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OWB 4.1.11 Tech, Equipment and Unit Balance Changes

Jan 5th, 2023
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  1. # 4.1.11 Tech and Units Balance Changelog
  2.  
  3. General Changes:
  4. (Dev Note: Many if not all of these "general changes" are present in the main changelog, but they're also included here as some either lack specifics, are very significant or have dev notes of their own)
  5.  
  6. Max Building Slots per state increased from 25 to 30
  7.  
  8. Changed state-specific and country coring cost reductions to add up to one modifier rather than being applied as two separate multipliers
  9. Core Creation Base Cost 30 -> 25
  10. Added a modifier to Coring Cost based on the state's strategic value, which is determined by buildings
  11. Core Creation Cost from state's population raised by ~50%
  12. Core Creation Cost from current Core Population reduced by 33%
  13. Core Creation Cost from distance to the capital reduced by ~30%
  14. (Dev Note: There's been quite a lot of adjustment made to the coring button's formula over the last few months, some which had better results than others, and part of that is because it's a very delicate formula to get into a good place. On one hand, states can often feel far more expensive than they ought to and combined with compliance coring feels more like a last resort pp dump than a worthwhile pursuit, especially compared to the strength of puppets lately post BBA. On the other, though, pushing it too far could allow for some absurd power spikes for too small a cost. Between the different contexts, coring cost reductions and all sorts of other factors it is hard to nail. How wide should the cost range and how much should we ascribe to the base worth of coring a state absent its population or industry? How big should the disparity be based on the strength of the country doing the coring? The hope is for us to find a better happy medium, the right balance, but until then iteration will continue and we will monitor the results and feedback of changes until the balance finally feels satisfactory across most situations)
  15.  
  16. Settler Conscription Caps Income modifiers changed from increments of 2.5% starting at 5% to increments of 5% starting at 10% (+10%/+5%/+0%/-5%/-10%/-15%/-20%)
  17. War Never Changes Mobilization Speed +20% -> +18%. Final 4 Settler Conscription Laws Factory Output -2.5%/-5%/-7.5%/-10% -> Stability -5%/-10%/-15%/-20%
  18. Tribal Conscription Monthly Population +50%/+25%/-10%/-20%/-25% -> +50%/+25%/+0%/-25%/-50%, Recruitable Population +4%/+7%/+10%/+14%/+18% -> +4%/+8%/+12%/+16%/+20%
  19.  
  20. Open to Traders Resources to Market +60% -> +65%, Trade Tariffs +30% -> +25%. Promote Caravan Companies Resources to Market +40% -> +45%. Closed Economy granted +0.05 Political Power
  21. (Dev Note: Some equivalent unique laws also had these values changed for consistency)
  22. Outsider Recruitment Laws Resistance Target -2%/+2.5%/+5%/+7.5% -> -2%/+2%/+4%/+6%, Stability +1%/+0%/-1%/-2% -> +2%/+0%/-2%/-4%
  23. No Outsiders War Support +1% -> +2%, Outsider Battalions Compliance Gain +0.08% -> +0.06%, Refugee Assimilation +20% -> +15%
  24. (Dev Note: The direct No Outsiders change is more for visual and functional consistency, it's not meant to make any tangible difference in how appealing or (more likely) unappealing the law may be. In a similar vein, the Refugee change obviously would only have an effect if one were playing with the now by default disabled Refugee system)
  25. Undesirables Recruitment Laws Division Attack +3%/+6%/+9% -> +2.5%/+5%/+7.5%
  26. Army Wage Laws "Family Stipends" and "Lifetime Pensions" Recruitable Population Factor +4%/+8% removed, granted Division Experience Gain +2.5%/+5%
  27. State Press Compliance Gain +0.04% changed to Compliance Growth +12%
  28. Chems Laws Cost 100 -> 75
  29.  
  30. War Reparations and Resource Rights cost increased by ~33%
  31. (Dev Note: This is an increase from 0.3 to 0.4. The vanilla value is 0.25 for reference, although other peace value differences between OWB and vanilla will confound this comparison)
  32. War Reparations Civilian Factory Ratio lowered from 40% to 25%
  33.  
  34.  
  35.  
  36. Combat and Terrain Changes:
  37.  
  38. Unit Leader Planning Skills Planning Speed per level 4% -> 3.5%
  39.  
  40. Reconnaissance Advantage bonus to skill points for tactic choices raised from 5 to 6
  41. (Dev Note: The vanilla value is 5. Normally, which side gets to select their tactic second is determined by which general has the higher skill level, but the side controlling the division with the highest Reconnaissance in the combat gets an additional 5 skill points in vanilla for this purpose, which is now 6 in OWB. The advantage in skill levels, whether from a Reconnaissance advantage or not, also increases the chance to pick a counter tactic for each additional point as is covered in the next dev note)
  42. Counter Tactic chance per leader level advantage raised from 35% to 40%
  43. (Dev Note: The vanilla value is 35%. This change affects both the bonus from Recon and from leader skill, because when determining a) Who gets to pick their tactic second, which is advantageous because they will have the chance to counter, and b) The chance to pick said counter tactic itself, the game grants a bonus of 5 Leader Skill in vanilla (6 now in OWB) to the side with the higher Reconnaissance. This in practice makes the change from 35% to 40% a small increase to the disparity between higher and lower level leaders, but a larger increase to the benefits of having a Recon advantage as it will increase the chance to pick a counter tactic to a greater extent. For two generals with equal skill, for example, this change combined with the change listed above it raises
  44. the chance increase for picking tactics that the Recon advantage grants from 175% to 240%.)
  45. Reconnaissance bonus to gathered land intel from combat increased by 33%
  46.  
  47. Radioactive Wastes Movement Cost +5% -> +20%, Sickness Chance +100% -> +150%, Supply Flow Penalty -14% -> -20%
  48.  
  49.  
  50.  
  51. Research Changes:
  52.  
  53. All researchable Land Doctrines XP Boost cost 30 -> 20
  54. (Dev Note: The bonus is still 50% for XP boosting doctrines)
  55.  
  56. Default Ahead-of-time Research Penalty raised from 1 to 1.15
  57. Stripped Power Armour Research Time raised by ~14%
  58. Automation Tech Research time raised by 20%
  59. Scrapbot Research time reduced by 25%, Support, Combat and CnC Robot Tech research times reduced by ~6%
  60. Resource Buildings Research time reduced by ~12.5%
  61.  
  62.  
  63.  
  64. Infantry and Unique Unit Changes:
  65.  
  66. Added a new "Super Mutant Infantry" unit category comprising Super Mutant Infantry and Super Mutant Auxiliaries
  67. Added modifiers for Militia and the "Super Mutant Infantry" category to all Infantry in-between technologies
  68. Added modifiers for Motorized Enforcers to both Enforcers in-between technologies
  69. Added modifiers for Nightkin to all Spec Ops in-between technologies
  70. Removed "Power Armour Support" from the Heavy Special Forces unit category and added modifiers for the unit to all Power Armour in-between technologies
  71.  
  72. Ghoul Infantry and Ghoul Paratroopers Supply Use 0.04 -> 0.08, Super Mutant Infantry and Auxiliaries 0.06 -> 0.12, Molerats 0.05 -> 0.1, Nightkin 0.08 -> 0.14, Mirelurks 0.1 -> 0.16
  73. (Dev Note: Given the lack of much difficulty in supplying armies in OWB, these changes exist more to raise the values for these units high enough that the flat values can be lowered by some modifiers targeting multiple units without setting their supply use to or below 0 as easily. These values still leave the units less expensive than most others and should have little practical effect on balance for the time being)
  74.  
