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OWB 4.1.17 Tech, Equipment and Unit Balance Changes

Mar 7th, 2023
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  1. # 4.1.17 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4.  
  5. # Misc Tweaks:
  6.  
  7. War Reparations and Resource Rights peace actions duration 3 years -> 2 years
  8.  
  9. Mountain terrain Air Superiority -10% -> -15%
  10. Radiation Storm Attrition -35% -> -20%
  11.  
  12. # Trait Tweaks:
  13.  
  14. Agile granted +5% Movement on Radiation
  15. Strong Back Super Mutant Attack +7.5% -> +10%
  16. Survivalist Attrition -10% replaced with Winter and Heat Attrition -10%
  17. Life Giver Organization +10% and Experience Losses -20% replaced with Recovery Rate +10%
  18. Animal Friend Super Mutant Defense +7.5% -> +10%, Attrition -5% removed
  19. Inspirational Recovery Rate +5% removed
  20. Idiot Savant Equipment Capture +10% -> +5%
  21. Beloved Leader Organization +10% replaced with Wounded Chance -50%
  22. Junk Rounds Attrition -10% replaced with Equipment Capture +5%
  23. Nimble Leader Speed +10% replaced with +10% Movement Bonus on Land
  24. (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)
  25.  
  26.  
  27.  
  28. Infantry Changes:
  29.  
  30. Added new 2281 Heavy Infantry technology after Riot Gear: Smoke Grenades, which grants Enforcers and Motorized Enforcers +5% Breakthrough and +10% Suppression
  31. Additional Plating Enforcer and Motorized Enforcer Suppression +5% replaced with Recovery Rate +0.02, +5% Urban and Fort Movement removed
  32. CqC Training Enforcer and Motorized Enforcer Recovery Rate +0.03 replaced with Soft Attack +5%
  33.  
  34. Simple Servos Power Armour Max Speed +10% replaced with Recovery Rate +0.05
  35. Advanced Servos Power Armour Recovery Rate +0.03 replaced with Max Speed +10%
  36.  
  37. Molerat Defense 15 -> 14, Breakthrough 1 -> 1.5
  38.  
  39.  
  40.  
  41. Robot Changes:
  42.  
  43. Protectron Mk1 and Mr. Handy Production Cost 9.5 -> 9
  44. Assaultron and Mr. Blasto Production Cost 17 -> 17.5
  45. Assaultron Mk2 and Mr. Blasto Mk2 Production Cost 21.5 -> 22.5
  46. Sentry Bot Mk1 Production Cost 20.5 -> 21
  47. Sentro Bot Mk2 Production Cost 26.5 -> 27
  48. CnC Scrap-Bot Soft Attack 3 -> 1.5, Hard Attack 2 -> 1, Production Cost 5 -> 4.5
  49. Robobrain Production Cost 16 -> 16.5
  50. (Dev Note: Slightly decreasing the barrier of entry for Robots with cheaper early equipment coupled with increased costs for the Sophisticated techs will
  51. serve the continuous effort to improve the feasibility of a nation transitioning to Robots while keep their ceiling in a more proper place.)
  52.  
  53. Securitron Max Speed 5 -> 5.5, Production Cost 24 -> 24.5
  54. (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)
  55.  
  56. Scurry Bots Soft and Hard Attack 18 -> 17
  57.  
  58. C-27 Defense and Breakthrough 15 -> 14.5
  59.  
  60. CnC Robots Organization 75 -> 80, Recovery Rate 0.55 -> 0.6, Supply Use 0.4 -> 0.35
  61. (Dev Note: The note below the Automated Warfare changes under this should provide important context for this change)
  62.  
  63.  
  64.  
  65. Doctrine Changes:
  66.  
  67. # Automated Warfare
  68. Information Relays and Robust Network CnC Organization +15 removed
  69. (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
  70. 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
  71. value scales exponentially, due to both its Organization and the number of units available increasing, is a large culprit in this. Increasing the
  72. base value from a singular CnC company for Organization and Recovery Rate while lowering the buffs from these technologies serves to help alleviate
  73. this issue to a degree)
  74. Information Relays Initiative +5% -> +10%
  75. Age of the Machine Frontline Robot Organization +10 -> +5
  76.  
