Xenonauts

Xenonauts

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Reaper Rebalance - Alternate - Fixed!
   
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Jun 9, 2020 @ 9:34pm
Jan 5 @ 12:04pm
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Reaper Rebalance - Alternate - Fixed!

Description
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.

Main Version: https://steamcommunity.com/sharedfiles/filedetails/?id=1865910798
This alternate version allows normal zombies to explode into reapers as usual after 4 turns, but will die without spawning one if killed before then. In the main version, only Alpha zombies explode into reapers after a few turns; normal zombies are just that--zombies.


+ 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.
This may result in some civilians pulling off some Neo stunts, dodging Reaper swipes while you move in to save him. This is definitely a feature, not a bug.

+ 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, instead of always turning into reapers on death. (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, normal zombies after 4 turns. But neither will explode into a new enemy if they're killed before then.


--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
Tweaked ability: SpawnReaper,4 turns,Permadeath
--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.
V1.2 and V1.2a - Corrected issue preventing mod from loading properly, hopefully.
4 Comments
Evelyn  [author] Jan 23, 2023 @ 4:45pm 
No, I'm not sure what could be causing that. Their swing is supposed to cost 20 ap, of which they have 40-50 total, so they shouldn't be able to hit more than twice in one turn.
Ersatz Jan 23, 2023 @ 1:23pm 
noticed a situation where the zombies are able to hit 8 times in one turn after moving, That's not intended right?
Shadowsafter Oct 25, 2021 @ 7:11am 
Xenonauts is such a well executed game for the most part and then there's stuff like Reapers being able to run in from outside of vision range and instantly one-shot anyone with no chance to miss that honestly makes me wonder if the Devs are mentally retarded.
Thank you for wrangling the retards with this mod.
York May 21, 2021 @ 2:11pm 
oh cool reapers not just instantly killing tanks!