Show

Most weapons no longer auto-reload when running out of ammo as reload animations can no longer be canceled due to the Survival Mode patch.

Food heals over time and more slowly (but for a longer duration).

Oxygen is limited in space in Survival Mode even when at full suit condition.

Weapons degrade at vanilla rates (so trading for new copies remains viable) in Survival Mode, but have a chance to jam below 5% condition. Spare parts are much less effective at repairing weapons. The Huntress Boltcaster can now degrade and break too, just like a real nerf gun!

Loot tables contain far fewer Suit Repair Kits, and psi hypos, spare parts, medkits, and food are somewhat rarer. Trauma-clearing items are slightly more common in Survival Mode.

Difficulty settings expanded with greater impact on the effect of healing items and trauma acquisition, while damage intake scaling on Hard and Nightmare is removed.

The radial selection menu only slows time down by 50% rather than stopping it entirely, the effect of Combat Focus is downtuned at every rank, and it no longer provides any bonus damage.

Directly damaging alien abilities require more investment to ramp up to full potency, and higher ranks are more expensive.

Less direct alien abilities such as Remote Manipulation and Lift Field are slightly cheaper, and Mindjack/Machine Mind last longer at the higher ranks.

Mimic Matter now provides increasing benefits to stealth camouflage, and base visibility while rolling around as a coffee cup is as low as while sneaking (rather than as high as running)

Human skills offer increasing benefits as you upgrade them, rather than often suffering from diminishing returns except in the case of already overpowered skills.

Hacking puzzle times are rescaled, so tier II hacks are not more difficult than tier III and IV hacks.

Anomalies in chipset balance are resolved, and niche chipsets buffed to encourage unique playstyles. Thorough numerical detail is added to chipset descriptions to better inform player choices.

Enemy research data are expanded to include resistances, where it was previously poorly communicated that some enemies were resistant but not immune to Mindjack, Fear, etc.

Overly damaging enemy attacks and hazards are downtuned to lead to fewer cheap deaths and more recoverable situations in gameplay.

In addition, there are 5 optional modules which can provide further gameplay changes (these go in the same folder as the main patch file):

-patch_COREBALANCE_1-3_HALFMAT.pak halves recycling yield. Recommended for hardcore players (requires new game, not compatible with MOREMAT module)

-patch_COREBALANCE_1-3_MOREMAT.pak increases recycling yield by 1.5x. Recommended for casual players (requires new game, not compatible with HALFMAT module)

-patch_COREBALANCE_1-3_NOFREELUNCH.pak removes fountain healing and all restoration from Operators except Survival Mode traumas and replaces food heal over time with trauma chance reduction. Recommended for hardcore players

-patch_COREBALANCE_1-3_LESSAMMO.pak reduces the counts of ammo found in containers and in the world (requires new game). Recommended for hardcore players

-patch_COREBALANCE_1-3_WEAPMODCRIT.pak replaces the Pistol range mods and Shotgun recoil mods with critical chance mods (may or may not require new game)

The full changelist is provided in "CORE BALANCE changelist.txt".

Mooncrash is not currently supported. Stay tuned for similar balance updates for the DLC in the future.

Spoiler: