[Balance] Balance the Breach 1.1

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DetourDunnDee
Posts: 1
Joined: Wed Jan 29, 2020 3:36 am

[Balance] Balance the Breach 1.1

Postby DetourDunnDee » Thu Jan 30, 2020 3:43 pm

We have tons of outstanding additional content mods, but to my knowledge not much of the original game has been revisited, and so I'll take a stab at it.

For a long while it irked me to no end that Shock Cannon cost 2 power while Aegon Mortar cost 1, given that they do practically the same thing. With no prior modding/LUA experience, and a bit of free time on my hand thanks to a holiday weekend and none of my library books being in, I endeavored to finally do something about that Shock Cannon, and maybe a few other minor annoyances in the process. Somehow that grew into the behemoth pile of changes you'll see below.

Some general lines of thinking that are reflected in these changes:
  • Only the strongest weapons should have a base cost of 2.
  • Many of the Science mech weapons that didn't have a base cost were standardized at 1 in order that the player could be a bit more flexible in whether or not to keep it or swap it for something else along the way.
  • +1 Damage single target upgrades should generally cost 2 cores.
  • +1 Damage multiple target upgrades should generally cost 3 cores.
  • +2 Damage single target target upgrades should generally cost 3 cores.
  • Utility upgrades should generally cost 1 core.
  • Most weapons should have some form of utility upgrade, as 2x +1 Damage +1 Damage upgrades is a tad boring. So for some I created a new utility upgrade and combined the damage upgrades together as +2 Damage for 3 cores. For those that remain, I'm still on the lookout for ways to change them in future updates.
  • Most Passives had their base costs reduced to free so they can be a bit more flexible in who is holding them. This also prevents some mechs/squads from having a free Core and +1 Rep head start over others.
Finally, many thanks to the fine folk in the modding discord for all their help! I hope you'll all forgive me for what I'm sure is a real ugly piece of work :P

Balance the Breach Season 1 Changes

Pilots

Gana
Power cost decreased to Free from 1

Silica
Power cost decreased to 1 from 2


Mechs

Storm Generator, Vek Hormones, and Viscera Nanobots passives have been moved to the Prime Mechs of their respective teams.
This is because they're generally the one most capable of using the bonus, and should help Random squad mode... Hopefully.

Hook Mech movement increased to 4 from 3

Leap Mech movement decreased to 3 from 4


Prime Skills

Titan Fist
Upgrade 1 (Dash) cost decreased to 1 from 2

Electric Whip
Base cost decreased to 1 from 2

Rock Launcher
Upgrade 1 (+1 Damage) is now Flaming Rock and costs 1
Upgrade 2 (+1 Damage) cost decreased to 2 from 3
Flaming Rock: "Collision tile is lit on Fire."

Sidewinder Fist
Previously obtaining both upgrades unlocked Sidestep which made it somewhat of a hidden bonus
Reworked so that Sidestep is now part of the base skill, it's free, and does no damage.
Base cost reduced to 0 from 1
Base damage reduced to 0 from 2
Upgrades removed
Sidestep: "Take an extra step before attacking."

Rocket Fist
Upgrade 1 (Launch) cost decreased to 1 from 2
Upgrade 2 (+2 Damage) cost increased to 3 from 2

Vice Fist
Base cost increased to 1 from Free
Upgrade 1 (Ally Immune) is now +2 Range
Credit for this change goes to reddit user greenmajesti aka subset forum user neozoid for the work they'd done in the Fun Judoka mod

Flamethrower
Base range increased to 2 from 1
Upgrade 2 (+1 Range) changed to +1 Damage
The tooltip still has some issues

Explosive vents
Reworked to deal damage then leap with a range of 2.
Upgrade 1 is now +1 Range and costs 1
Upgrade 2 is now +1 Damage and costs 3

Prime Spear
Base cost decreased to 1 from 2
Upgrade 2 (+1 Range) cost increased to 3 from 2

Vortex Fist
Base self damage decreased to 1 from 2

Titan Sword
Upgrade (+2 Damage) decreased to 1 Damage and cost increased to 3 from 2

Mercury Fist
Base cost increased to 2 from 1
Upgrade 1 (+1 Use) decreased to 1 from 2
Upgrade 2 (+1 Damage) cost increased to 2 from 1


Brute Skills

Taurus Cannon
Upgrade 1 (+1 Damage) is now Phase Shot and costs 1
Upgrade 2 (+1 Damage) increased to 2 Damage and cost increased to 3 from 2

