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System Shock 2 - Rebalanced Skills and Disciplines v2.03by RoSoDude#### SCP Reverts ####-Reverted Power Armor unpowered combat protection from 20 to 0, powered radiation protection from 10 to 0-Removed extraneous Energy protection on Hazard Suit and Worm Skin, now same as Combat value indicates-Reverted SCP Hazard Suit rad/tox protection from 80% to 75%-Partially restored immunity to Protocol Droid explosion damage with Localized Pyrokinesis, now reduces damage by 73% [credit SCP Balance Revert v3 DML]-Reverted WormHeart toxin "buildup", now always applies 4 toxic on removal as in vanilla-Reverted ADaOB Small/Large Worm Beaker stack count from 6/12 to 4/8, recycle value from 2 to 3 nanites-Reverted ADaOB grenade rebalance -Frag grenade damage 26->20, damage scaling (already unintentionally in effect) -Proximity grenade direct damage 25->20, no scaling -Proximity grenade mine damage 25->10, no scaling -EMP grenade damage 21->15, damage scaling re-enabled (vanilla 13 damage) -Incendiary grenade damage 45->15, damage scaling re-enabled -Disruption grenade damage 68, no scaling (vanilla 35 damage)-Removed ADaOB Laser Rapier 2 Incendiary damage (caused doubled STR bonus bug)-Reverted EMP Rifle/EMP Grenade explosion damage from two 5 damage stims to one 10 damage stim-Reverted SCP Recreation transmitter requiring auxiliary power-Reverted SCP replacing a Midwife with a Shotgun Hybrid in BotM-Restored Body of the Many teeth crusher timing puzzle-Restored the volume of the Laser Rapier's ambient buzzing sound to vanilla levels#### Tech Skills ####-Decreased tech skill 1/2/3/4/5/6 unlock cost from 10/5/8/12/25/50 to 10/5/8/12/20/35 cyber modules-Reworked Hack/Repair/Modify minigame: -Now deducts nanites per node click for 1/5 original cost (minimum 1) -Board start/reset deducts 2/5 original cost (minimum 2) -1 ICE node removed per CYB above 1 (was 0) -Psi hacking now counts Power Psi +3 PSI overload up to PSI 11 -Psi hacking now has double psi costs with Recursive Psionic Amplification active -Psi hacking now counts Psychogenic Cyber-Affinity towards effective CYB -Now displays chance to succeed instead of chance to fail-Overhauled weapon modification system: -Choose 1 of 3 exclusive mods for each modification level -Still 2 modification levels; each level has its own skill requirements and minigame difficulty -Each weapon has unique mod choices, 9 possible combinations in total -Upgrades can be swapped at any time (pending Modify minigame completion) -French-Epstein devices are limited to level 1 modifications (unless you acquire the Tinker O/S Upgrade) -French-Epstein devices can not be used to swap modifications -All mods provide +10% damage alongside their main benefit, except the pure damage mod available for all weapons -All weapons except Exotic have a -20% degradation mod and a mod that unlocks secondary fire -Other mods: reload time, clip size, ammo consumption, projectile speed, rate of fire, and several other unique mods-New armor modification system: -Same as weapon modification system but with only 1 modification level (3 exclusive mods) per armor -Access by right clicking the armor in the inventory to open up the new stat display window -Hazard Suit, Light Combat Armor, and Medium Combat Armor have level 1 mods -Powered Armor, WormSkin Armor, and Heavy Combat Armor have level 2 mods (require Tinker to use French-Epstein devices) -Mods: reduced STR requirement, impact DEF, energy DEF, rad/tox DEF, and several other unique mods -Light Combat Armor: Modify requirement 2 (15 nanites, 10% base success, 0 base ICE) -Medium Combat Armor: Modify requirement 4 (20 nanites, -10% base success, 0 base ICE) -Heavy Combat Armor: Modify requirement 6 (30 nanites, -30% base success, 0 base ICE) -Powered Armor: Modify requirement 5 (30 nanites, -20% base success, 0 base ICE) -WormSkin Armor: Modify requirement 4 (50 nanites, -40% base success, 0 base ICE) -Hazard Suit: Modify requirement 1 (10 nanites, 20% base success, 0 base ICE)-Armors now come with a movement speed penalty -Can be reduced by upgrading STR beyond the requirement -Light Combat Armor: 8% - 4% per STR above req (2) -Medium Combat Armor: 8% - 4% per STR above req (4) -Heavy Combat Armor: 4% - 4% per STR above req (6) -Powered Armor (charged): 12% - 4% per STR above req (4) -Powered Armor (unpowered): 30% - 10% per STR above req (4) -WormSkin Armor: 8% - 4% per STR above req (2) -Hazard Suit: 4% - 4% per STR above req (1) -Increased Powered Armor STR req from 3 to 4-Rebalanced Hack/Repair/Maint skill requirements -Replicators require Hack 3->1 -Security Computers require Hack 1->3 -Slug/Laser Turrets require Hack 4, Repair 3, Maint 3->2 -Rocket Turrets require Hack 4->5, Repair 3->4, Maint 4->3 -Rickenbacker Turrets require Hack 5->6, Repair 4->5, Maint 5->4-Maintenance tools increase condition by 1+Maint-MaintReq instead of just Maint [adapted Repairman 1.06 script]-Increased Research skill requirements for organs and other researchable items. Full list: -Hybrid Organ 1 -Monkey Brain 1->2 -Midwife Organ 1->3 -Arachnid Organ 1->4 -Rumbler Organ 1->5 -Psi-Reaver Organs 1->6 -Annelid Psi Organ 1->3 -Grub Pod Organ 1 -Swarm Pod Organ 1 -Annelid Healing Gland 1->2 -WormSkin Armor 3->6 -Psi Booster 1->2 -WormBlood Implant 4 -WormMind Implant 3 -WormHeart Implant 5 -Crystal Shard 4 -Viral Proliferator 3 -Annelid Launcher 6-Increased research times -Midwife organ 2.5x -Rumbler organ 2x -Annelid Psi Organ 2x -Worm Skin 2x -Crystal Shard 1.33x -WormBlood 3x-Each point of the Research skill increases the chance to find organs in loot tables by 20% (compounding) -Egg loot no longer affected by difficulty loot hose -Decreased base chance to find annelid healing glands in eggs from 30% to 15% -Decreased base chance to find annelid psi organs in eggs from 5% to 3% -Psi Reavers are now always guaranteed to drop researchable organs -NOTE: organs will not crowd out other possible loot -NOTE: Hard/Impossible still have a 30/75% chance to delete all loot found -NOTE: there is 1 guaranteed drop each for Hybrid, Monkey, Midwife, Arachnid and Rumbler organs-Rebalanced the WormSkin armor to be more versatile but require high Research investment -30% defense (SCP, was 20% vanilla) -30% rad/toxin resistance (vanilla) -Increases Psi by +1 (was +2 vanilla) -No psi drain [adapted SCP Beta 4 script] -Removed Strength 2 requirement -Requires Research 6 (was 3 vanilla)-WormBlood no longer passively drains energy, but drains 40 energy per worm pile eaten-Repair now extends to portable batteries and prisms [adapted Secmod battery icons] -After use, portable batteries will become "spent" and require Repair 4 to become empty batteries (15 nanites, -15% base success, 7 base ICE) -After use, prisms will be become "spent" and require Repair 1 to become empty prisms (2 nanites per spent prism repaired, 5% base success, 5 base ICE) -Limit 10 prisms per repair batch to keep costs manageable and mitigate auto-repair unit metagaming -Limit 1 empty battery charged per Electron Cascade cast (still efficient) -Empty batteries/prisms can be recharged at power stations to become portable batteries/prisms -Spent batteries/prisms cannot be recycled; empty batteries/prisms have the usual value -Portable battery and prism pickups have adjusted pickup brightness with matching icons to indicate their charged status -TIP: hold alt to split item stacks-Hackable crates can now be repaired after critically failing a hack, instead of exploding -Security Crates: Repair skill 1, 4 nanites, 20% base success, 0 base ICE -High-Security Crates: Repair skill 5, 4 nanites, -10% base success, 0 base ICE-Repairing Replicators now also sets them to a hacked state for free (3->10 nanites, 25->10% base success, 0 base ICE)-Using the repair skill now adds +2 for weapons with a break threshold of 2/10 (Assault Rifle and Heavy weapons)-Rebalanced turret repair minigame difficulties [SS2 Repairman mod only] -Slug Turret: (15 nanites, 0% base success, 0 base ICE) -Laser Turret: (15 nanites, -10% base success, 0 base ICE) -Rocket Turret: (15 nanites, -20% base success, 0 base ICE) -Rick Turret: (15 nanites, -30% base success, 0 base ICE)-Repaired turrets spawn at 50% of their maximum HP [SS2 Repairman mod only]-Increased LabAssistant implant drain from 1 charge per 10 seconds to 1 charge per 5 seconds-Equalized ExperTech implant drain from 2 charge per 10 seconds to 1 charge per 5 seconds#### Weapons ####-Decreased weapon skill 1/2/3/4/5/6 unlock cost from 12/6/8/15/36/50 to 12/6/8/15/30/45 cyber modules-Removed damage bonuses to wrench from Standard skill-Decreased bullet projectile speed by 17%-Fixed Pistol slide animation capping burst mode fire rate to 960 rpm-Decreased Pistol BURST mode rate of fire from 960 rpm to 645 rpm-Decreased Pistol BURST shot interval from 0.7 seconds to 0.5 seconds (equal to NORM mode)-Decreased Pistol vertical recoil from 6.59° to 6.00° and increased horizontal recoil from 0.00° to 3.00°-Changed Assault Rifle primary fire to 2-round burst (secondary fire is still automatic with 2-round burst minimum) -Adjusted Assault Rifle recoil stats between firing modes so that AUTO has greater recoil-Decreased Standard weapon clip sizes and increased reload times -Pistol clip 12->8, 2.4x reload time -Shotgun clip 12->6, 1.5x reload time -Assault Rifle clip 36->20, 2x reload time-"Fixed" Shotgun 1.5x reload time when in TRIPLE mode-Rebalanced Shotgun projectiles -Rifled slug 7 damage (vanilla 8 damage) -Triple slug 14->7x3 damage, 0->450 spread (vanilla 16 damage, 0 spread) -Pellet 1x12->1x8 damage, 150->700 spread (vanilla 1x6 damage, 400 spread) -Triple pellet 2x12->1x24 damage, 150->700 spread (vanilla 2x6 damage, 400 spread)-Increased Shotgun degradation rate from 1.0% per shot to 1.5% per shot-Increased Shotgun TRIPLE mode degradation to 3x and break chance to 2x normal-Increased Assault Rifle break threshold from 1.0 to 2.0-Increased Laser Pistol OVER mode degradation to 5x and break chance to 3x normal-Fixed EMP Rifle NORM mode not inheriting damage bonuses from modification and Sharpshooter-Increased EMP Rifle NORM mode consumption from 2 to 3-Increased EMP Rifle OVER mode consumption from 10 to 15 (20 vanilla)-Decreased EMP Rifle OVER mode damage from 40 damage to 30 as it now benefits from scaling (vanilla 15, intended 45)-Decreased EMP Rifle OVER mode consumption from 20 to 15-Decreased EMP Rifle degradation rate from 1.5% per shot to 1% per shot-Increased Laser Rapier Energy damage from 11 to 13 (see SCP reverts for removal of Incendiary damage)-Swapped Stasis Field Generator and Grenade Launcher in Heavy skill tree -Stasis Field Generator requires Heavy 1 -Grenade Launcher requires Strength 3 Heavy 3-Decreased Disruption grenade radius from 8.00 to 7.00 (SS2Tool 6.50), removed linear dispersion-Improved physics for grenades (lower gravity, more air friction)-Improved physics for BOUNCE mode grenades (higher bounce, less roll)-Rebalanced Grenade Launcher BOUNCE mode -Explosions are 50% bigger (except Disruption Grenades) -Fuse time reduced from 5 seconds to 2 seconds-Increased Grenade Launcher break chance from 0.5-5.0% per shot to 1.0-10.0% per shot-Increased Grenade Launcher break threshold from 1.0 to 2.0-Increased Proximity Grenade mine damage from 10 to 20-Decreased Stasis Field Generator base effect duration from 8 seconds to 6 seconds-Added duration scaling with Heavy skill to Stasis Field Generator's AREA mode-Increased Stasis Field Generator AREA mode radius from 10 to 15-Removed Stasis Field Generator AREA mode line of sight restriction (enemies could block each other)-Decreased AREA mode stasis trap duration from 20 seconds to 6 seconds, removed lasting 8 second stun after trap expires [SS2 Stasis Trap mod only]-Decreased Stasis Field Generator ammo usage from 4/8 to 2/3 in primary/alternate fire-Increased Fusion Cannon ammo usage from 2 to 4-Increased Fusion Cannon reload time by 6x-Increased Fusion Cannon energy damage on NORM/DEATH mode from 20/30 to 30/45-Increased Fusion Cannon NORM mode radius from 5.00 to 7.00-Decreased Fusion Cannon NORM mode projectile speed by 50% (vanilla)-Increased Fusion Cannon DEATH mode projectile speed by 12% (vanilla 50% faster)-Grenade Launcher and Fusion Cannon now experience moderate recoil-Swapped Viral Proliferator and Crystal Shard in Exotic skill tree -Viral Proliferator requires Exotic 1, Research 3 -Crystal Shard requires Exotic 4, Research 4-Decreased Viral Proliferator base damage from 10 to 7-Increased Crystal Shard base damage from 12 to 16 (Smasher from 18 to 24)-Decreased Worm Launcher homing; 2700->1500 heading filter, 1600->1000 turn rate (vanilla 1350 heading filter, 800 turn rate)-Fixed Worm Launcher not inheriting damage bonuses from modification, research, and Sharpshooter-Exotic weapons are now immune to weapon degradation-Rebalanced Repair/Maintain/Modify requirements on weapons -Shotgun: Repair 2->3 (vanilla), Modify 1->3 -Assault Rifle: Repair 3->4 (vanilla), Modify 2->4 -Laser Pistol Maintain 1->2 -Stasis Field Generator: Repair 6->2, Maintain 3->1, Modify 2->1 -Grenade Launcher: Repair 2->3, Modify 1->2 -Fusion Cannon: Repair 4->6 -Worm Launcher: Modify 2->4-Rebalanced Repair/Modify minigame difficulties on weapons -Pistol: Repair (3->5 nanites, 20% base success, 4 base ICE) -Pistol: Modify level 1 (20->10 nanites, 40->30% base success, 2->3 base ICE) -Pistol: Modify level 2 (20->10 nanites, 20->10% base success, 2->3 base ICE) -Shotgun: Repair (5->10 nanites, 20->0% base sucess, 5 base ICE) -Shotgun: Modify level 1 (20->15 nanites, 30->20% base success, 3->4 base ICE) -Shotgun: Modify level 2 (20->15 nanites, 10->0% base success, 3->4 base ICE) -Assault Rifle: Modify level 1 (20 nanites, 10% base success, 4->5 base ICE) -Assault Rifle: Modify level 2 (20 nanites, -10% base success, 4->5 base ICE) -Laser Pistol: Modify level 1 (20->10 nanites, 0->20% base success, 5->4 base ICE) -Laser Pistol: Modify level 2 (20->10 nanites, -20->0% base success, 5->4 base ICE) -EMP Rifle: Repair (15 nanites, 0->-5% base success, 5->6 base ICE) -EMP Rifle: Modify level 1 (20 nanites, -5->0% base success, 4->6 base ICE) -EMP Rifle: Modify level 2 (20 nanites, -25->-20% base success, 4->6 base ICE) -Stasis Field Generator: Repair (12->5 nanites, 0->20% base success, 5->4 base ICE) -Stasis Field Generator: Modify level 1 (30->10 nanites, -15->40% base success, 6->4 base ICE) -Stasis Field Generator: Modify level 2 (30->10 nanites, -35->20% base success, 6->4 base ICE) -Grenade Launcher: Repair (6->10 nanites, 20->0% base success, 4->5 base ICE) -Grenade Launcher: Modify level 1 (20->15 nanites, 0->30% base success, 5 base ICE) -Grenade Launcher: Modify level 2 (20->15 nanites, -20->10% base success, 5 base ICE) -Fusion Cannon: Modify level 1 (40->30 nanites, -15->0% base success, 6->7 base ICE) -Fusion Cannon: Modify level 2 (40->30 nanites, -35->-20% base success, 6->7 base ICE) -Viral Proliferator: Modify level 1 (75->30 nanites, -20->10% base success, 8->5 base ICE) -Viral Proliferator: Modify level 2 (75->30 nanites, -40->-10% base success, 8->5 base ICE) -Worm Launcher: Repair (30 nanites, -10->-15% base success, 6 base ICE) -Worm Launcher: Modify level 1 (50->40 nanites, -20->0% base success, 7->6 base ICE) -Worm Launcher: Modify level 1 (50->40 nanites, -40->-20% base success, 7->6 base ICE)-Added reload time to Stasis Field Generator, Viral Proliferator, Annelid Launcher-Reload mods now hasten the raise/lower speed as well as the time spent at the "bottom" of the reload#### Psi Disciplines ####-Decreased Tier 1/2/3/4/5 unlock cost from 10/20/30/50/75 to 10/20/30/40/50 cyber modules-Decreased Tier 1/2/3/4/5 discipline costs from 3/5/8/12/20 to 3/5/8/12/17 cyber modules-Adjusted psi burnout time for Tier 1/2/3/4/5 from 2.0/1.5/1.0/0.75/0.4s to 2.00/1.50/1.08/0.75/0.50 seconds-Adjusted overload threshold at PSI 1/2/3/4/5/6/7/8 from 85/82/78/73/67/60/52/0% to 89/85/80/74/67/59/50/40%-All duration-based psi powers now benefit from overloading-All psi powers can now be overloaded up to an effective PSI 10 (11 with Power Psi)-Swapped psi powers in tiers -Psychogenic Agility from tier 1 to 2 -Psychogenic Strength from tier 2 to 3 -Electron Cascade from tier 3 to 5 -Enhanced Motion Sensitivity from tier 3 to 4 -Psionic Hypnogenesis from tier 3 to 4 -Remote Pattern Detection from tier 4 to 3 -Photonic Redirection from tier 4 to 5 -Electron Suppression from tier 4 to 5 -Psychogenic Endurance from tier 4 to 1 -Instantaneous Quantum Relocation from tier 5 to 3 -Metacreative Barrier from tier 5 to 4 -External Psionic Detonation from