[MOD] Twinge's Balance Mod (Current Version: 6.3.1) (Old)
Posted: Mon May 13, 2013 6:12 am
Updated for Advanced Edition, in its own thread here: viewtopic.php?f=11&t=26269
Old Balance Mod for version 1.5.3:
Concept:
This mod is designed to address balance issues in the game, making more equipment in the game worth using and increasing the quantity of interesting decisions. This mod doesn't add large amounts of additional content - instead it focuses on improving the usefulness of existing content and making the base game a better overall experience without making the overall game notably easier or harder.
Mod Files:
Grognak's Mod Manager File: Balance Mod 6.3.1.ftl
Raw data file: Balance Mod 6.3.1 data.dat
Major Changes:
There are several other changes not listed here; see http://www.it-is-law.com/ftl-balance/index.php for a full change list.
Mod Compatibility:
The changes to this mod are very extensive and not designed around compatibility with other mods. I suggest running this mod by itself, but if combined with other mods it should probably be set to the first slot (thus getting overwritten by other mods).
It should work fine alongside mods that only change visuals - for example, the High-Def Backgrounds Mod should cause no conflicts. I am also fine with anyone using my work as part of another mod as long as credit is given.
Old Balance Mod for version 1.5.3:
Concept:
This mod is designed to address balance issues in the game, making more equipment in the game worth using and increasing the quantity of interesting decisions. This mod doesn't add large amounts of additional content - instead it focuses on improving the usefulness of existing content and making the base game a better overall experience without making the overall game notably easier or harder.
Mod Files:
Grognak's Mod Manager File: Balance Mod 6.3.1.ftl
Raw data file: Balance Mod 6.3.1 data.dat
Major Changes:
- Fixed numerous game bugs, such as broken randomization or inaccurate/missing costs.
- Large number of punctuation and grammar fixes. Event phrasing tweaked to be more consistent and clear.
Tooltips give exact breach/fire chance. - Many events tweaked to make them actually worth considering - including Alien Spiders, Quarantine, Madman, Weapons Trader, Buying Slaves, and more.
- System pricing - Oxygen 3, Pilot 3, Doors 3, Sensors 3, Engines 6-8, and Drones 7-8 are now cheaper. Doors 2, Tier 3 Shields, and Engines 3-5 are more expensive.
- Strong weapons nerfed or made more expensive, such as Burst Laser II and Ion Bomb. Weak weapons buffed or made cheaper, such as Heavy Ion and most missile weapons.
- Weak augments buffed significantly and/or made cheaper, including Repair Arm, Recharge Booster, and Reverse Ion Field. Re-loader and Scrap Arm now cost more.
- Ship-specific augments sell for less to encourage their use; effect increased for weaker racial augments.
- Defense Drone II power requirement reduced to 3. Player Beam Drone slightly buffed. Weaker drone costs reduced.
- Stealth B, Engi B, and Fed B buffed. Rock A and Slug B slightly buffed. Mantis B and Crystal B slightly nerfed.
- Nebula exit beacons can actually have events now.
- Globally reduced the odds of free crew from events slightly.
- Reduced scrap rewards in a few places, including the average reward from killing the enemy crew.
- Enabled 2 new events and custom text for destroying Rock ships.
- Mid and late game Auto-Scouts that don't have Shields will now have System Casing.
- Various quality of life tweaks such as more consistent event option ordering, notification when receiving crew, swapping weapon position on Stealth A, etc.
- Visual fixes to several ships so doors no longer go through equipment, etc.
- Missiles and Drone Parts cost 1 less. Mantis cost 5 more, Rock and Zoltan cost 5 less.
There are several other changes not listed here; see http://www.it-is-law.com/ftl-balance/index.php for a full change list.
Mod Compatibility:
The changes to this mod are very extensive and not designed around compatibility with other mods. I suggest running this mod by itself, but if combined with other mods it should probably be set to the first slot (thus getting overwritten by other mods).
It should work fine alongside mods that only change visuals - for example, the High-Def Backgrounds Mod should cause no conflicts. I am also fine with anyone using my work as part of another mod as long as credit is given.