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UFO: Afterlight - Total Rebalance Modification v2

This mod focuses on all aspects of the game that relate to...

  • Category Turn-Based
  • Size 7.5 MB
  • Program by ShadoWarrior

UFO: Afterlight - Total Rebalance Modification v2

This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior

New items in mod: 69

New techs in mod: 15

New trainings in mod: 1

This mod focuses on all aspects of the game that relate to tactical combat, which also includes research related to items. The stats of creatures (friendly or alien) in the game are also fair game. -- ShadoWarrior

UFO:AL Total Rebalance Mod Team Members:

ShadoWarrior - principal designer and lead programmer

Rising Phoenix - programmer, database analyst

Monk - lead modeler

Praetoris - concept artist

BulletSix - textures, playtesting

Gorre - playtesting

Ishantil - playtesting

Nevyn - playtesting

Acknowledgements (in chronological order):

Slaughter - moral support, and mirroring the mod at StrategyCore

TYR - providing the Calico models

crusher bob - finding annoying errors in the effect.txt file (v1.04) causing armor to instantly repair itself

Kiko - German translation (v1.07)

PetteriB - changes to Beastman Matriarch gear (v2.00)

... and the many fans of my mods that have provided encouragement, testing, feedback, and suggestions for tweaks and new items

New items in mod: 69

New techs in mod: 15

New trainings in mod: 1

HISTORY -

v2.00: (19 APR 2007)

added: two new damage types (acid and plasma)

added: Flamethrower Superfuel

added: Robot Flamethrower

added: Robot Flamethrower Fuel

added: Robot Flamethrower Superfuel

added: Plasma Mine

added: Incendiary Mine

added: Assault Rifle

added: Anti-materiel Rifle

added: Petteri's Martian Assault Mod v0.951 is now bundled together with the TR mod archive

changed: Merlon's excellent Recolour Mod Mars v1.1 is now bundled together with the TR mod archive

changed: warehouses now only require level 3 resources to build (unmodded value level 4)

changed: Ground Radar now also requires T_MilitaryBase1 (Radar) to manufacture

changed: all text references to "phosphorus" now say "incendiary"

changed: Heavy Battle Suit maxhostility is now 6 (unmodded value 4)

changed: Battle Suit maxhostility is now 5 (unmodded value 4)

changed: Nature Forces are now immune to all damage types except EM, explosive, meson, and plasma

changed: Nature Force attack now does 200 damage (unmodded value 20)

changed: acid and plasma weapons now use the new damage types (instead of 'fire')

changed: beastmen of all types (including rollers and spiders) are now immune to acid

changed: EM weapons now do 40% stun (grey), 30% temporary (red), and 30% permanent (black) damage (unmodded values 70%, 15%, 15%)

changed: Beastman Soldier basehp is now 200 (unmodded value 150)

changed: Beastman Shaman/Alchemist basehp is now 150 (unmodded value 120)

changed: Beastman Matriarch basehp is now 120 (unmodded value 60)

changed: Martian Plant Pet basehp is now 300 (unmodded value 30)

changed: Crawling Robot basehp is now 270 (unmodded value 90)

changed: Levitating Robot basehp is now 350 (unmodded value 70)

changed: Robot Mech basehp is now 1300 (unmodded value 650)

changed: Robot Spider basehp is now 1600 (unmodded value 800)

changed: Crawling Robot stun recovery is now 0.25 (unmodded value 0.15)

changed: Levitating Robot stun recovery is now 0.3 (unmodded value 0.2)

changed: Robot Mech stun recovery is now 0.5 (unmodded value 0.1)

changed: Robot Spider stun recovery is now 0.8 (unmodded value 0.2)

changed: Boss stun recovery is now 0.3 (unmodded value 0.1)

changed: Boss temp recovery is now 0.1 (unmodded value 0)

changed: Aimed Burst is now the preferred mode for the Beastman Rifle and Big Rifle (unmodded first choice is Aimed Single)

changed: BeastmanRifle range is now 40 (unmodded value 25)

changed: BeastmanRifle aimingtime is now 1.2 (unmodded value 1.6)

changed: BeastmanRifle AP ammo now does 50 damage (unmodded value 55)

changed: BeastmanPistol range is now 32 (unmodded value 20)

changed: BeastmanPistol aimingtime is now 0.9 (unmodded value 1.2)

changed: BeastmanBigPistol AP ammo now does 35 damage (unmodded value 32)

changed: BeastmanBigRifle range is now 56 (unmodded value 35)

changed: BeastmanBigRifle aimingtime is now 1.5 (unmodded value 2.0)

changed: BeastmanBigRifle AP ammo now does 80 damage (unmodded value 65)

changed: BeastmanCannon range is now 22 (unmodded value 14)

changed: BeastmanCannon AP ammo now does 300 damage (unmodded value 250)

changed: Beastmen AP Ammo now uses AP damage type

changed: Beastmen Acid Ammo now uses Acid damage type

changed: plastic mine now does 800 damage (unmodded value 400)

changed: plastic mine blast radius is now 7.5 (unmodded value 5.5)

changed: Reticulan mine now does 900 damage (unmodded value 450)

changed: Reticulan mine blast radius is now 8 (unmodded value 5)

changed: Martian Pets are now immune to projectile and acid attacks, and 99% resistant to cutting

changed: increased Martian resistance to AP and acid attacks

changed: added project and shift names for all living human characters

changed: doubled the weight of all gatling ammunition

changed: Robot Gatling weight is now 20 (unmodded value 4)

changed: added a very large Dodge penalty as part of the glop effect

changed: inventory slots for both Human medium suits rearranged/expanded

changed: default Beastman Soldier attribute increased by +2 (to "Outstanding")

changed: default Beastman Alchemist/Shaman attribute increased by +1 (to "Good")

changed: default Beastman Mistress attribute increased by +3 (to "Heroic")

changed: all default Martian Robot attributes increased by +1

changed: HEAT rocket damage doubled

changed: Beastman Matriarchs who were previously equipped with Martian Plasma Cannon are now equipped with Beastman Big Rifles

changed: renamed "Ancient Earth" tab as "Close Combat" and moved all the firearms into the "Projectile" tab

changed: renamed "Explosive" tab as "Ordnance"

fixed: removed top slot from the Human Laser Pistol

fixed: Human SMG snap single mode now only fires 1 round (instead of 3)

v1.09: (22 MAR 2007)

added: Reactive Polymers tech

added: two new damage types (HEAT and meson)

added: Human HEAT Rockets

added: Robot Gatling API ammo

added: Robot Projectile AP ammo

added: Robot Projectile API ammo

added: Robot Phosphorus Rockets

added: Robot HEAT Rockets

added: Robot Advanced Battery

added: Flamethrower (courtesy Rising Phoenix)

added: Flamethrower fuel (courtesy Rising Phoenix)

added: Rocket quad-launcher

added: Explosive rockets pack

added: Phosphorus rockets pack

added: HEAT rockets pack

added: Heavy Armor Stabilizers

added: Reflex Sight

added: Basic Powered Armor

added: Advanced Powered Armor

added: Reactive Polymers

added: Powered Armor Sniper Module

added: Powered Armor Skirmisher Module

added: Powered Armor Marine Module

added: German localization (for version 1.07)

changed: SmallFirearmBottomSlot added to Human Rocket Launcher

changed: added Robot Gatling API ammo usage capability to the Robot Gatling gun

changed: added Robot Projectile AP ammo usage capability to the Robot projectile weapon

changed: added Robot Projectile API ammo usage capability to the Robot projectile weapon

changed: added Robot Phosphorus Rocket usage capability to the Robot rocket launcher

