These are the changes:
Player:
All zeds:
Individual zeds:
Small:
Medium:
Large:
Scrake:
Boss:
Perks:
Commando:
Medic:
Firebug:
Demo:
https://www.dropbox.com/s/sru9f75ozwws9yu/Rebalance.zip?dl=0 The .u file and UPK go in your KFGame/Brewed folder, the .INT file goes in your KFGame/Localization/INT folder
To run this on a server, add ?game=Rebalance.RebalanceInfo to the command line or set the default game mode to RebalanceInfo instead of KFGameInfo_Survival.
If you notice any bugs feel free to report them here.
Any time you see a changelog post, if you downloaded the mod prior to the post time, to receive the effects of the changes, redownload from the same url and install the same way.
Source code for any coders who want it: https://www.dropbox.com/s/n2ucyy5ke41t9hx/RebalanceSource.zip?dl=0
A whopping 63kb
Player:
- Syringe heals 35 (was going to make it 20-25-30-35 based on difficulty but too lazy since I intend on only playing hoe)
- Syringe uses 50% charge on ally heal instead of half recharge time
- Syringe use range increased (135 ->180)
- Having knife out gives a movespeed boost (15% to normal speed, 11% to sprint speed)
- Unlimited flashlight/NV
All zeds:
- Teleporting removed
- Rage on 5 zeds left removed for FP and Scrake
- Movespeed randomness changed from +-10% to +-3% to lessen the possible negative affects of RNG (plz no random +10% speed FP....)
Individual zeds:
Small:
- Cyst: No changes
- Alpha: No changes
- Slasher: No changes
- Gorefast: No changes
- Crawler: No changes
- Stalker: No changes
Medium:
- Bloat:
- Vomit damage 12->8
- Vomit dot duration 12->8
- Vomit dot scale .08333->.285714
- (total damage change is 24->26, this makes the initial hit less but the dot does damage faster and more damage)
- Siren: Body no longer takes 50% damage
- Husk: Fireball base damage 25->20 (base + dot on hoe was 68.75 (25 *1.75 + .2*25 per second for 5 seconds) I believe for a direct hit. This should be 51 total for a direct hit on hoe)
Large:
Scrake:
- Increase head base health to better match kf1 (600->750)
- Resists fire/MWG by 50% from taking 100%
- Increase head base health to better match kf1 (650->775)
- Resist MWG by 50% from taking 100%
Boss:
- Hans: only patriarch spawns as Hans could use a rework and he's really not fun right now
- Patriarch: Health 3750->3250 (I've never seen patriarch kill less than 3 people in a 6 man HOE game against him, nor have I never seen it end in any other way besides after 10 minutes of the last 1 or 2 people kiting him around the map)
Perks:
Commando:
- All guns now have penetration for burst fire/full auto to make these fire modes actually usable on small zeds without burning through your whole ammo pool as long as they're lined up (Keep in mind different zeds have different penetration resist and the curves for penetration damage make each zed hit past the first take less damage, and support weapons have double these values or more)
- AR15 given 5 penetration in burst fire, spread in burst reduced (.01->.004)
- Bullpup given 5 penetration in full auto
- AK12 given 5 penetration in burst, 7 in full auto
- SCAR given 7 penetration in full auto
- Single fire now does +35% damage.
- AK12 buffed (damage 35->40, spread on alt-fire decreased 0.0085->0.003)
- All commando zed time projectiles doubled speed (7500->15000)
- Leadership skill reload bonus for allies increased(10%->15%)
- Total and starting ammo increased by 8 on m4
- Minor ammo cost reduction
- Double barrel penetration (2->4)
- M4 penetration increased(2 ->3)
- Pump buffed(damage 20->25, fire rate 0.77 -> 0.55, penetration 2->3)
- Tier 25 perk safeguard buffed (armor given 5->15)
- Vampire heals increased from 4 to 8
- Eviscerator penetration increased (4->20) ammo pool reduced(20->15)
- Katana set as berserker weapon (since martial artist isn't out yet)
- Berserker spawns with katana instead of crovel; katana has the gold skin from kf1
Medic:
- New T3 added - Medic Grenade Launcher (launches smaller aoe versions of the medic grenades)
- Shotgun ammo pool increased to 70
Firebug:
- DOT duration increased for all fire weapons from 5 to 7, increment changed from 1 to .8
- Range increase for flamethrower and MWG
- MWG ammo/sec slightly reduced (.07 ->.05)
- Lowered minimum ammo used for caulk, flamethrower, and MWG (caulk 4->3, flame 4->3, MWG 4->3)
- Added a fire grenade launcher - launches a fire grenade that explodes on impact and has all the effects of a molotov
- Molotov buffed (impact damage 60->100, aoe 250->350, number of fire splashes 4->6)
Demo:
- All weapons have arm range reduced to 1.5 meters from 3.5
- Starting ammo increase per level removed (all demo weaps besides c4 have starting ammo increased to compensate)
- HX25 change projectile from submunition to mini grenade launcher round (150 damage, 400 radius)
- Adjust RPG to match law damage/ammo/ammocost
- C4 removed consecutive explosion resist, increase cost to 350 each, base cost to 800, damage increased to match pipe bomb from kf1.
- M79 damage increased (225->450) and stun added on hit
- Nuke changed to large aoe minor damage poison field, only capable of significantly damaging/killing small zeds(like a bigger version of medic grenade in terms of dps)
- Added new demo tier 2 weapon: explosive revolver: fires explosive tipped magnum rounds (200 damage, 400 radius)
https://www.dropbox.com/s/sru9f75ozwws9yu/Rebalance.zip?dl=0 The .u file and UPK go in your KFGame/Brewed folder, the .INT file goes in your KFGame/Localization/INT folder
To run this on a server, add ?game=Rebalance.RebalanceInfo to the command line or set the default game mode to RebalanceInfo instead of KFGameInfo_Survival.
If you notice any bugs feel free to report them here.
Any time you see a changelog post, if you downloaded the mod prior to the post time, to receive the effects of the changes, redownload from the same url and install the same way.
Source code for any coders who want it: https://www.dropbox.com/s/n2ucyy5ke41t9hx/RebalanceSource.zip?dl=0
A whopping 63kb
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