Installation: unzip the xeno_mod_pack file. If you just want to try out Rebal, install only the files marked "_Rebal".
The other mini-mods are
optional (but are the environment I test with).
One of this mod's components requires LazyLib to operate. If you don't have LazyLib installed, do so before running this mod.This is my compendium of current re-balance work on Starsector's base game. The intent of the project is to improve Vanilla's combat balance a little bit with each release.
This mod does not add new content; it merely changes how a few things in Vanilla work. But the effects, while small, are important.
The mod consists of several parts, all which can be installed separately (i.e., if you hate A, but like B, you're not forced to use A):
1. Part A changes the balance of StarSector's weapons in various ways.
2. Part B changes the Hard Flux mechanics a little bit (essentially, all ships get a little Hard Flux drain over time, regulated by Flux Capacity) and changes Beam mechanics a little (Beams do more damage as you get closer to the target) while also increasing the utility of Armor (top level is 99%, not 85%).
3. Part C is the most experimental; it fixes a few Vanilla Fighters / Drones that had Flux stats that didn't support their weapons loadouts. It's in very early Alpha right now, so please forgive me if the balance isn't right yet.
4. Part D rebalances the Hull Mods, to improve their attractiveness and greatly reduce the "right answer" most players experience in Vanilla.
5. Part F is basically a "cheat"; it greatly shortens the time spent getting the Player and Captains leveled. However, this isn't actually "easy mode"; the change makes the power-curve of the game harder for expert players fighting Bounties, because Bounties level with the player more efficiently and AI fleets have better Captains.
The formulas used and the raw data
can all be viewed here.
These three mods have been playtested by me very extensively at this point. I feel that they:
1. Make the game a bit harder, by getting rid of the "junk" in weapons, which gives parity to the AI.
2. Make the game's choices quite a bit wider, by making a lot of weapons players might only consider for a squirrel-case build much more relevant.
3. Correct some obviously-overpowered cases in the weapons, like the Light Needlers being significantly better for most purposes than the Heavy Autocannon and Arbalest.
4. Make Beams have a slightly-better role, both as support and as assault weapons in a pinch.
5. Fixes fighters / drones that were Flux-choking constantly.