  75. Enforcers and Motorized Enforcers Air Attack -50% -> -60%. Infantry, Ghoul and Super Mutant Infantry granted Air Attack -10%, Horses granted Air Attack -20%, Molerats granted Air Attack -50%
  76. Militia, Lawkeepers, Skate Infantry and Warhound Infantry granted Air Attack -30%
  77. Motorized Infantry granted Air Attack -20%, Motorized Demoteams granted Air Attack -40%
  78. Non-Combat Support Companies granted Air Attack -80%
  79. Fireteam Support granted Air Attack -20%
  80. Plasma Rifle Air Attack 2.5 -> 2
  81. Advanced Energy Weaponry, Elite Weaponry, Turbo Plasma Rifle and Mass Driver Air Attack 3 -> 2.5
  82. Pulse Energy Weaponry and Gauss Rifle Air Attack 4 -> 3
  83. (Dev Note: Obviously Molerats having any Air Attack at all is extremely silly, and it's only cause they use Infantry Equipment, but for the time being it will still be possible for the sake of balance. These changes have less to do with Air needing a buff as much as Air Attack being deceptively abundant from sources beyond AA Support. Ultimately Air Attack's percentual reduction to CAS damage can
  84. only climb so high, and Air Attack of even 0.1 already has innate value because always at least one plane will go down with every hit, so against a large airforce in settings like Multiplayer these changes shouldn't have an especially large effect)
  85.  
  86. Spec Ops Terrain Modifiers also granted +5% Movement on said terrains (Mountains, Jungles, Marshes, Deserts, Rivers, Amphibious)
  87. Advanced Special Forces Kit Energy Cost 2 -> 1
  88.  
  89. Stripped Power Armour Breakthrough 1.5 -> 2
  90.  
  91. T-45d PA Cell Usage 0.3 -> 0.5
  92. Composite T-45d PA Cell Usage 0.25 -> 0.4
  93. T-51b PA Cell Usage 0.4 -> 0.6
  94. Mobile T-51c PA Cell Usage 0.35 -> 0.5
  95. Hardened T-51b PA Cell Usage 0.5 -> 0.7
  96. APA Cell Usage 0.6 -> 0.8
  97. APA MKII Cell Usage 0.6 -> 0.8
  98. ATA 1b Cell Usage 0.3 -> 0.5
  99.  
  100.  
  101.  
  102. Support Changes:
  103.  
  104. Makeshift SAW Soft Attack 7.5 -> 7
  105. Heavy RCW Defense 18 -> 17.5
  106. Gatling Laser Defense 23 -> 22
  107. Tesla Cannon Defense 28 -> 26.5
  108.  
  109. 20mm Rocket AA Defense 4 -> 3, granted 1 Breakthrough, Soft Attack 4 -> 2, Air Attack 40 -> 45, Reliability 90% -> 85%
  110. Proximity AA Defense 4 -> 3, Breakthrough 2 -> 1, Soft Attack 6 -> 3, Reliability 90% -> 85%, Production Cost 12 -> 11.5
  111. AA Upgrade Techs Support AA Damage +10% -> +15%
  112.  
  113. Demolition Battalion HP 5 -> 10
  114. (Dev Note: This makes the HP consistent with Fireteam Platoons like how the support company variants and power armor variants are)
  115.  
  116. Dog Support unit granted +10% Soft Attack
  117. Dog Support unit Jungle +5% Movement removed, granted +5% Attack on Forests, Plains, Marshes and Deserts
  118. (Dev Note: Hills and Mountains were previously the only terrain to have not only the +5% Movement Bonus from Dogs but also +5% Attack prior to this change. Now all terrain bonuses are the same)
  119. Trained Dog Soft Attack 6 -> 7, Hard Attack 4 -> 3
  120. Cyberdog Soft Attack 8 -> 10, Hard Attack 6 -> 4
  121.  
  122. Chems Support Units granted +5% Attack and +10% Defense on Radioactive Wastes
  123.  
  124. Recon Support granted +10% Movement on Amphibious
  125. Motorized Recon granted +5% Movement on Amphibious, Motorized Recon Plains and Desert Movement +10% -> +15%
  126.  
  127. Logistics Company Upgrades Initiative +2% -> +3%
  128.  
  129.  
  130.  
  131. Vehicle Changes:
  132.  
  133. Motorized Infantry granted +10% Defense Modifier
  134. (Dev Note: This is specifically the standard Motorized unit, no other Motorized variants receive this change)
  135.  
