RevBalance
Gear and equipment rebalance with checkpoints and a few new weapons
Screenshots 6 screenshots
About this mod Author’s original text
Hey! Thanks for clicking. This is my take on rebalancing weapons, deployables, and checkpoints in a way that doesn't feel too far off from the base game. These changes are present in the rundown I'm working on, so I figured I'd upload the gameplay changes on their own first. There are some "flavor" changes in here as well (e.g item descriptions) that I feel fit without pushing things too far.
List of Changes
1.UI Formatting
Changed formatting of all weapon descriptions.
- The weapon descriptions have a new order of their features fitting the style of the base game. (Firing type, weapon range, damage, special rounds, additional information.)
- Weapons now list the enemy types of the highest hp value which can be killed with one shot.
- Weapons without an enemy type text string now have flavor text instead.
_These changes are incompatible with weapon stats previews, as the goal was for a more stripped-down vanilla-esque mod._
- The suggested level path (yellow border around expeditions) has been added to or changed in rundowns 1-6. This is to highlight expeditions with audio logs or log content related to the main plot.
Note: I opted not to add many visual mods as dependencies so people would be free to choose their own preferred presentation.
That said, I highly recommend use of _NoGuiMirroring_ or _The Archive_ for those who want more visual clarity.
- Added Weapons
Added primary weapon:
[Marksman's Rifle - (Mastaba R32L)]
The R32L is a slow-firing automatic for medium to long range.
It can kill three chargers per magazine (like the DMR) and is ideal for someone who wants to hold the trigger and plink way from a distance.
Added secondary weapon:
[Accrat Kilau - (PDW-A)]
This special weapon is very similar to the unmodified version of the Van Auken SMG.
The Kilau differs by having snappier handling and a one magazine reduction in reserve ammunition.
Added four new melee weapons split between three categories:
[Wox Double Medium - (Axe)] [Mastaba Ranseur - (Glaive)]
[MACO Eastwing - (Axe)] [Attroc Edged Mace - (Mace)]
Why?:
Mastaba 32LR: The Marksman's rifle is a less click-heavy replacement for the DMR's headshot+bodyshot playstyle.
Kilau: This addition rounds out the secondary choices as an uncomplicated automatic with good ammo capacity.
Axes: The axe category plays like a mix between the hammer and the spear. Axes deal 5 damage on a light attack and 25 damage on a charged hit. Light attacks one-bonk smaller sleepers to the back of the head or two-bonk to the head then body. However, the axe's strong charge attack damage is met by a stamina cost that's significantly higher than other melee weapons.
Glaive: The glaive is pretty much a knife with the range of the spear. It requires precision. Rushed attacks may result in more non-lethal hits than the regular knife.
Mace: A glorified bat reskin. Mostly added it because the parts were sitting there unused.
- Existing Enemies
[Bullrush "Charger" Scout]
+Health increased. (60 > 62)
This is a measure to prevent the Slug Shotgun from killing a Bullrush Scout in one shot to the back. It has a negligible effect on gameplay.
- Existing Weapons
Scopes:
The opacity of lens dirt has been reduced on all applicable weapons so that players can better see their targets. The dirt will still be visible enough to keep the glow of some lit sights without making them an absolute smudge. In addition, some sights (SMG, Heavy SMG, Slug Shotgun, Heavy Assault Rifle) have changed colors through an included pre-packaged plugin courtesy of Blud Hunter and Hirnukuono.
Recoil:
Concussion intensity has been toned down significantly for almost every weapon. This will not affect how recoil functions, but will cut down on rotational screen shake. (If you're not sure what this is, equip the Accrat STB before the installation of this mod and look at the ground while firing. You'll notice the screen shakes so heavily that any grates on the ground look diagonal at points.) This should make the gam
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: