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- Research Changes:
- Vehicle research times were set lower than intended due to a file conflict, and thus many have been increased to fix this:
- Bicycle research time increased by 33%, Other vehicle equipment research times increased by 50%
- Mobile Support company research times increased by 25%
- Motorization, Simple Tracks, Mobile Assault Weaponry and Gun Ports research times increased by 66%
- Top path vehicle tech research times increased by 40%
- Other Vehicle in-between techs research times increased by 40%
- Top Path Infantry Techs and Night/Thermal Vision Techs Research Times -20%
- Intermediate and Sophisticated Fighter, CAS, Bomber and Transport techs all moved back by 1 year
- Robot Changes:
- Automation tech granted +1% Reliability for Support Robots
- Fission Batteries granted -0.01 Supply Usage
- Armour Hardening tech granted +25% Suppression Modifier
- Armour Hardening, Precision Motors and Advanced Power Systems changed to affect all Robots
- Light, Heavy and Security Robot HP 25 -> 30, CnC Robot HP 5 -> 15
- Scrapbot Defense 5 -> 8, Breakthrough 1 -> 3, Speed 5 -> 4, Production Cost 7 -> 5
- Bipedal Robot Equipment granted +30% Suppression Modifier
- Protectron Mk I Defense 9.5 -> 13, Breakthrough 3 -> 4.5, Hardness 35% -> 45%, Hard Attack and Piercing 6 -> 7, Production Cost 12 -> 10
- Protectron Mk II Defense 13 -> 16, Breakthrough 4 -> 5, Hardness 40% -> 50%, Hard Attack and Piercing 9 -> 10, Production Cost 16 -> 13
- Assaultron Defense 16.5 -> 19, Breakthrough 5 -> 6, Hardness 45% -> 55%, Hard Attack and Piercing 12 -> 13.5, Production Cost 20 -> 17
- Assaultron Mk II Defense 20 -> 23, Breakthrough 2.5 -> 7, Hardness 50% -> 60%, Hard Attack and Piercing 15 -> 17, Max Speed 5 -> 6 Production Cost 25 -> 21
- Thruster Robot Cell Usage 0.25 -> 0.3
- Mr. Handy Defense 8 -> 10, Breakthrough 1.5 -> 5, Hardness 35% -> 45%, Soft Attack 6 -> 7, Production Cost 12 -> 10
- Mr. Gutsy Defense 11 -> 12.5, Breakthrough 2 -> 6, Hardness 40% -> 50%, Soft Attack 9 -> 10, Production Cost 16 -> 13
- Mr. Blasto Defense 14 -> 15, Breakthrough 2.5 -> 7, Soft Attack 12 -> 13.5, Production Cost 20 -> 17
- Mr. Blasto Mk II Defense 17 -> 19, Breakthrough 3 -> 8, Hardness 50% -> 60%, Soft Attack 15 -> 17, Production Cost 25 -> 21
- Combat Robot Speeds 5 -> 4, Reliability 80% -> 85%
- Heavy Lifter Defense 2 -> 5, Breakthrough 7 -> 13, Hardness 50% -> 60%, Soft Attack 9 -> 12, Piercing 9 -> 15
- Sentry Bot Mk I Defense 4.5 -> 7.5, Breakthrough 10.5 -> 16, Hardness 60% -> 70%, Soft Attack 12 -> 16, Piercing 12 -> 20, Cell Usage 0.3 -> 0.4
- Sentry Bot Mk II Defense 7 -> 10, Breakthrough 14 -> 20, Hardness 70% -> 80%, Soft Attack 15 -> 19, Piercing 15 -> 25, Cell Usage 0.3 -> 0.5
- CnC Robot Supply Use 0.5 -> 0.35
- CnC-bot Breakthrough 1 -> 2.5, Armor 5 -> 8, Piercing 3 -> 6, Cell Usage 0.4 -> 0.2, Production Cost 12 -> 6
- Eyebot Breakthrough 1 -> 4, Cell Usage 0.5 -> 0.3, Production Cost 22 -> 11
- Robobrain Breakthrough 2 -> 6, Cell Usage 0.6 -> 0.4, Production Cost 32 -> 16
- Security Robot Defense 10 -> 13
- Scurry Bot Breakthrough 2 -> 5, Production Cost 28 -> 22
- C-22 Defense 8 -> 15, Air Attack 5 -> 8
- #Note: Super Heavy Robots were typically deceptively overtuned due to low battalion equipment requirements compared to other units yet also extremely hard to use due to cell usage.
