Twinge's Balance & Bugfix Mod

Distribute and discuss mods that are functional. Moderator - Grognak
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Twinge
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Re: Twinge's Balance & Bugfix Mod

Postby Twinge » Wed Apr 26, 2017 8:10 am

bamalf wrote:
Twinge wrote:* FTL Jammer effect up to 300%.

It does not work anyway :roll:


This did inspire me to test it out. FTL Jammer DOES work - but it's hard-coded at doubling their FTL charge it would appear; the 'value' setting for it doesn't seem to actually do anything. Welp.

Guess that leaves me with the consideration of giving it some interesting blue options (or even strong-arming more than double escape timer via blue options) or possibly removing it from the game. Hmmm...
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Twinge
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Re: Twinge's Balance & Bugfix Mod

Postby Twinge » Mon Sep 04, 2017 12:00 pm

Suppose I should post that the mod's been updated a few times - we're on v2.6.4 now. As usual the best place to check for the current version is the wiki.

Most recently I gave the Easy-difficulty Flagship only Level 4 Engines during Phase 3 (instead of L6) and further reduced the prices of some of the weaker augments.
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Twinge
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Re: Twinge's Balance & Bugfix Mod

Postby Twinge » Thu Dec 28, 2017 9:06 am

Updated to 2.7.0.

Drones upgrades cheaper; Flak1 less accurate; Fewer dead jumps in Mantis & Abandoned; Stun Bomb, Heal B., & Repair B. cooldowns further reduced; Further reduced free crew; Hull Rep. -10; Mantis -5; LRS +5; Hermes -5; Adv. O2/Medical cheaper.


Probably won't be updated again until after official FTL update and I rewrite the mod to fit.
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MantisManMike
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Re: Twinge's Balance & Bugfix Mod

Postby MantisManMike » Mon Jan 08, 2018 1:00 pm

Good changes. :)

You didn't mention the biggest change though: hacking is now even more expensive (125 / 55 / 60)! This is painful but probably correct.

I'm starting a win streak with 2.7. Let's see how much the hacking price hurts. ;)
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Twinge
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Re: Twinge's Balance & Bugfix Mod

Postby Twinge » Tue Mar 24, 2020 3:35 pm

Oh boy. So, er, I haven't really been posting in this thread much, kind of assuming most people downloaded the mod off the wiki page directly -- but it looks like about *half* of downloads are probably coming from this forum thread, so I should, uh... probably update it!

So how about a quick overview of all the changes since I last updated this thread:

v3.1.0: Fed B reworked; Easy difficulty Flagship less challenging; Drone System cheaper; Hacking pricier; Flak less accurate; Misc. augment price drops; Misc. weapon cooldown drops

v3.1.1: Various text fixes and minor bugfixes; Gave Heavy Ion Stunner appropriate images; Combat Drone II slightly faster

v3.2.0: Enemy AE ships buffed; Enemies have less extra power for plasma storms; Lanius Bomber nerfed; Some weaker ships no longer appear in late sectors & have fewer missiles.

v3.3.0: Drone Part cost -1; Boarding Drone power req. -1; Fire Suppression buff; Drone Boost & Pheromone buffs; Event crew cheaper; Misc. system tweaks (mostly: bad system upgrades cheaper); Misc. minor cost/cooldown buffs; MantisB power -1; Beam color tweaks

v3.4.0: Sector 8 events make much more sense; FTL Jammer blue options; Racial augs sell for less; Ion Field & Battery Charger buffs; Backup DNA cheaper; Flagship Construction harder; Lifeform scanner giant spider blue option

v3.5.0: Free crew half as common in 8 events; Costs: Hacking L2/L3 +5; Mind Control +5; HL2 +5; L. Charger 2 +5; E. Resp. & Drone Arm -5; Ion Intruder blue option; Crystal Vengeance breach = 100%; Slocknog & Pony event tweaks; enemy missile count consistency (6/10/14 for Small/Medium/Large class ships)

v3.6.0: Enemy ships are stronger in Sectors 6-8; Nerfed Zoltan Custom Check; Slightly worse boarding rewards; Kestrel C +1 power; Crystal B & Lanius B -1 power; Lowered racial aug sale values more; Refueling platform event better; removed 30 instances of the word "small" in event text (about 1/5th of the massive total number)

...That's a whoooooole lotta changes! Near-future plans include trying out Ion Intruder at 2 power and enemy Boarding Drones at 2 power and re-adding Advanced FTL Navigation with the ability to map each sector when you enter (idea taken from slowrider; cost would be around 85 scrap). Give it a try and let me know what you think or if you find anything amiss - there hasn't been a ton of testing for the most recent releases, but everything seems to be working smoothly so far.
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Twinge
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Re: Twinge's Balance & Bugfix Mod

Postby Twinge » Tue May 19, 2020 12:02 pm

v3.6.0->3.7.1:
* fixed a minor Zoltan C visual glitch; reverted the more annoying FTL Jammer blue options.
* few weaker augments 5 cheaper; Flak I slightly cheaper and slightly less accurate; Repair Burst -1s cooldown.
* Re-implemented Adv. FTL Navigation, which now maps sectors automatically. Lanius crewkill now gives augment instead of crew. Engis are slightly rarer. CV sells for less.
* Halberd nerfed more; Pheromones & Repair Gel sell for less; Lockdown significantly lower cooldown; Stun Bomb -1s cooldown; Vulcan & Swarm cost -5; Slug C fewer parts; Mantis C fewer missiles
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Re: Twinge's Balance & Bugfix Mod

Postby Twinge » Wed Jun 03, 2020 4:58 pm

Whoops - fixed, thanks!

v3.7.1 -> v3.7.2: Respirator Effect 50%->60%, Less Repair Beacon Scrap, Zoltan Cost -5, Engines L4 +5, Oxygen L2/L3 +5, Hacking L3 +5, BL2 +5, Halberd +5, BL1 +5, Chain L +5, Charge L +5, Hull L1 +1s (back to vanilla cooldown), Bio Beam -5, Ion II -5, SlugGel Sell -3
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