changed: added Robot Advanced Battery usage capability to all Robot energy weapons

changed: Robot Rifle range is now 35 (unmodded value 28)

changed: Robot Rifle accuracy is now 2.6 (unmodded value 1.0)

changed: Robot Gatling range is now 40 (unmodded value 28)

changed: Robot Gatling accuracy is now 1.3 (unmodded value 0.8)

changed: Robot Gatling damage is now 45 (unmodded value 40)

changed: Robot Gatling aimingtime reduced to 8 (unmodded value 10)

changed: Robot Gatling ammo capacity reduced to 60 (unmodded value 120)

changed: Robot Projectile ammo capacity reduced to 20 (unmodded value 40)

changed: Robot Battery ammo capacity reduced to 20 (unmodded value 40)

changed: Drone basehp decreased to 700 (previous value 1400)

changed: Human Projectile AP and API ammo now also requires T_EarthTechnologies2 to manufacture

changed: Human Laser Sniper Rifle top slot changed to LaserSniperTopSlot (previous value SniperTopSlot)

changed: Human Rocket Launcher timetofire changed to 1 (unmodded value 4)

changed: Human Rocket Launcher timetoready changed to 1 (unmodded value 10)

changed: Human Rocket Launcher range changed to 80 (unmodded value 40)

changed: Human Battle suit cut damage resistance increased to 0.4 (unmodded value 0.2)

changed: Human Advanced Battle suit cut damage resistance increased to 0.5 (unmodded value 0.3)

changed: Human Heavy suit and Heavy battle suit inventory slots rearranged

changed: T_HeavyWeapons name changed to T_SuperHeavyWeapons

changed: movement type kneeling sizemod decreased to 0.5 (unmodded value 0.75)

changed: movement type prone sizemod decreased to 0.25 (unmodded value 0.75)

changed: movement type crawling sizemod decreased to 0.25 (unmodded value 0.75)

fixed: Human Projectile API ammo now also requires T_AdvancedFirearms to manufacture

fixed: bug in Ground Radar scan effect preventing EMVision mode from activating

fixed: vision angle (tracked down and corrected by Rising Phoenix)

v1.08: (15 MAR 2007)

added: Gatling gun training

added: Basic Reticulan Armor tech

added: Advanced Reticulan Armor tech

added: Improved Firearms tech

added: Improved Lasers tech

added: Heavy Weapons tech

added: Particle Weapons tech

added: Powered Armor tech

added: Advanced Force Fields tech

added: Stasis Fields tech

added: Nanotechnology tech

added: Nanotech Tools tech

added: Nanotech Warfare tech

added: Toxins tech

added: Basic Heavy Servos armor add-on

added: Advanced Heavy Servos armor add-on

added: Doppler Scanner

added: Ground Radar

added: Parabolic Microphone

added: Human Laser Pistol

added: Human Laser Sniper Rifle

added: Wakizashi

added: Shaped-charge Mine

added: Shock Baton

added: Improved Reticulan Suit

added: Reticulan Hybrid Armor

added: Merlon's excellent Recolour Mod Mars v0.9 is now bundled together with the TR mod archive

added: my Combo Soldiers mod is now bundled together with the TR mod archive

changed: HumanSniperRifle accuracy increased to 3 (unmodded value 2)

changed: HumanSniperRifle timetoready reduced to 3 (unmodded value 5)

changed: HumanSniperRifle reloadtime reduced to 40 (unmodded value 60)

changed: HumanSniperRifle AimedSingle mode aimingtime reduced to 20 (unmodded value 25)

changed: Human Shotgun timetoready in ShotgunScatterShot mode reduced to 5 (unmodded value 10)

changed: MovementScanner and MetalScanner may no longer be manufactured

changed: Drone basehp increased to 1400 (unmodded value 120)

changed: Gunman Major training now also adds an additional bonus in the use of Human, Reticulan, and Martian non-pistol weapons