tier 5 to 4-Increased Psycho-Reflective Screen combat protection from 15% to 20%-Decreased Psycho-Reflective Screen duration from 20s + 30s per PSI to 20s + 20s per PSI-Increased Neuro-Reflex Dampening duration from 1 minute + 20s per PSI to 1 minute + 30s per PSI-Decreased Localized Pyrokinesis damage from 5 every 0.4s to 0.5 every 0.4s (vanilla 5 every 2s)-Decreased Localized Pyrokinesis duration to 7s + 8s per PSI above 1 to 5s per PSI-Increased Localized Pyrokinesis radius from 10 to 15-Removed Recursive Psionic Amplification initial psi cost-Decreased Recursive Psionic Amplification duration from 10s + 10s per PSI to 10s per PSI-Increased Recursive Psionic Amplification buff from +2 PSI to +3 PSI-Rebalanced Adrenaline Overproduction from 1.00+0.25*PSI multiplier to +2 base damage per PSI-Increased Adrenaline Overproduction duration from 10s per PSI to 20s + 20s per PSI-Decreased Psionic Hypnogenesis duration from 20s per PSI to 10s per PSI-Increased Electron Suppression duration from 3s per PSI to 5s per PSI-Decreased Psychogenic Endurance duration from 120s + 60s per PSI to 60s per PSI-Decreased Psychogenic Cyber Affinity duration from 60s + 30s per PSI to 30s per PSI-Decreased Psychogenic Strength duration from 120s + 60s per PSI to 60s per PSI-Decreased Psychogenic Agility duration from 120s + 60s per PSI to 60s per PSI-Increased Remote Pattern Detection duration from 60s per PSI to 120s per PSI-Increased Enhanced Motion Sensitivity duration from 30s per PSI to 60s per PSI-Increased Cerebro-Energetic Extension duration from 10s per PSI to 10s + 10s per PSI-Decreased Metacreative Barrier health from 150 + 50 per PSI over 5 to 30 + 20 per PSI-Decreased Cerebro-Stimulated Regeneration healing from 2 HP per PSI to 1 HP per PSI-Decreased Advanced Cerebro-Stimulated Regeneration healing from 5 HP + 5 HP per PSI to 3 HP per PSI-Decreased Psycho-Reflective Aura combat protection from 60% to 40%-Decreased Psycho-Reflective Aura duration from 10s + 20s per PSI to 15s per PSI-Decreased Photonic Redirection duration from 5s + 5s per PSI to 3s + 3s per PSI-Photonic Redirection now deactivates Localized Pyrokinesis on cast-Removed Remote Circuitry Manipulation initial psi cost-External Psionic Detonation now damages robots (0.5x multiplier)-Neural Decontamination now clears radiation in addition to providing 80% radiation resistance-Neural Toxin-Blocker now clears toxins in addition to providing 100% toxin resistance-Remote Pattern Detection now detects items in containers and corpses-Enhanced Motion Sensitivity now detects robots, turrets, and cameras-Molecular Transmutation nanite output now scales with difficulty (1.00/1.00/1.25/1.50x on Easy/Normal/Hard/Impossible)-Instantaneous Quantum Relocation improvements: -Placing the teleport marker no longer costs psi points -Teleport marker no longer has collision -Teleporting maintains current view angle -Teleporting more consistently confuses pursuing enemies-Increased Psi Booster nanite cost with Molecular Duplication from 20 to 30#### Stats and Difficulty ####-Decreased stat 2/3/4/5/6 unlock cost from 3/8/15/30/50 to 3/8/15/25/40 cyber modules-Changed Replicator price scaling on Easy/Normal/Hard/Impossible from 0.85/1.0/1.25/2.0x to 0.75/1.0/1.25/1.5x-Increased nanite cost for using surgical units from 5 on all difficulties to 5/10/15/20 on Easy/Normal/Hard/Impossible-Decreased player HP on Normal from 30 + 5 x END to 24 + 6 x END-Decreased player HP on Hard from 24 + 3 x END to 16 + 4 x END-Decreased player PP on Hard from 3 + 8 x PSI to 4 + 7 x PSI-Increased player PP on Impossible from 1 + 5 x PSI to 3 + 5 x PSI-Increased corpse loot removal chance on Easy/Normal/Hard/Impossible from 0/0/30/75% to 0/15/45/75%-Pickup ammo count on Easy/Normal/Hard/Impossible is randomly decreased by up to 0/15/30/45% on initial map load-Security camera alert decay scales with difficulty (6/8/10/12s on Easy/Normal/Hard/Impossible)-Changed Strength 1/2/3/4/5/6/7/8 melee damage bonus from 0/1/2/3/4/6/10/15 to -1/0/1/3/6/10/15/21-Installing redundant softwares now grants 10 nanites per base CYB -Hack/Repair/Modify software now goes into the inventory before it is installed-Rewrote PSI help text to indicate that it increases maximum psi points-Rewrote CYB help text to indicate that it increases security hack duration#### O/S Upgrades ####-Tank O/S upgrade now offers 15% combat protection instead of 10 HP bonus (stacks with other sources of protection)-Pack Rat O/S upgrade now allows for stacking of food and junk items in addition to granting 3 more inventory spaces (includes beakers)-Power Psi O/S upgrade now increases overload bonus from +2 PSI to +3 PSI instead of removing burnout damage and psi point cost-Tinker O/S upgrade now allows for modification level 2 with French-Epstein devices in addition to halved nanite cost when using the Modify skill-Strong Metabolism O/S Upgrade now removes negative effects from drugs and alcohol in addition to reducing rad/toxic damage by 25%-Diagnostic/Repair Modules now always appear in robot inventories regardless of the Cyber-Assimilation O/S upgrade -Cyber-Assimilation is still required to actually use the item -Can now be recycled for 2 nanites-Security Expert O/S upgrade now counts towards minimum Hack skill requirements-Security Expert O/S Upgrade now doubles security timeout-Increased Naturally Able cyber module bonus from 20 to 25 (vanilla 8 )-Increased Smasher O/S upgrade base damage from 1.25-1.5x to 1.72-2.00x to compete with 1.35x from Lethal Weapon -Wrench 9->12 (normal 