X4: Foundations

X4: Foundations

Variety and Rebalance Overhaul
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Update: Oct 15, 2020 @ 3:47pm

Patch 2.3.4
After some feedback Xenon u was slightly changed:
- Tiny decrease in weapon damage
- increased construction time and resources cost, U should be more rare sight now.

Bugs fixed:
- few missing sounds
- missing icons for split missile turrets, powered beam turrets and plasma bomb

Update: Sep 27, 2020 @ 3:55pm

fixed beam sounds

Update: Sep 25, 2020 @ 1:52pm

2.3.3
Noticeable changes
- Beam Weapon rebalance: they are now are a bit better against hull, but have lower damage then previously vs shielded targets (Argon Ion Projector is still anti-shield weapon and Teladi Positron Beam still has equal damage to shield and hull).
This is done to make them more interesting and give a small penalty for their precision and overall reliability.
- Xenon U gets its own icon
- Decreased number of Hounds to make them more rare
- Decrease AOE effect range of some missiles to make stripping turrets less trivial.

Fixes
- Fixed Hound wreck geometry
- Cleaned Hound and U asset files to remove debug errors (had no impact on game)
- Fixed sound of Lancer
- Fixed Tomahawk missile having small explosion visuals

Misc
- Split DLC is not required (egosoft fixed dependency issues)
- Added recommended mods as optional dependencies.

Update: Aug 24, 2020 @ 3:03am

Patch 2.3.2

- fixed Xenon U-class selected instead of I for its jobs

- changed shield regen shield delay mods so they are useful now (thanks to mAritz)

Update: Aug 23, 2020 @ 3:17pm

Patch 2.3.1
- Fixed Hound engine groups
- Updated material cost for new XEN U-class, was copy paste from K
- TEL, PAR, ARG battleships can now use power beam turrets for 2 turrets (Corona 2 in front, Deimos 2 on top, Fulmar 2 on main mid section)

Update: Aug 23, 2020 @ 11:46am

Version 2.3
Fully compatible with previous saves.
Final MAJOR version before next DLC, some small additions and fixes are possible if needed.

Notable changes:
- New Paranid Hyperion frigate, tried to have it as close in functionality to X3 as possible.
- New Argon Cyclops Frigate (thanks to Axeface), more beefy frigate with more focus on support then direct damage dealing. Cyclops battleship is now renamed to Corona.
- New Pirate unique destroyer Hound (Thanks to BrummBear) + pirate unique L turret.
- New Xenon U, XL carrier with unique weapons layout and powerful forward-facing beam projector.
- Rework of some slow missiles, now faster, some missile costs were changed.
- Centaur and Hyperion spinal weapons now have small 5 degrees gimbal to help with targeting
- other small updates and balancing.


Miscellaneous:
- some flak weapons redone to better work OOS
- some change in texts.
- quite few bugs squashed.
- some audio updated.

Update: Jun 14, 2020 @ 11:08am

Version 2.2
NOTE: THIS IS NOT 2.2 WITH NEW FEATURES, STEAM is not able to make 2.1.95 version so i had to use 2.2. Planned features for 2.2 will be called 2.3 instead.
Fully compatible with previous saves.
Final version before full work on 2.2 starts, this one brings some polish and a bit of a rebalance due to turret improvements in 3.2 (and potential fixes of remaining issues in next patch according to devs).

Notable changes:
- New Split battleship Gharial designed to go toe-to-toe with heavy ships. Having a bit more HP, one more shield generator 11 L turrets with good coverage but approximately 50% less M turrets than Raptor it is much better suited for long range engagements with enemy battleships. Its also more expensive than Raptor.
- New powered beam weapons that can utilize full power of XL energy generators on Carriers, so only them can mount those extremely powerful weapon systems, only one per ship and race-specific. Raptor does not get one though as it already uses its full potential.
- ALL M and L turrets were slightly nerfed. 10% for general or anti-cap turrets (15% for heavy lances) and 15% for anti-s turrets. This is made to balance them out with better targeting of turrets and to improve surviveability of smaller ships to make them more viable.

Miscellaneous:
- few bugs squashed.
- some weapons that used ambient sound now use correct ones, expect Ion Projector, Tri Beam and Positron Beam, was not able to fix them somehow, will do in next version.

Update: May 20, 2020 @ 7:38am

Version 2.1.9
Fully compatible with previous saves.
Smallish update this time, but important for OOS balance. Note that While I tried to bring OOS calculations as close as possible through numerous tests there are still some outliers that are impossible to fix due to the nature how OOS is being calculated (like a bit too survivable M ships in some situations or when ship with turrets can apply damage to 15 fighters at the same time), only Egosoft can fix those and IIRC they have this in their plans.

Notable changes:
- Xenon P damage, health and speed nerfed a bit.
- Fixed modifiers omission that lead to stations did not deal enough damage to capital ships in OOS.
- Another OOS pass trying to fix some outliers
- Added Cormorant Vanguard to Teladi Warfs (making MIN love to get that ship felt mostly like grind and not something I enjoyed really.)