changed: Gunman Major training now costs 3 points (unmodded value 2)

changed: Gatling guns now require Gatling gun training to use

changed: Human innate motion sensing reduced to range 40 (previous value 50)

changed: Psi damage stoppingpower (knockdown) reduced to 0.01 (unmodded value 0.1)

changed: Laser damage stoppingpower (knockdown) reduced to 0.05 (unmodded value 0.2)

changed: SmallFirearmBottomSlot added to HumanGrenadeLauncher and HumanGatling

fixed: HumanSniperRifle PreciseShot mode with projectile ammo aimingtime reset to 40 (previous value 60)

fixed: major bug (introduced in v1.03) causing the Laputa contact event not to trigger

v1.07: (08 MAR 2007)

added: Human Shotgun Shell Glop ammo

added: Human Glop Grenades

added: Human Glop Rockets ammo

added: Glop Solvent toolkit ammo

added: Taser Battery toolkit ammo

added: Binoculars (courtesy Rising Phoenix)

changed: extensive modification of vision-related files (by Rising Phoenix)

changed: old Vision Rebalance mod files are no longer stand-alone nor compatible with this mod

changed: WalkSpeedGreatPenalty (broken leg) duration is now permanent (unmodded value 60 secs)

changed: WalkSpeedGreatPenalty (broken leg) penalty is now -20 (unmodded value -4)

changed: AttackPreDelayGreatPenalty (broken arm) duration is now permanent (unmodded value 60 secs)

changed: AttackPreDelayGreatPenalty (broken arm) penalty is now -20 (unmodded value -4)

changed: Shooting Range now requires T_MilitaryTraining to build (unmodded value T_Firearms)

changed: T_Firearms now also requires a Shooting Range

changed: Human Shotgun accepts the new HumanShotgunShellGlop ammo

changed: Underbarrel Shotgun accepts the new HumanShotgunShellGlop ammo

changed: HumanRocketLauncher accepts the new HumanGlopRockets ammo

changed: acid damage now does 2 points per tick over a period of 375 ticks (previous values 5 and 150, respectively)

changed: MineDestructionSet ammo now has 10 'charges' (unmodded value 1)

changed: FireExtinguisher ammo manufacturing now also requires Chemicals2

changed: Computerized Scope manufacturing now also requires a Microelectronics building

fixed: HumanPhosphorusRockets now also requires T_RocketbasedWeapons to manufacture

fixed: MovementScanner and MetalScanner restored to their unmodded condition

v1.06.1: (03 MAR 2007)

changed: MovementScanner and MetalScanner now use human batteries (courtesy Rising Phoenix)

changed: FireExtinguisher ammo is now a 1x1 item

changed: Buzzsaw accuracy increased to 1.5 (unmodded value 1.25)

fixed: array count errors in the manufacturable records for several items, mainly some of the launched grenades

v1.06: (02 MAR 2007)

added: Fire Extinguisher toolkit ammo

added: Human Light Hazard Armor

changed: T_EarthTechnologies1 prerequisite moved to Firearms tech instead of Advanced Firearms tech

changed: T_CombatCombustibles no longer requires T_RocketbasedWeapons

changed: T_RocketbasedWeapons now requires T_EarthTechnologies2 instead of T_ReticulanTechnologies1

changed: heavy armors now have a -2 dodge penalty

changed: HumanRifle range is now 30 (unmodded value 24)

changed: ReticulanLaserRifle range is now 70 (unmodded value 35)

changed: ReticulanLaserRifle accuracy is now 5.1 (unmodded value 3.1)

changed: ReticulanLaserRifle aimingtime is now 0.9 (unmodded value 1.2)

changed: HumanSniperRifle range is now 60 (unmodded value 40)

changed: HumanGatling range is now 40 (unmodded value 28)

changed: ReticulanLaserPistol range is now 45 (unmodded value 26)

