Halfway
Goliath Revisited
Phasma Felis 2018 年 7 月 22 日 下午 6:02
Goliath Revisited mod description
I've been trying to find a description of what Goliath Revisited actually does. All the mod page says is "heavy changes to characters, enemies, and equipment." I finally found the readme.txt inside a compressed archive in /Steam/steamapps/workshop/content/253150/595966492/489018224658014614_legacy.bin. :steamfacepalm: On the off chance that anyone else is still playing Halfway, here it is:

=================================================== === Goliath Revisited - Balance Mod for Halfway === =================================================== This is a re-balance mod for Halfway. Read below for the full list of changes. =============== === General === =============== - Defense bonus for being in cover increased to 20 / 40 %. - Visibility range for all characters greatly reduced. They also have different visibility ranges now. - Default inventory capcity increased to 10. - Weapons have fixed stats. (2 weapons with the same name always have the same stats) - All items / weapons / suits rebalanced. No more multiple versions of the same equipment. More horizontal progression. - Accuracy curves have been modified and expanded. Weapons in the same "class" can have different curves. - Weapon description provides a bit more info about it's accuracy and behavior. - Enemy stats / equipment / AI behavior tweaked. - It uses the Game Mode Plus mod level design and enemy placement. ============================== === Characters & Abilities === ============================== --------------------- --- Morten Lannis --- --------------------- - Agility increased to 3. - Steady Shot cooldown reduced to 4 turns. - Assault rifle accuracy bonus increased to 15%. - Visibility range set to 18. --------------------- --- Linda Carter --- --------------------- - Aiming reduced to 3 and agility increased to 7. - Self heal cooldown reduced to 5 turns. - Medkit heal bonus increased to 100%. - Visibility range set to 16. ----------------------- --- Samuel Lankford --- ----------------------- - Agility increased to 2. - Visibility range set to 20. - Inventory capcity increased to 15. ------------------- --- Josh Connor --- ------------------- - Health increased to 12. - Shield Remove cooldown reduced to 3 turns. - Visibility range set to 17. --------------------------- --- Dr Rudolph Schaffer --- --------------------------- - Agility decreased to 6. - Shield bonus increased to 100%. - Visibility set to 22. ------------------ --- Subject 13 --- ------------------ - Has 3 base AP. - Aiming reduced to 1. - Close combat damage bonus increased to 75%. - Teleport cooldown increased to 5 turns. - Visibility set to 15. --------------------- --- Jenna Wallace --- --------------------- - Health reduced to 10. - Agility reduced to 1. - Berserk cooldown reduced to 4 turns. - Visibility set to 25. ---------------- --- Gina Nia --- ---------------- - Paralyze cooldown increased to 5 turns. - Health regen bonus increased to 1 per turn. - Aiming reduced to 5. - Visibility set to 30. =============== === Weapons === =============== The general design philosopy behind the changes was: - Make weapon progression horizontal. There is no more Mk-I, II and III, etc versions. Instead, each weapon family has 3 types with varying tradeoffs. I tried to maintain the original flavor as much as possible. - Short range weapons had their accuracy and damage increased. They don't benefit much from 2 AP aiming and are intended to be used in hit and run situations and by low aiming characters. They also have the highest melee damage overall. - Assault Rifles are mostly the same with slight less range. They are at their best at medium range combat. - Sniper rifles should have the highest gunfire damage overall. On the flipside, their meele damage is pitiful. The biggest change are the accuracy curves: accuracy tends to decrease the closer the enemy is. Also, firing with only 1 AP should not be encouraged except in some situations. - At least one special weapon was changed to be melee only, something which is only found in enemy weapons in the base game. That all said, there are exceptions to the above. For example, one type of assault rifle may actually be good at close combat range, but having reduced accuracy in longer ranges. Below you will find short descriptions on what can be expected for each weapon family (as in the vanilla game, each one has 3 weapons types). ------------------- --- Short Range --- ------------------- *Pacifier*: Balanced short range weapon. Average damage, very high accuracy and low critical. Good ammo efficiency. High melee damage. *Devastator X1*: Good damage and critical chance, but accuracy suffers if not very close to the target. Ammo efficiency is below average. Low melee damage. *Flackgun 'Mincer'*: Highest damage potential, but the random range is quite big, so there's a chance of lower damage than other short range weapons. Worst ammo efficiency. Average melee damage and critical. --------------------- --- Assault Rifle --- --------------------- *GSA Classic Carbine*: A very balanced assault rifle, boosting average stats in all areas. *Std A33 Laser AR*: Good damage, accuracy and range, but the ammo efficiency is not good and critical chance is very low. Also has little melee damage. *P-24 Plasma Rifle*: High damage and critical damage. The accuracy and range are low though, so it's more of a close combat rifle. Very bad ammo efficiency. -------------------- --- Sniper Rifle --- -------------------- *Standard Sniper*: The all-around sniper rifle. Versatile and useful in most situations. Has the best ammo efficiency. *Military Sniper*: Above average damage and range, but harder to use. Better suited to characters with high aiming values. *Railgun*: Very high damage and accuracy, but ammo efficiency is terrible. The critical chance is also very low, but on the upside it always deals a fixed damage value. ------------------------ --- Special / Unique --- ------------------------ All unique guns have unique accuracy curves. Also, some of them have received extreme changes in order to make them... unique. No details will be provided here for the sake of spoilers. --------------------- --- Enemy weapons --- --------------------- Enemy weapons were changed to have more variety in performance. For example, in the vanilla game there's no enemy weapon that behaves like a short range weapon. Each one has also a custom accuracy curve and the overall damage has been increased. =============== === Suits === =============== Like weapons, suits have more of a horizontal progression while maintaining the original design intent behind them. Expect more tradeoffs and extreme designs. As for enemy only suits, expect less armor overall, more variety and only small value increments in each enemy tier. ============= === Items === ============= ---------------- --- Grenades --- ---------------- - Enemy grenades had their damage and range slightly reduced. - The 2 player grenades were renamed and tweaked. The standard Plasma Grenade MkI was renamed to Frag Grenade and it's buying price was slighlty reduced. The Plasma Grenade MkII is simply "Plasma Grenade" now. It's stronger than the Frag Grenade, but the throwing range and splash radius is shorter. ----------------------------- -- Medkits & Shield Cells --- ----------------------------- **IMPORTANT**: Not implemented yet due to a huge bug with the temp buff system. Basically, you can easily make all temp buffs permanent. If it gets fixed in a future patch I will put it back on. For now medkits and shield cells behave like in the base game with tweaked prices.** - Names, prices and recovery values were tweaked. They don't scale linearly, and more importantly, they can grant temporary buffs to attributes. This is a feature that was removed from the vanilla game but I'm using it here. Note that when the buff expires, there can be negative side effects. ----------------- --- Stimpacks --- ----------------- - No changes. =============== === Enemies === =============== Just general stuff, don't want to spoiler much: - More enemies now carry Medkits and can attack twice per turn. - Enemies scale less to compensate the changes in equipment. - Hearing and sight ranges generally reduced to reward stealth more. - Some enemies use short range type weapons, which was missing in the vanilla game. - Other AI tweaks, nothing major though. One thing of importance is that weakened enemies (less than 25% health) will perform more poorly than when at full health. ============== === Levels === ============== No changes to existing maps or extra levels, but this is something I want to do in the future.
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Ancient Demon 2023 年 6 月 4 日 下午 12:45 
Thanks!
Uni Austriver 2023 年 12 月 5 日 上午 6:08 
Damn, I hope there's a more real experience like yours, i'm tired to make another run:steamthumbsup:
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