- Super Heavy Robots changed to 10 equipment per battalion instead of 5
- Heavy Quadrupeds Composite Cost 5 -> 4, Advanced 5 -> 3, Energy 5 -> 4
- Ironclad Colossals Composite Cost 6 -> 5, Advanced 6 -> 4, Energy 6 -> 5
- Heavy Quadrupeds Soft and Hard Attack 18 -> 22, Air Attack 4 -> 6, Hardness 85% -> 90%, Armor 55 -> 65, Piercing 20 -> 45, Cell Usage 4 -> 0.6, Production Cost 35 -> 60
- Ironclad Colossals Soft and Hard Attack 20 -> 25, Air Attack 5 -> 7, Armor 60 -> 75, Piercing 25 -> 55, Cell Usage 4 -> 0.7, Production Cost 40 -> 70
- Infantry Changes:
- Warrior Training Division Training Time -3% -> -5%, granted +0.01 Recovery Rate to whole army
- Changed Militia Training, Guerilla Tactics and Platoon Training to affect the whole army
- Militia Training Defense +6% -> +5%, Guerilla Tactics Breakthrough +6% -> +5%
- Objective Security Tactics changed to Max Entrenchment +15%
- Virtual Reality Training Time -5.00% -> -10.00%, Added +5.00% Army Experience Gain
- Crowd Gear Reliability 100% -> 90%, Added 1.5 Defense, Production Cost 6 -> 4.5
- Riot Gear Reliability 100% -> 90%, Added 3.5 Defense, Added 0.5 Suppression, Production Cost 9 -> 6.5, Added 1 Metal to cost
- Pipe Gun Defense 4 -> 6, Breakthrough 0.5 -> 1
- Basic Melee Defense 3 -> 5, Breakthrough 1 -> 1.5
- Basic Ballistic Defense 6 -> 9, Breakthrough 1 -> 1.5
- Slashing Melee Defense 5 -> 7, Breakthrough 2 -> 2.5
- Basic Laser Defense 6 -> 9, Hard Attack 4 -> 4.5, Air Attack 0.5 -> 1.5, Breakthrough 0.5 -> 1.5, Production Cost 2.5 -> 3
- Heavy Melee Defense 7 -> 10, Breakthrough 3 -> 4, Piercing 4 -> 3, Production Cost 4.5 -> 5
- Common Energy Defense 8 -> 11, Hard Attack 6 -> 7, Air Attack 1 -> 3, Breakthrough 1 -> 2, Production Cost 4 -> 4.5
- Common Ballistic Defense 8 -> 12, Breakthrough 1.5 -> 2.5, Production Cost 3.5 -> 4
- Overcharged Ammunition Soft Attack +3% -> +5%
- Basic Infantry Equipment (In-between Tech) Changed to grant +5% Defense
- Powered Melee Defense 9 -> 11, Breakthrough 4 -> 5, Piercing 6 -> 4, Production Cost 6 -> 7
- Advanced Energy Defense 10 -> 14, Hard Attack 8 -> 9, Air Attack 4 -> 5, Breakthrough 1.5 -> 2.5, Production Cost 6 -> 7
- Advanced Ballistic Defense 10 -> 15, Breakthrough 2 -> 3, Production Cost 5 -> 6.5
- Prewar Infantry Kit Org +2 -> +4
- Pulse Energy Defense 12 -> 16, Air Attack 5 -> 7, Soft Attack 10 -> 11, Hard Attack 11 -> 12, Breakthrough 2 -> 3, Production Cost 8 -> 9
- Elite Ballistic Defense 12 -> 17, Air Attack 2.5 -> 3, Soft Attack 10 -> 11, Breakthrough 2.5 -> 4, Production Cost 7 -> 8.5
- Plasma Rifle Defense 12 -> 16, Soft Attack 14 -> 16, Hard Attack 7 -> 8, Breakthrough 3 -> 3.5, Production Cost 13 -> 12
- Turbo Plasma Rifle Defense 15 -> 17, Air Attack 2.5 -> 3, Piercing 20 -> 15, Production Cost 14 -> 13