  136. Salvaged Motorcycle Cell Usage 0.15 -> 0.2
  137. Scrap Truck Cell Usage 0.15 -> 0.3
  138. Salvaged Car Cell Usage 0.2 -> 0.3
  139. Salvaged Truck and Wasteland Car Cell Usage 0.25 -> 0.4
  140. Wasteland Bus Cell Usage 0.25 -> 0.5
  141. Military Car Cell Usage 0.3 -> 0.5
  142. Wasteland APC Cell Usage 0.3 -> 0.6
  143. Improvised Tank Cell Usage 0.3 -> 0.5
  144. Wasteland Tank Cell Usage 0.4 -> 0.7
  145. Battle Tank Cell Usage 0.5 -> 0.9
  146. Great War Tank Cell Usage 0.6 -> 1.1
  147.  
  148. Return Rollers Tank HP +30% -> +15%
  149.  
  150. Chariot units base Recovery Rate 0.35 -> 0.3, granted -10% Soft and Hard Attack.
  151. Chariots Urban Attack, Defense and Movement -25% -> -20%, Forest Attack and Defense -20% -> -10%, Forest Movement -12% -> -10%, Marsh Movement -50% -> -15%
  152. Chariot equipment Hard Attack 3 -> 2, Max Speed 10 -> 9.5, Piercing 6 -> 4, Cell Usage 0.1 -> 0.3
  153. (Dev Note: If you've been following the separate tech changelogs since 4.0, you'd know that having overpowered multi-equipment vehicle units that take multiple nerf patches to get balanced has sort of become a trend as of late. Part of the reason for this is just that following 4.0's reworks to Vehicles and Robots there was quite a lot of experimentation to be done. In the case of Chariots, despite not getting any changes for quite some time it was only recently that players really started to notice their strength, likely in part because they were overshadowed by Motorized Enforcers in the early months since the update. These changes seek to add onto last patch's in an effort to bring their power level back in line, but in a way that allows them to still be potent when on the offensive)
  154.  
  155.  
  156.  
  157. Robot Changes:
  158.  
  159. Added a new "Frontline Robots" unit category comprising all robots except CnC units
  160.  
  161. Bipedal Robot Equipment Air Attack 1/2/3/4 -> 1.5/2/2.5/3, Cell Usage 0.2/0.2/0.2/0.2 -> 0.3/0.4/0.5/0.6
  162. Thruster Robot Equipment Air Attack 1/2/3/4 -> 1/1.5/2/2.5, Cell Usage 0.3/0.3/0.3/0.3 -> 0.4/0.5/0.6/0.7
  163. Combat Robot Equipment Air Attack 0/3/4 -> 1/2/3, Cell Usage 0.3/0.4/0.5 -> 0.6/0.7/0.8
  164. Securitron Air Attack 5 -> 3.5, Cell Usage 0.25 -> 0.4
  165. C-27 Air Attack 8 -> 5, Cell Usage 0.6 -> 0.8
  166. Super Heavy Quadrupeds Cell Usage 0.6 -> 1.2
  167. Super Heavy Colossals Cell Usage 0.7 -> 1.4
  168.  
  169. CnC-Bot Defense 5 -> 6.5, Hard Attack 3 -> 2, Armor 8 -> 4, Piercing 6 -> 3, Production Cost 5.5 -> 5
  170. Eyebot and Robobrain Air Attacks of 2 and 4 removed
  171.  
  172.  
  173. Doctrine Changes:
  174.  
  175. # Perks and Doctrine School
  176. Robot Perks changed to affect the new "Frontline Robots" unit category instead of the "Robots" unit category
  177. All Perks +2% Army Experience Gain replaced with +2% Division Experience Gain for the respective units
  178. All Perks changed to properly grant their XP Design Cost reductions and Unit Experience Gain modifiers to all units of their respective unit category
  179. (Dev Note: Some units were erroneously included or excluded. This change rectifies that and additionally removes the CnC modifiers as part of the Frontline Robots change mentioned above)
  180. Perk Division Experience Gain and XP Design Cost reductions condensed into a tooltip in the tech view prior to clicking on the specific tech
  181. 25xp Perks Supply Use -0.05 -> -0.03
  182.  
  183. # Automated Warfare
  184. Robotic Commander Proxies changed to now prevent swapping doctrine upon completion, similar to Conventional's radio tech
  185.  