6) -Crystal Shard 15->28 (normal 16, vanilla 12) -Laser Rapier 18->23 (normal 13) -Psi Sword 24->31 (normal 18 )#### Character Creation ####-Marine Year 2 JM-432 Station assignment: now starts with a Stasis Field Generator instead of a Grenade Launcher [adapted ZylonBane's script]-Marine Year 2 Port MacArthur assignment: now starts with a Shotgun-Navy Year 1 all assignments: now start with 50 nanites-OSA Year 2 all assignments: now start with a psi hypo-OSA Year 3 all assignments: no longer give +1 Strength#### Maps and Resource Distribution ####-Swapped the Grenade Launcher in the MedSci Crew Quarters and the Stasis Field Generator in the armory [adapted Heavily Tweaked 1.07 DML] -Grenade Launcher fixed to 5 condition, 6 ammo -Stasis Field Generator broken to 2 condition, 12 ammo-Added 20 prisms to MedSci 1-Added 10 empty prisms to MedSci 1 as a teaching moment/storytelling device-Removed free Psi Amp from Med/Sci 1 start, moved closet speed boost to corpse instead-Broke a Pistol in Med/Sci 1, still condition 5-Broke a Shotgun in Med/Sci 1, still condition 5-Rearranged Med/Sci 1 Replicator database so anti-toxin hypo requires a hack while anti-rad hypo does not-Replaced Fragmentation Grenade Clip in a MedSci 2 Replicator with 10 prisms-Replaced all surgical units in Med/Sci with incomplete surgical units-Added a surgical key to the autopsy room in Med/Sci 1 on Easy-Added an annelid healing gland to Med/Sci 1-Replaced 3 proximity grenades in Med/Sci 2 with 10 small prisms-Replaced Light Combat Armor in Med/Sci 2 closet with a medical hypo-Swapped the hackable crate and 2 cyber modules between the two radiation rooms in Med/Sci 2-Removed BrawnBoost from Med/Sci 2 crew quarters bathroom-Added SwiftBoost to Med/Sci 2 closet-Replaced Fragmentation Grenade Clip in an Engineering Replicator with 10 prisms-Replaced the Pistol in the Engineering supply closet with a broken Laser Pistol at 5 condition-Added a Strength Booster to an Engineering supply closet-Added a Strength Booster to Engineering near Engineering Control-The broken Shotgun in Engineering now comes with a clip modification instead of a reload modification-Added 10 prisms to a corpse in Engineering hallway to Cargo Bays-Moved corpse with access card closer to Engineering security room-Repaired the broken Laser Pistol in the Cargo Bay, starts at 1 condition-Added 20 prisms to the Cargo Bay-The email about Auxiliary Storage 4 now plays after returning from the Cargo Bays if you haven't already heard it-Rebalanced Auxiliary Storage 4 keypad hack difficulty (3 nanites, 0->20% base success, 5->3 base ICE)-Added radiation to Engineering nacelles-Replaced the broken Assault Rifle in the Engineering Starboard Nacelle with a broken Grenade Launcher at 6 condition, 4 ammo-Replaced 2 anti-rad hypos in Hydroponics A with anti-toxin hypos-Broke the Assault Rifle in Hydroponics A, decreased condition from 7 to 5-Added 10 empty prisms to Hydroponics A-Added a Strength Booster to Hydroponics A pool-Removed the Hazard Suit from Hydroponics A on Hard/Impossible difficulties-Replaced the Laser Rapier in Hydroponics B surgical bay with a Stasis Field Generator at 5 condition, 12 ammo-Added a Strength Booster to Hydroponics B near hazardous storage-Added 10 empty prisms to Hydroponics B-Decreased the Grenade Launcher condition in Hydroponics B from 6 to 3-Added a guaranteed Monkey Brain drop to Hydroponics B-Added a Viral Proliferator to a corpse in the Hydroponics B hazardous storage environmental regulator room-Replaced Armor-Piercing bullets in a Hydroponics C Replicator with Anti-Personnel shells-Moved the Hydroponics C French-Epstein Device out of a Hackable Crate, now available on all difficulties-Added a Proximity Grenade clip to Hydroponics B hazardous storage-Replaced Powered Armor in Hydroponics D with a Medium Combat Armor-Added a guaranteed Midwife Organ drop to Ops B-Added a Strength Booster to Ops B spider ambush apartment-Added a Strength Booster to Ops C power admin-Added 20 prisms to Ops C-Replaced Proximity Grenade Clip in an Ops C Replicator with 10 prisms-Moved the hackable crate in Ops C near the radiation leak into the radiation leak-Decreased ammo count on ADaOB's Fusion Cannon jammed by extra prisms-Decreased Ops D Red Asssassin motion speed multiplier from 54% to 11%-The broken Stasis Field Generator in Ops D now comes with a clip modification-Added Powered Armor to Ops D armory-The Viral Proliferator in Recreation A Crew Quarters now comes with a recoil modification-Broke the EMP rifle in the Recreation A surgical bay, decreased condition from 8 to 3-Added a Strength Booster to Recreation A gym-Added grub pod eggs to Recreation A gym-Improved night vision capabilities of the Rumbler in the Recreation A gym-Added a French-Epstein device to the Recreation B Bonne Chance lounge-Broke the EMP rifle in the Recreation C theater, decreased condition from 8 to 5-Replaced 10 Prisms in Recreation C Replicator with Proximity Grenade Clip-Rearranged Recreaction A Replicator database so Anti-Personnel bullets require a hack while Rifled Slugs do not-The broken QBR machine in Command A is now repairable, requires Repair 6 (20 nanites, -20% base success, 0 base ICE)-The broken Stasis Field Generator in Command B now comes with a projectile speed modification-Replaced a rad hypo in Command bridge high-security crate with an anti-toxin hypo-Replaced WormMind implant in Command bridge high-security crate with WormHeart implant-Increased the broken EMP rifle ammo at the top of the Command bridge elevator from 