- Mass Driver Defense 12 -> 18, Air Attack 2.5 -> 3, Breakthrough 3 -> 5, Piercing 25 -> 18, Production Cost 13 -> 12
- Gauss Rifle Defense 15 -> 20, Air Attack 2.5 -> 4, Soft and Hard Attack 16 -> 15, Breakthrough 5 -> 6 , Piercing 30 -> 22, Production Cost 14 -> 13
- Scout Kit Defense 2 -> 1.5
- Pioneer Kit Defense 4 -> 3, Armor and Piercing 6 -> 5
- Armour Hardening Armor +5% -> +10%, Added +15% HP
- Scout Kit Defense 6 -> 4.5, Armor and Piercing 9 -> 8
- Ballistic Fibres Granted +15% HP, Hardness +5% -> +20% (Note: This is a percentage modifier and not additive)
- S.F. Kit Defense 8 -> 6, Armor and Piercing 12 -> 10
- Advanced Kit Defense 10 -> 8, Armor and Piercing 15 -> 13
- Stealth Boys Soft Attack +2% -> +5%
- Night and Thermal Vision Techs Land Night Attack +10% -> +15%
- Tier 1 PA Defense 1.5 -> 2, Armor 15 -> 20, Reliability 100% -> 95%, Production Cost 8 -> 7
- PA Support Frame Added +1% Reliability
- PA Frame Hardening Added +10% Hardness
- Tier 2 PA Defense 2 -> 3, Armor 25 -> 30
- Simple Servos Max Speed +5% -> +10%
- Scavenged PA Defense 4 -> 4.5, Armor 25 -> 35, Production Cost 11.5 -> 12
- T-45d PA Armor 30 -> 35
- Composite T-45d PA Hardness 65% -> 55%, Max Speed 4.5 -> 5
- Support Changes:
- Rocket AA Piercing 3 -> 9
- Proximity AA Piercing 4 -> 12
- Proximity Munitions and Guided Munitions Static AA Damage +10% -> +15%
- Fireteam Support Stat Penalties -25% -> -20%
- Fireteam battalion Organization -10 -> 0
- Fireteam and PA Fireteam battalions given +30% Piercing
- Makeshift SAW Piercing 6 -> 20
- Light Machine Gun Piercing 12 -> 25
- Heavy Machine Gun Piercing 18 -> 30
- Minigun Piercing 24 -> 35
- Heavy RCW Piercing 18 -> 30
- Gatling Laser 24 -> 38
- Tesla Cannon Piercing 30 -> 45
- SMMG Piercing 30 -> 45
- Demolition Support Stat Penalties -25% -> -20%
- Demo battalion Organization -20 -> 0 PA Demo battalion Organization -10 -> 10
- Demo and PA Demo given +30% Piercing
- Dynamite Piercing 3 -> 12
- Flamer Piercing 6 -> 18
- Incinerator Piercing 9 -> 24
- Heavy Incinerator Piercing 12 -> 30
- Frag Grenade Piercing 3 -> 15
- Grenade Rifle Piercing 5 -> 20
- Grenade Machine-Gun Piercing 7 -> 25
- RG Launcher Piercing 15 -> 30
- Anti-Tank Rifle Hard Attack 5 -> 6, Production Cost 6.5 -> 7
- Rocket Launcher Hard Attack 10 -> 12, Production Cost 10 -> 11
- Missile Launcher Hard Attack 15 -> 18, Production Cost 11.5 -> 13
- Trained Mongrel Production Cost 4.5 -> 4
- Trained Dog Production Cost 6.7 -> 6
- Cyberdog Production Cost 10.3 -> 9.5
- Chems Support Company Trickleback +5% -> +10%
- Med-X and Doctor's Bag Trickleback +3% -> +5% and Exp loss +3% -> +5%
- Logistics Support Company Supply Consumption -10% -> -15%, granted +5% Defense in Jungles and Marshes
- Vehicle Tech Changes:
- Motorized Enforcers granted -10% Defense penalty