  186. # Refined Warfare
  187. Recon Infiltration Org Loss when Moving -10% replaced with Decryption and Planning Speed +10%
  188. Combined Arms Power Armour Support Recovery Rate +0.05 and Organisation +5 replaced with +5% Soft and Hard Attack
  189.  
  190. # Conventional Warfare
  191. Mechanised Forces Vehicles Soft Attack +10% -> +5%, Organisation +4 -> +5, granted Army Maximum Speed +5%
  192. Concentrated Assault Vehicles Breakthrough +3% -> +5%, Hard Attack +5% -> Recovery Rate +0.05, Infantry Breakthrough +3% -> +5%, Max Speed +5% -> Recovery Rate +0.05
  193. Concentrated Assault Vehicle Cell Usage -20% replaced with Army Supply Consumption +10%
  194. (Dev Note: This debuff is far more in flavor for the theme and description than a Cell Usage reduction buff)
  195. Motorised Deployment Army Soft Attack +10% and Max Speed +5% changed to Infantry Max Speed +5%, granted -15% Org Loss when Moving
  196. Armoured Assault Tank Hard Attack +14% -> +15%, Vehicles Breakthrough +6% -> +5%
  197. Rapid Motorised Deployment Army Recovery Rate +0.10 and Max Speed +5% changed to only affect Infantry
  198. (Dev Note: To be clear, it is known and intended that the Infantry bonuses in Mechanised Warfare still affect Motorized Infantry. The hope is that these changes can help to make said unit a more viable option for certain roles, mainly those infantry would normally fulfill but for an army with a faster pace, relative to its sometimes strictly better competition)
  199. Coordinated Onslaught Tank Breakthrough +5% -> +10%, Vehicles Breakthrough +5% removed
  200. Prepared Defence granted Max Planning +5%, Entrenchment Speed +25% -> +5%
  201. Anti-Armour Tactics Combat Support Unit Soft Attack +5% removed, granted Combat Support Unit Piercing +10%
  202. Radios changed to also affect normal Motorized Infantry
  203. Rapid Redeployment +10% Entrenchment Speed removed
  204.  
  205. # Asymmetric Warfare
  206. Asymmetric Warfare (Starting Tech) Org Loss when at low Org -20% -> -15%, granted +2.5% Equipment Capture Ratio
  207. Foraging Army HP +10% -> +15%, Recruitable Population Factor +15% -> +5%, granted Org Loss when at low Org -5%
  208. Improvised Obstructions granted Equipment Capture Ratio +2.5%
  209. (Dev Note: Due to not only the fact that Asymmetric Warfare is somewhat positioned as the "low tech doctrine" but also the descriptions and flavor of said technologies, introducing Equipment Capture in a small amount felt like a good way to flesh out Asymmetric's overall identity for both paths, and a compensatory nerf to the previously raised Recruitable Population Factor on Foraging makes the bonus less in conflict with the penalty from the Decimation tech while also increasing the scarcity of manpower slightly, as Doctrines should generally incentivize their playstyles by other means than that)
  210. Decimation granted Division Experience Gain +2.5%
  211. Nightstalker Tactics Militia +20% Defense and +10% Soft and Hard Attack replaced with Army +10% Defense and +10% Piercing
  212.  
  213. # Outsider Warfare
  214. Selective Exposure Division Experience Gain +0.15 daily changed to +5%
  215. (Dev Note: Both the value and the fact it was flat instead of percentual were mistakes)
  216.  
  217.  
  218.  
  219. Air Changes:
  220. (Dev Note: Air Changes always get bogged down with all the different variants or inconsistencies. To give a tl;dr on the equipment changes for Bombers below, Production cost was raised for the first and last tech, Air Superiority values were decreased, Agility was decreased, Strat Bombing was increased for R-Planes and decreased for the Sophisticated Bombers, and Speed was raised)
  221.  
