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Stiofan's Balance Refumble

PLAY THIS MOD


Maintained by DErankStiofanKingofAwoo
Last updated 5 days ago
Created 5 months ago
download JSON metadata of zkstiofanbalancerefumble
Hiya!

This is a vanilla esque mod to try out some ideas on viability.
Check out the Readme in the Github repository for a a little more detail.

But the TLDR:
  • Amphtanks: a new amphibious factory with some subsurface/submarine vehicles
  • Economy: Easier and more encouraged gridding via cheaper solar, bigger grid wind and 20% more efficent big powerplants. Pylon is tankier and more expensive. Make more solar than you are used to.
  • Nanoplague: Athena, quake, DRP and the amphtank bomb have weapons that revive wrecks into neutral zombies, that spread their plague further on damaging wrecks
  • Striders: Nebula as a Siege platform, Builder Reef, Squire: a midcost strider, Dashing/jumping Dante Higher risk reward merlin, tankier Ultimatum, Passive Paladin missiles, Scylla torpedo, cheaper Shogun.
  • Planes: Tankier fighters, Flak Raptor, more microable strafing swift.
  • Birdsnest: A second air factory that swaps some planes for variations on a Magpie slot unit.
  • Jump: All jumpbots can jump, less a combat and more a mobiity jump with windup
  • Ships: Sirens missiles are a dgun burst of 4. Mistral has experimental torp submunitions.
  • Miscellaneous: Scythe areacloak, Herc drops safely, Badger mineburst, Higher rof but overheating bertha.

v1.6.0
  • Hive Missiles become water capable
  • Crocodile shoots its rocket vertically when underwater instead of a Torpedo
  • Nebula nerf/adjustment. Maybe too oppressive with the firing pattern it had, so now has some downtime and a little less range.
  • Birdplanenest discards some options that received no interest and takes on some base plane fac planes to round out capability.
  • Shelved some changes that were maybe too minor to notice and also would conflict with main.
v1.6.1
  • Dante has a dash like jump. Caveat is that it can jump up sheer cliffs.


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5 months ago
https://github.com/Stiofan-K/ZK-Balance_Testing_Mutators.sdd
+1 / -0
Hiya!

This is a vanilla esque mod to try out some ideas on viability.
Check out the Readme in the Github repository for a a little more detail.

But the TLDR:
  • Amphtanks: a new amphibious factory with some subsurface/submarine vehicles
  • Economy: Easier and more encouraged gridding via cheaper solar, bigger grid wind and 20% more efficent big powerplants. Pylon is tankier and more expensive. Make more solar than you are used to.
  • Nanoplague: Athena, quake, DRP and the amphtank bomb have weapons that revive wrecks into neutral zombies, that spread their plague further on damaging wrecks
  • Striders: Nebula as a Siege platform, Builder Reef, Squire: a midcost strider, Dashing/jumping Dante Higher risk reward merlin, tankier Ultimatum, Passive Paladin missiles, Scylla torpedo, cheaper Shogun.
  • Planes: Tankier fighters, Flak Raptor, more microable strafing swift.
  • Birdsnest: A second air factory that swaps some planes for variations on a Magpie slot unit.
  • Jump: All jumpbots can jump, less a combat and more a mobiity jump with windup
  • Ships: Sirens missiles are a dgun burst of 4. Mistral has experimental torp submunitions.
  • Miscellaneous: Scythe areacloak, Herc drops safely, Badger mineburst, Higher rof but overheating bertha.

v1.6.0
  • Hive Missiles become water capable
  • Crocodile shoots its rocket vertically when underwater instead of a Torpedo
  • Nebula nerf/adjustment. Maybe too oppressive with the firing pattern it had, so now has some downtime and a little less range.
  • Birdplanenest discards some options that received no interest and takes on some base plane fac planes to round out capability.
  • Shelved some changes that were maybe too minor to notice and also would conflict with main.
v1.6.1
  • Dante has a dash like jump. Caveat is that it can jump up sheer cliffs.
+3 / -0