- Motorized Demo and Fireteam Granted -10% Breakthrough penalty, Defense penalty -20% -> -30%, Organization changed from -20 and -10 respectively to 0
- Motorisation Granted +1% Vehicle Reliability
- Compartmentalization Reliability +2% -> +1%, Org +2 -> +4
- Engine Overclocking Vehicle Speed +10% -> +5%
- Simple Tracks Tank Speed +10% -> +8%
- Wasteland Car Speed 14 -> 13
- Military Car Speed 16 -> 15
- Wasteland Bus Max Speed 11 -> 10.5
- Wasteland APC Max Speed 13 -> 12
- Tank Battalion Supply Use 1.5 -> 1.35
- Improvised Tank Breakthrough 24 -> 22, Armor 40 -> 45, Cell Usage 0.25 -> 0.3, Production Cost 45 -> 40
- Wasteland Tank Breakthrough 33 -> 30, Armor 50 -> 55, Production Cost 60 -> 55
- Battle Tank, Breakthrough 44 -> 40, Armor 60 -> 65 Production Cost 75 -> 70
- Great War Tank Breakthrough 58 -> 54, Armor 70 -> 75, Production Cost 90 -> 85
- Granted Motor Chariots +1 Defense
- Doctrine Changes:
- #Automated Warfare
- Human Targeting Firmware Granted +5 Organization to all Robots, 25 -> 20 org for CnC Robots
- 3 Middle Automated Warfare Techs +20 -> +25 CnC Robot Organization
- Field Maintenance Supply Use -0.01 -> -0.05
- The Flesh is Weak Soft Attack +3% -> +7%
- Refined Construction Hardness +5% -> +10%, changed to only affect Robots
- Networked AI Granted +5% planning speed, Organization +10 -> +5 and changed to only affect Robots
- War Games Soft and Hard Attack +6% -> +5%, granted +5 Organization to all Robots, plus +10% Soft and Hard Attack and -30 Organization to CnC Robots
- Human Commanders Defense -5% -> -10%, Soft and Hard Attack +6% -> 5%, granted +10% Breakthrough, granted -0.05 Supply Consumption and -30 Organization to CnC Robots
- Age of the Machine Soft and Hard Attack +5% -> +20% and changed to only affect CnC Robots, granted +10 Organization to Robots and -10 Organization to CnC Robots
- #Refined Warfare
- Integrated Support Non Combat Support Unit +20 Organization -> +25 Organization
- Adaptive Chain of Command granted -15% Experience Loss Factor
- #Conventional Warfare
- Motorized Deployment Max Speed +10% -> +5%, Soft Attack +5% -> +10%
- #Asymmetric Warfare
- Wasteland Intuition Recon +0.16 -> +0.2
- The Gang Soft and Hard Attack +12% -> +10%, Recovery Rate +0.5 -> 0.4
- Cazadore Venom Soft Attack +8% -> +10%
- Deathclaw Ferocity Hard Attack +7.5% -> +5%, Soft and Hard Attack changed to affect all Infantry
- #Outsider Warfare
- Early Training Regimen and Adapted Armor Doctrine changed to grant the +10% hardness to Behemoths also
- Early Training Regimen granted -10% Attrition
- Inherent Tactical Knowledge granted +10% Defense to Mutants and +5% for Behemoths
- Air Changes:
- Glider, Bomb Glider and Recon Glider Agility 30 -> 25 (Note: This change helps resolve the issue of AI not producing proper planes instead of Gliders)
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