus on Land
- (Dev Note: The main basis for most of these changes is removing and replacing modifiers that were situationally or entirely bugged in Unit Leader traits)
- Infantry Changes:
- Added new 2281 Heavy Infantry technology after Riot Gear: Smoke Grenades, which grants Enforcers and Motorized Enforcers +5% Breakthrough and +10% Suppression
- Additional Plating Enforcer and Motorized Enforcer Suppression +5% replaced with Recovery Rate +0.02, +5% Urban and Fort Movement removed
- CqC Training Enforcer and Motorized Enforcer Recovery Rate +0.03 replaced with Soft Attack +5%
- Simple Servos Power Armour Max Speed +10% replaced with Recovery Rate +0.05
- Advanced Servos Power Armour Recovery Rate +0.03 replaced with Max Speed +10%
- Molerat Defense 15 -> 14, Breakthrough 1 -> 1.5
- Robot Changes:
- Protectron Mk1 and Mr. Handy Production Cost 9.5 -> 9
- Assaultron and Mr. Blasto Production Cost 17 -> 17.5
- Assaultron Mk2 and Mr. Blasto Mk2 Production Cost 21.5 -> 22.5
- Sentry Bot Mk1 Production Cost 20.5 -> 21
- Sentro Bot Mk2 Production Cost 26.5 -> 27
- CnC Scrap-Bot Soft Attack 3 -> 1.5, Hard Attack 2 -> 1, Production Cost 5 -> 4.5
- Robobrain Production Cost 16 -> 16.5
- (Dev Note: Slightly decreasing the barrier of entry for Robots with cheaper early equipment coupled with increased costs for the Sophisticated techs will
- serve the continuous effort to improve the feasibility of a nation transitioning to Robots while keep their ceiling in a more proper place.)
- Securitron Max Speed 5 -> 5.5, Production Cost 24 -> 24.5
- (Dev Note: Aside from being in line with the above changes, this change seeks to shift the niche of Securitrons slightly more into their mobility early on)
- Scurry Bots Soft and Hard Attack 18 -> 17
- C-27 Defense and Breakthrough 15 -> 14.5
- CnC Robots Organization 75 -> 80, Recovery Rate 0.55 -> 0.6, Supply Use 0.4 -> 0.35
- (Dev Note: The note below the Automated Warfare changes under this should provide important context for this change)
- Doctrine Changes:
- # Automated Warfare
- Information Relays and Robust Network CnC Organization +15 removed
- (Dev Note: In tandem with the above CnC changes, these tweaks seek to further help narrow the gap between the strength of Robots for nations that
- focus on them heavily as opposed to nations that are doing alternate strategies or using them as part of a larger army. The manner in which CnC
- value scales exponentially, due to both its Organization and the number of units available increasing, is a large culprit in this. Increasing the
- base value from a singular CnC company for Organization and Recovery Rate while lowering the buffs from these technologies serves to help alleviate
- this issue to a degree)
- Information Relays Initiative +5% -> +10%
- Age of the Machine Frontline Robot Organization +10 -> +5
- # Asymmetric Warfare
- Foraging Army HP +20% -> +25%, granted Army Defense +5%
- Decimation Division Experience Gain +5% -> +7.5%
- Cannae Formations Walking Infantry Defense +4% changed to Walking Infantry Breakthrough +8%
- Cult of Personality granted +5% Walking Infantry Speed
- Military Engineering Max Entrenchment +15% -> +20%
- (Dev Note: We're happy with 4.1.16's Asymmetric Warfare buffs for the most part, and we wanted to exercise a little bit of caution to see
- how they played out in a landscape with nerfs for some of its competition. We now feel relatively confident that these few additional changes
- we'd held back will finally be enough on top of what came before them to give Asymmetric the strength it needs and deserves to be and remain
- a strong competitor)
- Support Changes:
- Anti-Tank Equipment Hard Attack 8/16/24 -> 7/14/21
- Soft and Hard Attack of all Flamer Demolitions Equipment swapped with the Soft and Hard Attacks of the counterpart Explosive Demolitions Equipment
- (Dev Note: This change's reasoning has a practical gameplay reason behind it, that being wishing to gear the demolitions equipment higher on Breakthrough
- more towards Soft Attack than Hard Attack, but also an added reason of being more realistic and true to the Fallout games, wherein factors like Damage
- Threshold made weapons like flamers very poor choices against armored targets. For the time being, the Piercing values have remained unchanged so as
- to make the choice more interesting, but this is subject to change depending on how the swap featured here plays out overall)
- Dynamite Defense 2.5 -> 2
- Flamer Defense 5 -> 4, Production Cost 7 -> 7.5
- Sustained Pressure tech Demolitions Defense +5% -> +4%
- High Pressure tech Demolitions Soft Attack +5% removed, Hard Attack +5% -> +10%
- Incinerator Defense 7.5 -> 6.5
- Heavy Incinerator Defense 10 -> 9, Production Cost 12.5 -> 13
- Long Lasting Flames tech Demolitions Defense -10% -> -6%, Soft Attack +15% -> +12%
- Frag Grenade Defense 7.5 -> 6.5
- Volatile Explosives tech Demolitions Breakthrough -3% removed, Soft Attack +9% -> +5%, Piercing +3% -> +5%
- Grenade Rifle Defense 10 -> 9.5
- Propulsion Charge Advancements tech Demolitions Breakthrough +5% -> +4%
- Grenade Machine-Gun Defense 14 -> 13.5, Production Cost 12.5 -> 13
- Burst Fire tech Demolitions Piercing +5% removed
- Dog Equipment Breakthrough 4/6/8 -> 5/7.5/10, Hard Attack 2/3/4 -> 1/1.5/2
- Vehicle Changes:
- Motorized Demolitions Breakthrough +10% removed, Defense -30% -> -20%
- Motorized Demolitions and Fireteams granted River Movement -10%
- Mobile Assault Weaponry tech Vehicle Soft Attack +6% -> +5%
- Chariot equipment Defense 1 -> 1.5, Breakthrough 5 -> 5.5
- Air Changes:
- Glider Air Attack 4.5 -> 5
- Barrage Balloons Air Defense 10 -> 12, Production Cost 14.5 -> 14
- Combat Blimp and Variants Service Manpower 40 -> 25
- Assault Airship and Variants Service Manpower 40 -> 30
- Flying Fortress and Variants Service Manpower 40 -> 35
- Industry Changes:
- Specialized Production Techs Production Efficiency Retention -2% -> -2.5%
- Naval Changes:
- Invasion tech research time reduced by 20%
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