What is Weapons Overhaul?
Weapons Overhaul is a mod that attempts to rebalance the properties of the weapons in the game in order to provide more uniqueness and diversity, on top of a more solid sense of progression when upgrading your weapons.
Even though changes are now limited to the already available weapons of the game, there are plans to expand on them and provide more viable options for situations that each tech path might find itself in.
Steam Workshop Link
What are some of the changes you will find in this mod?
And more within the mod and to come.
Please do provide feedback for the betterment and balance of the mod. Numbers alone can't fully predict actual gameplay.
Latest Version Change Log:
Older Versions:
Special thanks to the community who figured out about the bugged accuracy modifiers.
Weapons Overhaul is a mod that attempts to rebalance the properties of the weapons in the game in order to provide more uniqueness and diversity, on top of a more solid sense of progression when upgrading your weapons.
Even though changes are now limited to the already available weapons of the game, there are plans to expand on them and provide more viable options for situations that each tech path might find itself in.
Steam Workshop Link
What are some of the changes you will find in this mod?
- Range increased across the table for main tech weapons
- Accuracy increased across the table for main tech weapons
- Energy Weapons are now effective against shields instead of armor
- Kinetic weapons bypass shields by a small margin
- Are you feeling lucky? Try missiles. Their damage margin starts huge and decreases with each tech upgrade. Get ready to roll that dice.
- Armor penetration exclusive to alien technology and the arc emmiters
- Disruptors tweaked to almost exclusively damage shields.
And more within the mod and to come.
Please do provide feedback for the betterment and balance of the mod. Numbers alone can't fully predict actual gameplay.
Latest Version Change Log:
- Version 1.2b
- 1.1.0 compatibility.
- Adjusted Chance to Hit Values for the modules that use them in accordance to 1.1.0 fixes.
- Wormhole Modulator Mineral Cost reduced back to 0. Power cost Reduced to 10 from 15.
Older Versions:
- Version 1.0:
Energy Weapons
Kinetic Weapons
Rocketry
Additionally, missiles reach their target faster than in the default game.
Point Defense
Hangar Planes
Alien Technologies*
*Alien technologies will be used by their sources as well. The unbidden and the swarn, will probably be harder as a result, but the reward will be much higher.
- Laser Weapons
- Plasma Throwers/Accelerators/Cannons
- Particle/Tachyon Lance
- Disruptors
- Arc Emitters
Kinetic Weapons
- Mass Drivers
- Autocannons
- Kinetic Battery/Artillery
Rocketry
- Missiles
Additionally, missiles reach their target faster than in the default game.
- Torpedoes
- Swarmer Missiles
Point Defense
- Small
- Large (Flak Battery/Artillery)
Hangar Planes
- Fighter Wings
- Bomber Wings
Alien Technologies*
- Shard Throwers
- Energy Siphon
- Mining Drone Laser
- Cloud Lightning
- Scourge Missile
- Matter Disintegrator
- Amoeba Flagella
- Swarm Strikers
*Alien technologies will be used by their sources as well. The unbidden and the swarn, will probably be harder as a result, but the reward will be much higher.
- Version 1.0a
- Autocannons dps tonned down, range decreased to 5/7.5/10. Rate of fire decreased so that missiles/torpedoes potentially have a chance to actually go through.
- Point Defense range increased to 10 so that they edge out autocannons.
- All hangar ranges increased to 25. Armor penetration removed from bombers to uphold the thematic that only alien technologies posses the trait. Bonus damage to shield decreased to 50% for fighters.
- Disruptor damage to shield further increased so that they fit their niche better.
- Proton/Neutron Torpedoes now actually do more dps than Devastator Torpedoes.
- Version 1.0b
- Laser and shard damage tweaked. No dps loss.
- Rocketry weaponry speed diversified among variants in order to allow the creation of barrages going through autocannons. Swarmer missiles now reach targets first, followed by missiles, followed by torpedoes.
- Arc Emmiter damage reduced slightly to compensate for being the most efficient weapon against bigger ships.
- Version 1.0c
- Applied fixes so that upgraded Sensors, Navigator's Guild and Fleet Academy did not result in ships with 100% accuracy.
- Sensors will now provide 3.3/6.6/10% extra accuracy respectively for each higher tech level.
- Fleet Academy will now provide an extra 5% accuracy.
- Navigator's Guild will now provide an extra 10% accuracy.
- Fleet Academy Evasion bonus decreased to 3 from 5.
- Pitharan Refinery Evasion bonus decreased to 3 from 5.
Special thanks to the community who figured out about the bugged accuracy modifiers.
- Version 1.1
- Reduced Evasion bonuses of thrusters from 10/20/30/40 to 5/10/15/20
- Reduced Evasion bonuses of Defensive Computers from 10/20 to 5/10, Combat Computer from 15 to 5 and Precognitive Computer from 20 to 10.
- Rebalanced Precognitive Computer. It now offers +10% Weapon Damage and +10% Fire rate, in contrast to Sentient Combat Computer providing double the offensive stats but half the evasion.
- Marksman Combat Computer (Basic+Advanced) : Provides 10%/20% Chance to hit and weapon damage.
- Bulwark Combat Computer (Basic+Advanced): Provides +10%/20% shield hit points and +10/+20 shield regeneration.
- Version 1.1b
- Tachyon Lance bonus damage to shields reduced from 50% to 30%. Dps lowered from 17.7 to 17.5
- Kinetic Artillery shield penetration reduced from 50% to 30%. Dps lowered from 20.1 to 19.
- Increased Point Defenses' rate of fire from 0.9 to 0.6.
- Increased Scourge Missile's DPS from 17 to 18, so that it functions like a Tech Level 6 missile.
- Fixed Shard Throwers to have Armor Penetration again, increased to 20/40/60/80%.
- Fixed Proton/Neutron Torpedoes range to 60 like normal Torpedoes.
- Version 1.1c
- Reverted some of the autocannon range nerf. Autocannons now have 10/12.5/15 range per mount size.
- Fixed some of the missile techs missing their new default ranges.
- Tweaked ship behavior for each computer role in order to fix bigger ships getting stuck in the back.
- Slightly increased default ships' speed.
- Slightly rebuffed thrusters evasion. They now provide 10/15/20/25 Evasion respectively.
- Polished basic marksman computer icon so that it feels more stockalike.
- Added advanced marksman computer icon.
- Version 1.2
- Reduced Sensors extra accuracy from +0/3.3/6.6/10% to +0/1/3/5%.
- Wormhole Modulator is no longer free. Now costs 15 power and 15 minerals like all other Techs at level 3.
- Fighter and Bomber Hangars now have a deployment range of 30.
- Interceptor Hangars: These ships function similarly to fighters in that they do extra damage to shields. However, they do only half (+25% instead of +50%) of it and have less dps (13/16/19 instead of 16/19/22). Instead, they deploy at a range of 60 and have more speed than their fighter counterparts.
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