0 to 50-Moved the Rickenbacker O/S Upgrade Station from the Bridge to Pod 1-Replaced Armor-Piercing bullets in a Command A Replicator with Anti-Personnel bullets-Replaced Anti-Personnel shells in a Command B Replicator with Armor-Piercing bullets-Decreased Sympathetic Resonator nanite cost in Replicator from 100 to 50-Added a broken Power Station to the Rickenbacker, requires Repair 6 (40 nanites, -20% base success, 0 base ICE)-Replaced 2 rad hypos in Rickenbacker A with anti-toxin hypos-Converted a hackable crate in Rickenbacker A to a high-security crate-Replaced 10 prisms in a Rickenbacker A Replicator with 6 AP bullets-Decreased prism stack count in Body of the Many corpse from 20 to 8-Decreased nanite stack count in Body of the Many corpse from 71 to 21-Decreased prism stack count in Body of the Many hackable crate from 36 to 16-Added a high-security crate to the Body of the Many, placed nearby ammo and new items into it-Rearranged Body of the Many Replicator database so Anti-Personnel bullets require a hack while Anti-Personnel shells do not-Added a French-Epstein device to the Body of the Many birthing chamber-Reworked SHODAN bossfight -Removed Mechanical vulnerabilities from SHODAN avatar -Added stasis and Electronic Suppression vulnerability to SHODAN avatars -Rocket shots now inflict radiation damage, blast damage reduced from 12 to 10 -Increased head health from 125 to 500 -Increased head WeaponBash stim mult from 0x to 0.75x -Increased head Energy stim mult from 0.5x to 1.00x -Decreased head Incendiary stim mult from 1.0x to 0.5x -Decreased head Anti-Personnel stim mult from 0.75x to 0.5x -NOTE: Left Standard and Cold at 1.0x, Armor Piercing at 1.25x, EMP at 1.5x -Decreased shield health from 115 to 100 -Decreased shield EMP stim mult from 2.0x to 1.5x -Increased shield Energy stim mult from 1.0x to 1.25x -Shields dim and change color as they take damage, green -> yellow -> magenta -> blue -Shields regenerate when SHODAN is below 50% health (no passive shield regeneration)-Decreased Replicator base/hacked cost for 10 Prisms from 120/90 to 100/75-Decreased Replicator hacked cost for 20 Prisms from 150 to 125-Equalized Replicator base/hacked cost for psi hypos from 75/40-Decreased Replicator base/hacked cost for anti-armor bullets from 120/90 to 100/75-Decreased Replicator base/hacked cost for anti-personnel bullets from 120/90 to 100/75-Removed special recoil/degradation status from all weapon pickups -A Pistol, Assault Rifle, Shotgun, and EMP Rifle in medsci2 -3 Pistols in eng1 (1 more is already converted into a Laser Pistol) -An EMP Rifle in rec1 -An EMP Rifle in rec2 -An EMP Rifle in rec3 -A Pistol, Grenade Launcher, Shotgun, and Laser Pistol in command1-Removed some items on Normal/Hard/Impossible difficulties -A shotgun in Med/Sci 2 on Hard/Impossible -An ICE Pick in Hydroponics B freezer on Impossible -An Auto-Repair Unit in Hydroponics B maintenance area on Impossible -An ICE Pick in Ops C storage closet on Hard/Impossible -An Auto-Repair Unit in Ops D Fluid Ops on Hard/Impossible -A Surgical Key in Recreaction C security room on Hard/Impossible -A French-Epstein Device in Command A Shuttle Bay on Normal/Hard/Impossible -An Auto-Repair Unit in Command B Bridge on Normal/Hard/Impossible -A Surgical Key in Rickenbacker A tunnels on Hard/Impossible -A French-Epstein Device in Rickenbacker A on Impossible -An ICE Pick in Body of the Many egg chamber on Normal/Hard/Impossible-Added more beakers: -Large beaker to Med/Sci 1 in R&D -Small beaker to Med/Sci 2 near Crew keycard -Small beaker to Med/Sci 2 in Watt's room -Small beaker to Engineering security room -Small beaker to Hydroponics A storage corpse -Small beaker to Hydroponics B ambushing midwife -Small beaker to Hydroponics B chemical room -Large worm beaker to Hydroponics B hazardous storage cor-Added new secrets for psi pull -Maintenance tool to Med/Sci -50 nanites to Engineering -Maintenance Tool to Cargo Bays -Proximity Grenade Clip to Hydroponics A -20 nanites to Hydroponics B -Shotgun at condition 6 to Hydroponics B -20 prisms to Ops C -Portable Battery to Ops C -A radiation hypo to Ops C -[moved] Medical Kit to Ops D -Strength Booster to Recreation C -Armor-Piercing bullets to Command A -Psi Hypo to Command B -Disruption Grenade clip to Rickenbacker A -Incendiary Grenade clip to Rickenbacker A -Strength Booster to Rickenbacker A -Psi Hypo to the Body of the Many -Medical Kit to the Body of the Many-Replaced all Hack/Repair/Modify software from Replicator databases with other actually useful items -MedSci 2, Hack 1 to Portable Battery for 85/65 nanites -MedSci 2, Research 1 to Speed Booster for --/45 nanites -Cargo Bay 2, Repair 1 to 6 Armor-Piercing Bullets for --/90 nanites -Hydroponics C, Repair 1 to Disposable Maintenance Tool for 60/45 nanites -Hydroponics C, Repair 2 to Speed Booster for --/45 nanites -Hydroponics C, Modify 1 to 6 Anti-Personnel Shells for 90/70 nanites -Ops C, Repair 2 to Portable Battery for --/65 nanites -Command B, Repair 3 to Small Beaker for --/90 nanites-Added new radiation hazards -Radiation clouds as part of trap in Ops C hallway -Radiation barrels in Ops D Fluid Ops -Radiation cloud in Recreation C mall -Radiation cloud in Command B escape pods -Radiation barrels in Command B escape pods -Radiation barrels in Command A shuttle bay -Radiation barrels in Rickenbacker A -Radiation clouds in Rickenbacker A-Added dead power cells as an exploration reward -Med/Sci B (Easy/Normal/Hard/Impossible) -Engineering (Easy/Normal) -Ops B (Easy/Normal/Hard/Impossible) -Recreation B (Easy/Normal/Hard/Impossible) -Command B (Easy/Normal/Hard/Impossible) -Rickenbacker A (Easy/Normal/Hard) (Recreation A from vanilla now only appears on Easy)-Added auxiliary power receivers locking off routes and goodies in the following maps: -Engineering -Hydroponics -Ops C -Command B -Rickenbacker A-Recreation A power cell now powers the nearby recharging station-Cyber module redistribution -Added 5 to Med/Sci -Added 10 to Engineering -Removed 12 from Hydroponics -Removed 10 from Ops-Rebalanced security hack duration across decks -Med/Sci: 120 seconds -Engineering: 105->90 seconds -Hydroponics: 70 seconds -Ops: 55 seconds -Recreation: 45->40 seconds -Command: 30 seconds -Rickenbacker: 25 seconds-Change distribution of security computers on Normal/Hard/Impossible difficulties -Removed one from Med/Sci 1 on Hard -Added one back to Med/Sci 1 on Impossible -Removed one from Engineering on Hard (already on Impossible) -Added one back to Cargo Bays on Hard/Impossible -Removed one from Hydroponics A on Hard (already on Impossible) -Removed one from Hydroponics B on Hard/Impossible -Removed one from Hydroponics B on Impossible -Removed one from Ops B on Hard/Impossible (previously only present on Hard/Impossible) -Removed one from Ops D on Hard/Impossible -Removed one from Ops D on Impossible -Removed one from Recreation A on Hard (already on Impossible) -Removed one from Recreation A on Impossible -Removed one from Recreation B on Hard (already on Impossible) -Added one back to Command B on Hard/Impossible -Added one back to Rickenbacker A on Impossible -Removed one from Rickenbacker A on Impossible -Removed one from Rickenbacker A on Hard/Impossible -Added one back to Rickenbacker C on Easy/Normal (previously only present on Hard/Impossible)#### Visual and Sound Effects ####-Added tracers for bullets/slugs/pellets fired by the player-Reworked bullet impact effects: -Glow particles emerge on contact with all objects and terrain except flesh -Bullets and slugs produce highly visible sparks instead of gray debris alongside smoke -Pellets produce contact glow and a small amount of smoke -Impact produces blood when hitting fleshy objects and goo when hitting eggs -Cyborg Assassin impact particles are now small sparks instead of gray debris-Added missing bullet impact effect on contact (only occurred on terrain hits)-Added missing Grenade Launcher shockwave effect on contact (only occurred on terrain hits)-Added missing Fusion Cannon shockwave effect on contact (only occurred on terrain hits)-Added bullet holes on impact for shooting target objects-Added triple casing ejection for Shotgun TRIPLE mode-Shotgun casings now eject on a delay timed with the pump sound-Increased size and number of spark particles on EMP Rifle OVER mode to better distinguish from NORM mode-Matched Stasis Field Generator AREA mode visually apparent radius to actual effective radius-Added sounds for changing weapon firing modes (except for Laser Pistol)-Refined cosmetic recoil parameters on Shotgun, Grenade Launcher, and Fusion Cannon -Shotgun TRIPLE mode experiences greater kickback -Grenade Launcher kickback recovery is more realistic and equalized between firing modes -Fusion Cannon experiences greater kickback with longer recovery -Fusion Cannon kickback is no longer reset when changing firing modes-Increased reload pitch on several weapons so they are only partially lowered out of view when reloading -Pistol, Shotgun, Assault Rifle, Grenade Launcher lowered less than before -Stasis Field Generator, Viral Proliferator, Annelid Launcher are now lowered when reloading#### Miscellaneous ####-Using the "?" MFD action on an item now displays its stat and skill requirements -Unresearched items only display the current research requirement-Picking up a weapon now auto-equips it if there is no other weapon currently equipped-Items can be dragged from the inventory into containers in the world (up to 11 slots filled)-Decreased Anti-Human damage multiplier for player from 4x to 2x -Grub, Swarm, and Psi Reaver shot damage doubled to match (Greater Psi Reaver damage left at 15, now effective 30)-Added missing Electricity defense on Light/Medium/Heavy Combat Armor, WormSkin Armor, and Psycho-Reflective Aura-Increased Energy damage multiplier for half-mechanical enemies from 1.0x to 1.5x to reside between 1.0x for half-annelid enemies and 2.0x for mechanical enemies-Decreased Armor-Piercing damage multiplier for mechanical enemies from 3.0x to 2.0x-Decreased Anti-Personnel damage multiplier for half-annelid enemies from 3.0x to 2.0x-Changed Slug Turrets to incendiary explosions in line with the other turret types-Increased Grenade hybrid health from 15 to 18-Grenade Hybrids 15% chance to drop 4 grenades is now 30% chance to drop 1 grenade (loot table rolled twice)-Added 50% stun resistance to Rumbler-Assault Droid fusion shots now inflict radiation damage, blast damage reduced from 12 to 10-Fixed Kinetic Redirection timing out early when cast in quick succession (vanilla bug)-Fixed Kinetic Redirection not ending after the pulled object was picked up (vanilla bug)-Fixed Soma Transference visual FX appearing on untargetable enemies and objects (vanilla bug)-Fixed Soma Transference not reliably targeting through Metacreative Barrier (vanilla bug)-Fixed hack/repair/modify window closing abruptly when the target object disappears from the world due to success/failure (vanilla bug)
Most important of all, the Laser Rapier has its ambient buzzing volume restored from vanilla.