Miscellaneous:
- updated jobs for DAGO compatibility (missed few last time)

Update: May 16, 2020 @ 8:17am

Version 2.1.8
Fully compatible with previous saves.
At first I decided to hold and wait for full 3.2 release that I hoped will be out last Friday, but it didnt. Instead I cut out some things I planned and now this mod is more a balancing patch and QoL improvement. Content patch will be the next one.

Remember - VRO is balanced only with FE in mind to have more or less balanced game between factions. If you want to increase the challenge or want to use shipmods i suggest to use FOCW mod to configure the game in the way you want. People usually want different things and its impossible for me to satisfy everyone.

Notable Xenon Changes:
- decreased amount of Xenons Is in attacking fleets from 3-5 to 1-2 in galaxy. 2 attacking Is will be a very rare sight.
- increased amount of Xen destroyers in defense fleets only (they will not attack), so they will not loose territories that fast to some factions.

Other notable changes:
- Missile prices in credits went down a bit more to eliminate huge profitability from them, high-end missiles are still expensive.
- balanced S and M beam weapons
- balanced all Muon guns, Heavy mortar and Boson Lance.
- Shield modules capacities were rebalanced, L/XL +3%, M +20%, S +25%. This will make fighters a bit more survivable.
- OOS modifiers were revamped again, should be closer to IS now, rattlesnakes should not dominate OOS as they did before
- Based on performance - Rattlesnake is tiny bit more expensive and slower, Teladi Phoenix is a bit cheaper.
- nerfed Split Heavy Lance, was unintentionally too powerful making it weapon of choice in most situations.
- finally fixed Centaur collision mesh so its correct now.
- improved hull values of Elite

Miscellaneous:
- Panther added for fallen splits, so they can build it with DeadAirs Gate Overhaul installed.
- cargo drones are faster and more maneuverable
- improved Rattlesnake loadouts to decrease amount of under-equipped ships

Translation and Encyclopedia update
- Added RU translation, thanks to Blazard
- Updated English text, German, French, Japanese translations (thanks to o-papaya-o, UH-XTC, UresiiZo and Le Leon)
- Updated names and Encyclopedia entries for all turrets to have M-L size distinction
- Updated names and Encyclopedia entries for all weapons with color code and prefixed to distinguish between weapon sizes and classes better (thanks to Le Leon for idea and implementation)

Update: May 3, 2020 @ 1:18pm

Version 2.1.7 "Xenon Life"
Fully compatible with previous saves.

I decided to make this patch to counter all the complains about the Xenons and it took a lot of testing and many changes to make the game with FE more balanced for faction warfare (Xenons in particular). While its fully compatible with old saves due to change in Xenon stats and some of their jobs results may very, all tests were performed on new games but if in your save Xenons are not in very bad position they should be able to recover either fully or to some degree.

IMPORTANT NOTE: All this balance and tests were done for VRO + FE, if you are using some shippacks that may add more ships to factions and not to Xenons I suggest to use FOCW mod and configure it to your liking. To know how each shippack adds ships please check/ask in the appropriate mod thread on Egosoft forum as I may not know the details and its impossible for me to balance VRO taking into account all possible mod combinations.

Important general change:
Due to overall increase in range and damage output of L turrets in VRO stations became very powerful, sometimes leading to situation when Ore refinery has around 80 L PPC turrets that can annihilate whole fleets. To balance this out all station defense modules have decreased amount of possible installed turrets by half, I tried to maintain overall turret coverage. This is compatible with savegames and all those extra turrets will be removed upon load. To compensate this HP of defense modules was increased slightly (to destroyer level per module)

Xenon Changes:
- FE mod nerfs to Xenon economy are reverted, VRO Xenons do not need slower economy, they are more balanced faction.
- Speed of Xenon miners/transports was increased to other faction miners level.
- K, V and I surviveability increased, maneuverability and speed decreased a bit.
- slight increase in possible K, V and I numbers to make xenon clusters less random.
- K and V now has top L turret to counter easy use of blind spot by small fighters. Top M turrets now have shields.
- K replaced pair of Phase Cannons to xPPCs. V replaced pair of Cruise Missile Turrets to Phase Cannons, Cruise Missiles reload rate increased to compensate. K and V are more distinct in stats.
- K, V and I shield regeneration increased slightly.
- small adjustments to Xenon weapons damage and behavior
- tiny boost to N and M surviveability
- some Xenon L turrets gained more

Other changes:
- Missile descriptions were updated with more information (not all languages but they will come)
- All L and XL combat ships received small hull points boost.
- Decreased overall amount of deployables for ships, this will be more balanced and NPC ships will consume less amount of resources during construction.
- Khaak weapons updated to other factions levels.
- tweaks to Muon and Rail guns for them to make more sense
- tweaks to missiles that may counter few reports about missiles launching rarely from turrets.
- tweaks to OOS modifiers to nerf Split Rattlesnake overwhelming damage.
- tweaks to some turrets parameters to make them less prone to "not firing at fighters" situations.
- amount of battleships per faction decreased slightly
- small tweaks here and there

Miscellaneous:
- updated Jobs to be compatible with DeadAirs Overhaul mod (and potentially any other mod that changes these values from vanilla)
- updated all translations (thanks to o-papaya-o, UH-XTC, UresiiZo and Le Leon)