changed: ReticulanLaserPistol accuracy is now 5.1 (unmodded value 3.1)

changed: ReticulanLaserPistol aimingtime is now 0.6 (unmodded value 1.2)

changed: Calico M950 range is now 18 (previous value 16)

changed: Calico M950 accuracy is now 1.66 (previous value 1.6)

changed: HumanSMG range is now 24 (previous value 22)

changed: HumanSMG accuracy is now 1.8 (previous value 2.0)

changed: description of Advanced Firearms tech no longer references the HumanShotgun

changed: RobotRocketLauncher damage is now pellet-based (unmodded value false)

fixed: UB GL description no longer reads that it will fit a HumanShotgun

v1.05: (28 FEB 2007)

added: Underbarrel Grenade Launcher as a Human Firearms add-on (courtesy Rising Phoenix)

added: Underbarrel Shotgun as a Human Firearms add-on

changed: HumanShotgun now has T_Firearms as a prerequisite instead of T_AdvancedFirearms

changed: HumanShotgun now has Metal2 as a prerequisite instead of Metal3

changed: HumanShotgun assemblytime (setup time) reduced to 3 hours (unmodded value 7.5 hours)

changed: HumanShotgunShell now has T_Firearms as a prerequisite instead of T_AdvancedFirearms

changed: T_NonLethalCombat no longer requires T_CombatExplosives

changed: HumanStunGrenade now also requires T_CombatExplosives

changed: HumanStunLaunchGrenade now also requires T_CombatExplosives

changed: HumanGrenadeLauncher now requires T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons

changed: launched grenades now require T_CombatExplosives and T_AdvancedFirearms instead of T_RocketbasedWeapons

changed: crouching is no longer possible in Heavy and Lifesupport armors

changed: API burn damage reduced to 1 per tick (previous value 6 per tick)

changed: flash effect strength increased to -70% (previous value -10%)

changed: flash effect duration decreased to 20 seconds (previous value 60 seconds)

changed: annihilator now uses warp cannon weapon model

changed: warp cannon now uses annihilator weapon model

changed: HumanPistol, HumanSMG, HumanShotgun, and HumanSniperRifle now have a SmallFirearmBottomSlot instead of a FirearmBottomSlot

changed: Gyrostabilizer and AdvancedGyrostabilizer now also fit in the new SmallFirearmBottomSlot

changed: SmallFirearmBottomSlot added to AncientColt, AncientPistol, Calico M950, and AncientRifle

changed: added melee attack mode to HumanPistol, HumanSMG, HumanRifle, HumanShotgun, HumanSniperRifle, and HumanGrenadeLauncher

changed: added melee attack mode to AncientColt, AncientPistol, Calico M950, and AncientRifle

changed: added Underbarrel Grenade Launcher capability to HumanRifle and HumanShotgun

changed: accuracy value for all HumanGrenadeLauncher grenades set to the same value (only the ranges differ by grenade)

changed: HeavyArmorSlot added to all human heavy armors except HumanHeavyBasicArmour

changed: added Underbarrel Shotgun capability to HumanRifle

fixed: errors in effect.txt file causing armor to instantly repair itself (thanks to crusher bob)

fixed: aiming times for HumanSMG are no longer the same as for the HumanRifle

v1.04: (25 FEB 2007)

added: Flash Mine (courtesy Rising Phoenix)

added: Human Flash Grenade (courtesy Rising Phoenix)

added: Human SMG

added: companion Vision Rebalance mod

changed: T_EarthTechnologies1 is now an additional manufacturing prerequisite for the Calico M950 and its ammo

changed: numerous minor corrections to item descriptions

fixed: Calico M950 Pistol ammo manufacturing time

v1.03: (22 FEB 2007)

added: Ancient Firearms tech

added: Armor Coating (reduces acid & fire damage by an additional 30%)

added: Human Projectile API ammo

added: Human Gatling API ammo

added: interface images for all previously-released new ammo (courtesy BulletSix)