  222. Barrage Balloon and Bomb Glider Air Wing Size 50 -> 75
  223. Transport Plane Air Wing Size 50 -> 25
  224. All Blimp variants Air Wing Size 50 -> 20
  225. Mininuke and Artillery Shell Wing Size 50 -> 25
  226. (Dev Note: Unfortunately as of 1.12 wing sizes for each air unit have to be fixed. We understand that wing sizes for some planes may prove too large or too small at times but this is inevitable given the fact they are required to be fixed now, so we are doing our best to find the ideal middle ground)
  227.  
  228. Triplane Attacker Production Cost 30 -> 35 (60 -> 70 after modifier)
  229. Monoplane Attacker and Naval/Light variants Ground Attack 15 -> 14. Ground Pounder Air Attack 6 -> 5, Ground Attack 18 -> 17
  230. Nuclear Powered Attackplane and Naval/Light variants Ground Attack 35 -> 33. Armoured Annihilator Air Attack 10 -> 8, Ground Attack 40 -> 38
  231.  
  232. All Bombers Service Manpower 8 -> 10, Non-Naval Variant Bombers Naval Targeting 0.5 -> 0.6, Naval Variant Bombers Naval Targeting 2 -> 2.5
  233. R-Plane Bomber Agility 20 -> 15, Air Superiority 0.3 -> 0.2, Strat Bombing 25 -> 35, Max Speed 200 -> 250, Production Cost 34 -> 45 (68 -> 90 after modifier)
  234. Rotary Engine Bomber all variants Air Superiority 0.5 -> 0.3. Main and Torpedo variant Agility 30 -> 25, Max Speed 400 -> 450. Heavy and Ranged variant Agility 27 -> 23, Max Speed 360 -> 400
  235. Rotary Engine variants Production Cost 110 -> 112
  236. Jetbomber all variants Air Superiority 0.7 -> 0.4. Main and Ranged variant Strat Bombing 75 -> 65. Main and Torpedo variant Agility 40 -> 35, Max Speed 600 -> 650.
  237. Jetbomber Heavy and Ranged Max Speed 540 -> 580. Heavy variant Agility 36 -> 32, Strat Bombing 86 -> 75. Ranged Variant Agility 46 -> 32. Torpedo Variant Strat Bombing 19 -> 17
  238. Nuclear Jet Bomber Production Cost 70 -> 75 (140 -> 150 after modifier), variants Air Superiority 0.9 -> 0.5, Production Cost 142 -> 155
  239. Nuclear Jet Bomber Main and Ranged variant Strat Bombing 100 -> 80. Main and Torpedo variant Agility 50 -> 45, Max Speed 800 -> 850.
  240. Nuclear Jet Bomber Heavy and Ranged Max Speed 720 -> 760, Agility 45 -> 40. Heavy variant Strat Bombing 115 -> 88. Torpedo Variant Strat Bombing 25 -> 22
  241.  
  242. Air Supply per plane increased from 0.002 to 0.1
  243. (Dev Note: Vanilla decreased this value to almost pitiful levels in 1.12 for some reason. The hope is for this value to make Transport Planes viable again, but not too much so)
  244. Transport Glider Range 300 -> 225, Production Cost 15 -> 16 (30 -> 32 after modifier)
  245. Cargo Plane Circuitry Cost 2 -> 1, Range 700 -> 500, Granted 2 Air Attack and 0.02 Air Superiority, Cell Usage 1.0 -> 0.5, Production Cost 22 -> 20 (44 -> 40 after modifier)
  246. Dreamlifter Composites Cost 3 -> 2, Range 1400 -> 1000, Granted 4 Air Attack and 0.04 Air Superiority, Cell Usage 1.5 -> 1, Production Cost 30 -> 24 (60 -> 58 after modifier)
  247. (Dev Note: The goal of these changes is primarily to make acquiring later upgrades for Transport Planes a little more worthwhile by decreasing the costs associated and making the higher range more beneficial relative to the Transport Glider. Unfortunately the lack of much impact from Plane Stats on Air Supply missions and their effectiveness makes our options for differentiating upgrades more limited. Furthermore, the addition of Air Attack and Air Superiority impact is actually supported by Cargo Planes canonically bearing defensive machine guns as mentioned in their tech's description, and grants them minor self defense capabilities)
  248.  
