Xenonauts

Xenonauts

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Reaper Rebalance - Fixed!
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2019 年 9 月 17 日 下午 1:09
2024 年 1 月 5 日 下午 12:03
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Reaper Rebalance - Fixed!

描述
This mod rebalances Reapers and their resulting zombies to fit more in line with the capabilities of their alien brethren. Reapers are now designated more as what they're described to be; used for terror missions. Something to quickly wipe out large civilian populations, but no longer something capable of decimating any organized military resistance they come across in the process... unless it's an Alpha. Expect tougher Alpha Reaper encounters, but easier Reaper encounters, and overall more intuitive gameplay.


+ Reapers and Alpha Reapers now respect the rules of armor and damage, and no longer insta-kill.
Reapers should reliably one-hit any civilian, but rarely will it one-hit one of your troops, especially if you're wearing armor.

+ Reaper claws now follow the same rules as other melee weapons, and as such, should be able to miss/be dodged.

+ Alpha Reapers are now capable of attacking vehicles.
In fact, they're quite dangerous to armored vehicles. Those claws are built like a Mantis Shrimp's claws, spearing straight through steel into vulnerable crew or electronics.

+ Reaper and Alpha Reaper HP increased by 20.
That's 100HP for Reapers and 140HP for Alpha Reapers. Since you'll likely face far fewer of them.

+ Reapers and zombies can attack multiple times per turn.
Reapers can attack twice and have leftover AP for movement, Alpha Reapers can attack three times. Zombies have just enough AP to attack twice if they don't move.

+ Alpha Reapers now have Jackal-level kinetic armor.
This makes them harder to kill with conventional and MAG weaponry. Consider bringing a few laser weapons where you know you'll face them.

+ All Zombies now die when killed. (Imagine that)
Note: This might mean zombies are now capturable if stunned, but I don't know if the game will like that. Try at your own risk.

+ Alpha Zombies will become reapers after 3 turns, but not if killed before then.
Normal Zombies do not turn into Reapers anymore, they're just zombified husks carrying infertile parasites. If you would like a version where normal zombies still turn into reapers (after 4 turns), check out this alternate version:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2125631569



--Reaper Changes-- (X:CE Default -> Reaper Rebalance)
Resilience (HP): 80 -> 100
Accuracy: 200 -> 60
Attack accuracy: 1000 -> 80 (Identical to stun baton)
Attack AP: 35 -> 25
Attack damage: 9001 -> 35
Attack Mitigation: 500 -> 0
--Alpha Reaper Changes--
Resilience (HP): 120 -> 140
Accuracy: 200 -> 70
Attack accuracy: 1000 -> 80
Attack AP: 35 -> 25
Attack damage: 9001 -> 40
Attack Mitigation: 500 -> 25
Kinetic Armor: 0 -> 20
Added ability: MeleeVehicles
--Zombie Changes--
Accuracy: 200 -> 60
Action Points (AP): 36 -> 40
Attack accuracy: 100 -> 60
Attack AP: 35 -> 20
Attack Mitigation: 40 -> 0
Removed ability: SpawnReaper
--Alpha Zombie Changes--
Accuracy: 200 -> 60
Action Points (AP): 36 -> 50
Attack accuracy: 100 -> 60
Attack AP: 35 -> 20
Attack Mitigation: 40 -> 0
Tweaked ability: SpawnReaper,3 turns,Permadeath

Note: This is my first officially released mod, so there may be mistakes or issues I hadn't foreseen. Not every feature has been fully tested, so let me know if something doesn't work right. I have tried to keep this mod as balanced and non-cheaty as I could, but the reapers were a bit overpowered and ridiculous to begin with. Suggestions and feedback are welcome.

X:CE is required, as that is what adds the framework that allows tampering with otherwise hard-coded reapers.

Thanks to Charon and Myron on the Steam forums for helping me out with the coding.

V1.0 - Original Release
V1.1 - Removed redundant stat changes, lowered attack AP for zombies, added Alpha Reaper armor, general clean-up.
V1.1a - Restored normal Zombie SpawnReaper ability, tweaked to 4 turns with permadeath. (Refer to top of page for link)
V1.2 and V1.2a - Corrected issue preventing mod from loading properly, hopefully.
28 条留言
Warsmith Marko Ramius 2 月 7 日 下午 3:01 
i specifically was looking for something that either nerfed reapers or removed them from the gaem, i have found it. thank you sir
KlickPy 1 月 16 日 上午 12:25 
Thanks for your work :)
Nyx (She/Her) 2024 年 11 月 14 日 上午 12:10 
single worst enemy in the game by a mile, thank you.
Kinsect 2024 年 1 月 5 日 下午 1:16 
No it's still the same after reinstalling it.
I think it's something on my side that broke.
any idea on how to delete a mod from the launcher? I'm guessing that will fix it.
Evelyn  [作者] 2024 年 1 月 5 日 下午 12:06 
@Kinsect It should hopefully be fixed now, give it a shot?
Kinsect 2024 年 1 月 4 日 下午 4:30 
they're both stuck on active: INSTALL
Kinsect 2024 年 1 月 3 日 下午 4:33 
I tried to update the mod but I wouldn't so I uninstalled and reinstalled it and now I have both the 1.1 and 1.2 versions
when I tried to install the 1.2 version it just installs the 1.1 version instead.
what's going on and how do I delete the old version?
Evelyn  [作者] 2024 年 1 月 2 日 下午 10:50 
Should be fixed as of now, hopefully! Haven't been able to test it but I think it was just a missing folder in the updated .zip file.
missionmistral1 2023 年 12 月 20 日 下午 1:38 
did they fix that?
LykosNychi 2023 年 12 月 17 日 下午 4:49 
Yeah so I've been trying to get this mod to work every time I start playing, for the last two years. Finally figured out the issue.

The mod file is thrown into the mods folder a a .zip. The modding tools don't recognize it. They also won't pick it up manually either, saying it's not a mod file. Further, the folder cannot be extracted or dumped either, throwing an error every time it is attempted.