Aerial Bombs
Upgrades have been swapped and their costs adjusted.
Upgrade 1 (+1 Damage) is now +1 Range and cost decreased to 1 from 2
Upgrade 2 (+1 Range) is now +1 Damage and cost increased to 3 from 2

Phase Cannon
Push removed
Upgrade 1 (Phase Shield) cost decreased to 1 from 2
Upgrade 2 (+1 Damage) increased to 2 Damage and cost increased to 3 from 2

Grappling Hook
Base cost increased to 1 from Free

Shock Cannon
Base cost decreased to 1 from 2
Upgrade 1 (+1 Damage) cost increased to 2 from 1

Ramming Engines
Upgrade 2 (+1 Damage) cost decreased to 2 from 3

Unstable Cannon
Upgrade 2 (+1 Damage) cost decreased to 2 from 3

Shrapnel Cannon
Upgrade 2 (+1 Damage) cost increased to 3 from 2

Heavy Rocket
Base cost increased to 2 from 1
Base damage increased to 4 from 3
Upgrade 2 (+2 Damage) decreased to 1 Damage

Astra Bombs
Upgrade 2 (+2 Damage) is now Chemical Bombs and costs 1
Chemical Bombs: "Equip bombs that cause A.C.I.D and Fire, but no damage."
Burn vek burn! Also prevents friendly fire to buildings, which is nice.

Hermes Engines
Base cost decreased to Free from 1


Ranged Skills

Rock Accelerator
Upgrade 1 (+1 Damage) changed to Backrest
Upgrade 2 (previously empty) is now +2 Damage and costs 3
Backrest: "Raise a rock from the ground behind the Mech if the tile is empty."
I also tested a version of this that caused Cataclysm (tile becomes a hole) but it was of course a bit too strong to be in a "balance" mod

Cluster Artillary
Upgrade 1 (Buildings Immune) cost decreased to 1 from 2
Upgrade 2 (+1 Damage) cost increased to 3 from 2

Micro Artillary
Upgrade 2 (+1 Damage) cost increased to 3 from 2

Aegon Mortar
Upgrade 1 (+1 Damage) cost increased to 2 from 1

Cryo-Launcher
Base cost decreased to 1 from 2

Burning Mortar
Upgrade 1 (No Self Damage) cost decreased to 1 from 2

Raining Death
Upgrade 1 (Buildings Immune) cost decreased to 1 from 2
Upgrade 2 (+1 Damage Each) is now just +1 Damage and cost increased to 3 from 2

Heavy Artillery
Upgrade 2 (+1 Damage) cost increased to 3 from 2

Gemeni Missiles
Upgrade 2 (+1 Damage) cost increased to 2 from 1


Science Skills

Attraction Pulse
Base cost increased to 1 from Free
Upgrade 1 (previously nothing) is now Shield Self and costs 1
Just wait until you see Shield Projector

Grav Well
Base cost increased to 1 from Free

Repulse
Upgrade 1 (Shield Self) is the previous Upgrade 2 (Shield Friendly)

Teleporter
Base cost increased to 1 from Free

A.C.I.D Projector
Base cost increased to 1 from Free

Confuse Shot
Base cost increased to 1 from Free

Smoke Pellets
Base cost increased to 1 from Free

Shield Projector
Upgrade 1 (+1 Use) is now Shield Self and cost decreased to 1 from 2
Upgrade 2 cost increased to 3 from 2
This pleases the Defense Mech.

Fire Beam
Upgrade 1 (+1 Use) changed to Unlimited Use

Push Beam
Base cost increased to 2 from 1


Support Skills

Smoke Bombs
Base cost increased to 1 from Free

Heat Converter
Base cost increased to 2 from 1
Upgrade 1 (+1 Use) is now Unlimited Use and cost increased to 2 from 1

Targeted Strike
Base cost increased to 3 from Free
Damage increased to 4 from 1
This displeases the Alpha Hornet

Missile Barrage
Upgrade 1 (+1 Damage) cost increased to 3 from 2

Wind Torrent
Base cost increased to 2 from 1
Upgrade 1 (Unlimited Use) cost increased to 2 from 1

Ice Generator
Upgrade 1 (+1 size) cost increased to 2 from 1


Passive Skills

Flame Shielding
Base cost decreased to Free from 1

Storm Generator
Base cost decreased to Free from 1

Viscera Nanobots
Base cost decreased to Free from 1

Networked Armor
Upgrade 1 (+1 Health) cost decreased to 1 from 2

Repair Field
Base cost decreased to Free from 1

Stabilizers
Base cost decreased to Free from 1

Psionic Receiver
Base cost decreased to Free from 1

Kickoff Boosters
Upgrade 1 (+1 Movement) cost decreased to 1 from 2

Medical Supplies
Base cost decreased to Free from 1

Vek Hormones
Upgrade 2 (+1 Damage) cost decreased to 1 from 2

Critical Shields
Base cost decreased to Free from 1


Secret Squad

Some stuff :)

If all that sounds appealing to you, then you can download the mod here
If you don't already have it, you'll also need the Mod Loader originally made by Cyberboy2000 and continued by kartoFlane.

Changes from 1.0 to 1.1

Code: Select all

Silica: Power cost decreased to 1 from 2

Sidewinder Fist: Reworked to be free and deal no damage (so now it's a utility weapon like Hermes Engines and Boosters)

Vice Fist: Upgrade 1 changed from 8 Range to +2.

Phase Cannon: Push removed

Astra Bombs: Chemical Bombs cost decreased to 1 from 3

Secret Squad: Made some changes :)
ijocks
Posts: 11
Joined: Sun May 26, 2019 10:17 pm

Re: [Balance] Balance the Breach 1.1

Postby ijocks » Sun Feb 02, 2020 5:06 pm

I finally have a reason to try out all those miscellaneous items in the shop now! looking forward to it!
Bepoest
Posts: 8
Joined: Fri Apr 17, 2020 7:29 am

Re: [Balance] Balance the Breach 1.1

Postby Bepoest » Fri Apr 17, 2020 8:43 am

Thank you for making this, I love this sort of balance and variety content for the base game.
Larsmd
Posts: 1
Joined: Wed Apr 14, 2021 1:15 pm

Re: [Balance] Balance the Breach 1.1

Postby Larsmd » Wed Apr 14, 2021 1:21 pm

Hey love your mod!
Sadly when i used the Rock Accelerator the first upgrade +1 Damage only makes a rock behind. Not more Damage.
Also the electric whip balance is not really effective as it is a starting weapon and therefore the less cores required does not help. Maybe make the second upgrade only cost 2 Cores?
rotterdxm
Posts: 6
Joined: Wed Jul 21, 2021 4:12 pm

Re: [Balance] Balance the Breach 1.1

Postby rotterdxm » Wed Jul 21, 2021 4:18 pm

Larsmd wrote:Hey love your mod!
Sadly when i used the Rock Accelerator the first upgrade +1 Damage only makes a rock behind. Not more Damage.
Also the electric whip balance is not really effective as it is a starting weapon and therefore the less cores required does not help. Maybe make the second upgrade only cost 2 Cores?


I have also found the problem with the Rock Accelerator. The Boulder Throw (prime mech) move has a similar problem. It adds a fire tile but the upgrade just says +1 dmg.
I have changed these to just +1 dmg for both, as a quick fix, if anyone else finds issues like this let me know and I'll fix them! This mod is great otherwise and it would be a shame if it didn't work correctly. Here's my unoffical update with the Boulder type weapon fixes: https://drive.google.com/file/d/1v33fUjdQLtlUDzvHtVFD5CzuWtn3bpIH/view?usp=sharing

*EDIT* If you already have Balance the Breach installed you can just overwrite it with the contents of the zip above (it goes in your /mods folder, as usual).
Power Of Geass
Posts: 7
Joined: Thu Mar 03, 2022 9:54 am

Re: [Balance] Balance the Breach 1.1

Postby Power Of Geass » Sun Mar 06, 2022 1:24 pm

About the Flamethrower, the base range is still 1 in my game, but when i buy the 2nd upgrade, i goes to 3 all of a sudden.
(the tooltip is still of, but i see that you are already aware of that)
The same happens with Taurus Cannon, the first upgrade does absolutely nothing, buy the second one gives me +2 damage. However, i imagine that the idea was that the player could have a spike in power at the beggining so...

Ps: love the rest of the work ;)
rotterdxm
Posts: 6
Joined: Wed Jul 21, 2021 4:12 pm

Re: [Balance] Balance the Breach 1.1

Postby rotterdxm » Mon Jun 20, 2022 4:37 am

Power Of Geass wrote:About the Flamethrower, the base range is still 1 in my game, but when i buy the 2nd upgrade, i goes to 3 all of a sudden.
(the tooltip is still of, but i see that you are already aware of that)
The same happens with Taurus Cannon, the first upgrade does absolutely nothing, buy the second one gives me +2 damage. However, i imagine that the idea was that the player could have a spike in power at the beggining so...

Ps: love the rest of the work ;)


Actually found some more stuff that doesn't work as advertised...
The Taurus Cannon actually does profit from the first upgrade but not damage-wise. It makes the shot phase through buildings. Possibly other objects too.

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