  77. # Asymmetric Warfare
  78. Foraging Army HP +20% -> +25%, granted Army Defense +5%
  79. Decimation Division Experience Gain +5% -> +7.5%
  80. Cannae Formations Walking Infantry Defense +4% changed to Walking Infantry Breakthrough +8%
  81. Cult of Personality granted +5% Walking Infantry Speed
  82. Military Engineering Max Entrenchment +15% -> +20%
  83. (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
  84. how they played out in a landscape with nerfs for some of its competition. We now feel relatively confident that these few additional changes
  85. 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
  86. a strong competitor)
  87.  
  88.  
  89.  
  90. Support Changes:
  91.  
  92. Anti-Tank Equipment Hard Attack 8/16/24 -> 7/14/21
  93.  
  94. Soft and Hard Attack of all Flamer Demolitions Equipment swapped with the Soft and Hard Attacks of the counterpart Explosive Demolitions Equipment
  95. (Dev Note: This change's reasoning has a practical gameplay reason behind it, that being wishing to gear the demolitions equipment higher on Breakthrough
  96. 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
  97. Threshold made weapons like flamers very poor choices against armored targets. For the time being, the Piercing values have remained unchanged so as
  98. to make the choice more interesting, but this is subject to change depending on how the swap featured here plays out overall)
  99. Dynamite Defense 2.5 -> 2
  100. Flamer Defense 5 -> 4, Production Cost 7 -> 7.5
  101. Sustained Pressure tech Demolitions Defense +5% -> +4%
  102. High Pressure tech Demolitions Soft Attack +5% removed, Hard Attack +5% -> +10%
  103. Incinerator Defense 7.5 -> 6.5
  104. Heavy Incinerator Defense 10 -> 9, Production Cost 12.5 -> 13
  105. Long Lasting Flames tech Demolitions Defense -10% -> -6%, Soft Attack +15% -> +12%
  106. Frag Grenade Defense 7.5 -> 6.5
  107. Volatile Explosives tech Demolitions Breakthrough -3% removed, Soft Attack +9% -> +5%, Piercing +3% -> +5%
  108. Grenade Rifle Defense 10 -> 9.5
  109. Propulsion Charge Advancements tech Demolitions Breakthrough +5% -> +4%
  110. Grenade Machine-Gun Defense 14 -> 13.5, Production Cost 12.5 -> 13
  111. Burst Fire tech Demolitions Piercing +5% removed
  112.  
  113. Dog Equipment Breakthrough 4/6/8 -> 5/7.5/10, Hard Attack 2/3/4 -> 1/1.5/2
  114.  
  115.  
  116.  
  117. Vehicle Changes:
  118.  
  119. Motorized Demolitions Breakthrough +10% removed, Defense -30% -> -20%
  120. Motorized Demolitions and Fireteams granted River Movement -10%
  121.  
  122. Mobile Assault Weaponry tech Vehicle Soft Attack +6% -> +5%
  123.  
  124. Chariot equipment Defense 1 -> 1.5, Breakthrough 5 -> 5.5
  125.  
  126.  
  127.  
  128. Air Changes:
  129.  
  130. Glider Air Attack 4.5 -> 5
  131.  
  132. Barrage Balloons Air Defense 10 -> 12, Production Cost 14.5 -> 14
  133.  
  134. Combat Blimp and Variants Service Manpower 40 -> 25
  135. Assault Airship and Variants Service Manpower 40 -> 30
  136. Flying Fortress and Variants Service Manpower 40 -> 35
  137.  
  138.  
  139.  
  140. Industry Changes:
  141.  
  142. Specialized Production Techs Production Efficiency Retention -2% -> -2.5%
  143.  
  144.  
  145.  
  146. Naval Changes:
  147.  
  148. Invasion tech research time reduced by 20%
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