  249. VB-02 Transport Cell Usage 1 -> 1.5, VB-02 Gunship Cell Usage 1.5 -> 2
  250. VB-02 Transport Manpower 10 -> 8, Range 2000 -> 1500, Air Defense 40 -> 30, Agility 20 -> 60, Max Speed 600 -> 900, Reliability 80% -> 90%, Production Cost 120 -> 90 (240 -> 180 after modifier)
  251. VB-02 Gunship Manpower 2 -> 4, Range 1250 -> 1000, Air Defense 50 -> 40, Agility 85 -> 80, Strategic Bombing 20 -> 16, Ground Attack 45 -> 48, Max Speed 600 -> 900, Reliability 95% -> 90%
  252.  
  253. Combat Blimp and variants Air Superiority 4 -> 2, Max Speed raised by 25%, Ground Attack lowered by 20%
  254. Assault Airship and variants Air Superiority 6 -> 3, Max Speed raised by 25%, Ground Attack lowered by 20%
  255. Flying Fortress and variants Air Superiority 8 -> 4, Max Speed raised by 25%, Ground Attack lowered by 20%
  256. Superfortress and variants Air Superiority 10 -> 5, Max Speed raised by 25%, Ground Attack lowered by 20%
  257.  
  258.  
  259.  
  260. Industry and Tribal Tech Changes:
  261.  
  262. Tool Scavenging Production Efficiency Growth +3% changed to Production Efficiency Base +3%, Dockyard Output +3% -> +2.5%
  263. Tool Procurement and Tool Production Techs Production Efficiency Growth +2.5% -> +2%
  264. Tool Production techs Production Efficiency Cap +7% -> +7.5%
  265.  
  266. Industry Planning Max Factories in a State +5% -> +6%, Production Efficiency Base and Retention +10% -> +8%
  267. Specialized Production techs Production Efficiency Growth -3% changed to Production Efficiency Retention -2%
  268.  
  269. Tribal Tree Techs Scavenging Efforts, Artisan Villages, Equipment Study and Local Innovation Production Efficiency Retention +10% -> +7%, Dockyard Output +5% -> +3%
  270.  
  271.  
  272.  
  273. Other Changes:
  274. (Dev Note: This patch adjusted the weights of many units. Changes to this are listed separately due to the very low importance of weight as a stat so as to not clutter the rest of the changelog. Also keep in mind some weights take into account in the actual number of units per battalion as well as gameplay-imposed restrictions)
  275.  
  276. Enforcers Weight 2 -> 1
  277. Spec Ops Weight 0.5 -> 0.6, Horses Weight 2 -> 1.2, Power Armor Weight 0.8 -> 1.4, Powered Fireteam and Demolitions Weight 1 -> 1.7, Power Armor Support Weight 0.5 -> 0.4
  278. Fireteam and Demolition Platoons Weight 1 -> 0.9, Motorized Support Companies Weights 0.5 -> 0.3
  279. Motorized Enforcers Weight 2 -> 1.4, Motorized Fireteams and Demolitions Weight 1 -> 1.2, Chariots Weight 1.5 -> 1.4
  280. Support Robot Weight 0.8 -> 0.9, Securitron Weight 1 -> 1.1, Combat Robot Weight 1.2 -> 1.5, CnC Weight 0.8 -> 0.4, Super-Heavy Robot Weight 2.5 -> 3
  281. Super Mutant Infantry and Auxiliaries Weight 1.5 -> 1.2, Nightkin Weight 2 -> 1.6, Behemoth Weight 2 -> 2.2
  282. Radroach Weight 1.5 -> 0.3, Mirelurk Weight 1.5 -> 1.8, Molerat Weight 1 -> 0.4
  283. Monstrous Plants Weight 0.5 -> 0.2, Colorado Mutant Support 1.5 -> 0.5, Forward Firebase Weight 0.1 -> 0.3
  284. Sentinel Power Armour, Alamo Defenders and Crusaders Weight 0.8 -> 1.2, Paladin Weight 0.8 -> 1.5, Paladin Fireteams and Demolitions Weight 0.8 -> 1.8, Scribe and Knight Support Weight 0.05 -> 0.1
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