changed: 2 Calico M950 Pistols to items received from the first Earth ship (previous value 1)

changed: 20 Calico M950 Pistol ammo to items received from the first Earth ship (previous value 10)

changed: added Human Projectile API ammo usage capability to all Human Projectile and Gatling weapons (except shotgun)

changed: Ancient Firearms tech is now a prerequisite to Firearms tech

changed: Firearms tech now has timetodevelop of 12 (unmodded value 16)

changed: displayed name of the Ancient Colt is now Colt Anaconda (instead of Dan Wesson 722-VH6)

changed: displayed name of the Ancient Colt ammo is now .44 Magnum ammo (instead of .22 LR ammo)

fixed: added RocketbasedWeapons tech as an additional prerequisite to manufacturing all launched grenade ammo

v1.02: (20 FEB 2007)

added: 1 Calico M950 Pistol to items received from the first Earth ship

added: 10 Calico M950 Pistol ammo to items received from the first Earth ship

added: Human Projectile AP ammo

changed: decreased strength of Ancient Pistol attack to 15 (unmodded value 30)

changed: increased strength of Calico M950 attack to 32 (previous value 30)

changed: changed the description of the Ancient Colt to define it as a .44 Magnum Colt Anaconda

changed: added Human Projectile AP ammo usage capability to all Human Projectile weapons

changed: standard Human Gatling ammo now does Projectile AP type damage

fixed: shortened the name of launched grenades so that they fit in the display tabs

fixed: removed the ability to manufacture the Calico M950 and its ammo

v1.01: (19 FEB 2007)

added: launched versions of all 6 grenade types

added: Calico M950 Pistol (courtesy TYR)

added: Calico M950 Pistol ammo (courtesy TYR)

changed: Human Grenade Launcher is now a 6-shot magazine-fed weapon using special launched grenades

changed: Human Explosive Rocket damage increased by 25% to 550 (unmodded value 440)

changed: Human Phosphorus Rocket damage increased by 25% to 100 (unmodded value 80)

changed: Human Defense Grenade damage increased by 25% to 120 (unmodded value 100)

changed: Human Acid Grenade damage increased by 25% to 25 (unmodded value 20)

changed: Human Attack Grenade damage increased by 25% to 144 (unmodded value 115)

changed: Human EM Grenade damage increased by 25% to 188 (unmodded value 150)

changed: Human Stun Grenade damage increased by 25% to 250 (unmodded value 200)

changed: Human Incendiary Grenade damage increased by 25% to 32 (previous value 25)

changed: fire damage now does 3 points per tick over a period of 250 ticks (unmodded values 2 and 200, respectively)

changed: acid damage now does 5 points per tick over a period of 150 ticks (unmodded values 1 and 100, respectively)

changed: Human Acid Grenade splash radius increased to 2.7 (unmodded value 2)

changed: impact damage and splash radius of all launched grenades is 80% of their handheld equivalents

v1.0: (18 FEB 2007)

added: three new damage types (for projectileAP, projectileAPI, and stun ammo)

added: Human Shotgun Shell AP ammo

added: Human Shotgun Shell Stun ammo

added: Human Incendiary Grenade

changed: Human Attack Grenade weight changed to 0.3kg (unmodded value 0.5kg)

changed: Human Acid, Stun, and EM Grenade weights changed to 0.4kg (unmodded values 0.5kg)

changed: explosive damage now does 5% permanent damage and 25% stun damage (unmodded values 0% and 30%, respectively)

changed: Human Shotgun accepts the new HumanShotgunShellAP ammo

changed: Human Shotgun accepts the new HumanShotgunShellStun ammo

changed: Human Grenade Launcher accepts the new HumanIncendiaryGrenade

changed: added the new damage types to all armors

---

© 2007 Mind Games

This file may not be reproduced in part or entirety without the author's permission.

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