////Restores Laser Rapier buzzing volume+ObjProp -3002 "SchPlayParams"{ "Volume" -1200 //was -3000}
#### 1.01 ####-Added DML fingerprinting to prevent changes being loaded into Secmod missions-Fixed new prisms added to medsci1, eng2, hydro1, hydro2, and ops3 floating above their containers for some users-Reduced charged prism glow from 15 to 10 to make placement in crates less conspicuous-Fixed Tier 4 Psi Discipline unlock cost not being changed to from 50 to 40 cyber modules as claimed in 1.00-Fixed an exploit where the player could abuse saving and loading to spawn limitless spent prisms in their inventory-Fixed Tank O/S Upgrade description listing the SCP value of 10HP instead of the reverted 5HP-Decreased player HP on Normal from 35 + 5 x END to 24 + 6 x END-Decreased player HP on Hard from 24 + 3 x END to 16 + 4 x END-Decreased base success chance on spent prism repair from 15% to 10%, increased base ICE nodes from 5 to 7-Cleaned up some comments in the mod files
#### 1.02 ####-Cleaned up gamesys.dml to minimally overwrite script slots (archetypes for battery/prism repair fully overwrite just in case)-Fixed compatibility issues with RealSG 1.03 overwriting SS2-RSD's changes to shotgun modifications-Fixed compatibility issues with RealSG 1.04 being overwritten by SS2-RSD-Fixed shotgun changes not being applied to broken hybrid shotguns-Fixed 3 Pistols in medsci2, hydro2, and ops2 having more ammo than the new base capacity-Fixed a Pistol in medsci2 and a Shotgun in eng1 having the old mod level 1 stats-Fixed adjusted psi discipline durations not reflected in game descriptions-Removed special recoil/degradation status from all weapon pickups -A Pistol, Assault Rifle, Shotgun, and EMP Rifle in medsci2 -3 Pistols in eng1 (1 more is already converted into a Laser Pistol) -An EMP Rifle in rec1 -An EMP Rifle in rec2 -An EMP Rifle in rec3 -A Pistol, Grenade Launcher, Shotgun, and Laser Pistol in command1-Broke the Assault Rifle in Hydroponics A, reduced condition from 7 to 5-Added comments to mission DMLs to allow removal of pointless (?) gun properties on melee weapons/psi amp pickups-Replaced glow on charged batteries/prisms with adjusted pickup brightness to better match icons and avoid engine limitations-Removed desktop.ini file from install archive-Deleted outdated design note parameter from gamesys.dml
Load SS2-RSD above SCP with Blue Mod Manager
I tried exporting the edited icons I made in GIMP as .png instead of .bmp but the purple background didn't turn transparent, so I didn't bother. Is .pcx any better? I could try that.
#### 1.03 ####-Fixed Midwife Organ research time being increased to 4400 instead of 1500-Fixed Rumbler Organ research time not being increased from 2200 to 4400 as intended, so the Mo chemical requirement never initiated-Fixed Wrench description still implying that it benefits from Standard skill-Reverted Viral Proliferator Research skill requirement from 5 to 3 as intended-Removed Molecular Transmutation value on spent prisms/batteries-Reverted ADaOB Small/Large Worm Beaker stack count from 6/12 to 4/8, recycle value from 2 to 3 nanites-Decreased Anti-Entropy duration from 30s + 20s per PSI to 20s + 20s per PSI (vanilla 10s + 20s per PSI)-Decreased base Stasis Field Generator effect duration from 8 seconds to 6 seconds-Added duration scaling with Heavy skill to Stasis Field Generator's AREA mode-Decreased AREA mode stasis trap duration from 20 seconds to 6 seconds, removed lasting 8 second stun after trap expires [SS2 Stasis Trap mod only]-Decreased Grenade Launcher modification level 1/2 damage multiplier from 2.00/2.28x to 1.10/1.25x-Reverted ADaOB grenade rebalance -Frag grenade damage 26 -> 20, damage scaling (already unintentionally in effect) -Proximity grenade direct damage 25 -> 20, no scaling -Proximity grenade mine damage 25 -> 10, no scaling -EMP grenade damage 20 -> 10, damage scaling (re-enabled) -Incendiary grenade damage 45 -> 15, damage scaling (re-enabled) -Disruption grenade damage 68, no scaling (vanilla 35 damage)-Decreased Disruption grenade radius from 8.00 to 6.50, removed linear dispersion-Increased Fusion Cannon energy damage on NORM/DEATH mode from 20/30 to 30/45-Decreased Fusion Cannon DEATH mode radius from 12 to 10-Increased Fusion Cannon Repair skill requirement from 5 to 6-Changed spent prism repair difficulty from 10% base success, 7 base ICE to 5% base success, 8 base ICE-Decreased tech skill 1/2/3/4/5/6 unlock cost from 10/5/8/12/25/50 to 10/5/8/12/20/35 cyber modules-Decreased weapon skill 1/2/3/4/5/6 unlock cost from 12/6/8/15/36/50 to 12/6/8/15/30/45 cyber modules-Decreased stat 2/3/4/5/6 unlock cost from 3/8/15/30/50 to 3/8/15/25/40 cyber modules-Broke the EMP rifle in the Recreation A surgical bay, decreased condition from 8 to 3-Broke the EMP rifle in the Recreation C theater, decreased condition from 8 to 5-Increased the broken EMP rifle ammo at the top of the Command bridge elevator from 0 to 50-Fixed pickup brightness on prisms and batteries in maps (did not inherit from object hierarchy)-Converted new object icons from .bmp to .png for reduced file size-Included manual fix for in-game text descriptions conflicting with SS2 Alarming Cameras. See [install]\SS2\DMM\SS2-RSD_x.xx\ALARMING_CAMERAS_FIX\ for details