About this mod
Is Normal too boring, but Classic is too hard? Then maybe Normal Point Two will add just a pinch of excitement.
- Permissions and credits
- Changelogs
To play on Normal Point Two difficulty, run the included patcher script ("NormalPointTwo.patcher.bat") and then select the "Classic" difficulty in-game. Some changes may take effect on existing saves, but it's best to start a new game after patching.
By using the xcominipatcher tool, this mod CAN be combined with other mods that modify the same configuration file (DefaultGameCore). To ensure that the other mods do not overwrite Normal Point Two settings, apply this patch last. In general, if the other mod includes dreadylein's older "modpatcher.exe" utility, it will overwrite this one unless you run this patcher last.
The following table shows all affected game settings, with a comparison between the values on Normal, Normal Point Two and the (default) Classic difficulties.
NexusMods does not allow tables or fixed-width text in mod descriptions, so unfortunately there's no way to make this table easier to read here. Instead, you can download and look at the readme file in Notepad and it will be much clearer.
Setting Normal Nrml.2 Classic
Starting soldier health 55 4
Alien critical chance bonus+0 +0 +10
Alien aim bonus (except Chrysallids,+0 +0 +10
Zombies and Berserkers)
Thin Man health 33 4
Thin Man damage penalty -2 -2-0
Chryssalid and Zombie damage bonus +0 +0+2
Muton Elite and Outsider defense bonus +0 +0 +10
Muton, Heavy Floater, Drone and Outsider health bonus +0 +0+2
Cyberdisc and Sectoid Commander health bonus +0 +0+4
Sectoid Commander and Ethereal will bonus +0 +0 +25
Chance of Zombies from offscreen Chrysallid kills 0% 0% 50%
Chance of Thin Men using Plague 5% 5% 10%
Chance of Cyberdiscs using Death Blossom 5% 5% 10%
Chance of Berserkers using Blood Call 5% 5% 10%
Chance of aliens throwing grenades 0.25% 0.25%1%
Maximum aliens attacking at once (-1 is unlimited) 5 10-1
Cost of recruiting new soldiers 10 1015
Free monthly funding (before any satellites)175 17575
Free base power (before any generators)35 3530
Initial panic level00 8
Maximum country defections per month 22 3
Chance of satellite reducing panic from 5 to 4100%100% 50%
Chance of satellite reducing panic from 4 to 3 50% 50% 25%
Chance of satellite reducing panic from 3 to 2 25% 25% 10%
Chance of satellite reducing panic from 2 to 1 25% 25% 10%
Africa engineers/scientists with 1 satellite1/0 1/0 1/0
Africa engineers/scientists with 2 satellites 2/1 2/1 1/1
Africa engineers/scientists with 3 satellites 3/2 3/2 2/1
Asia engineers/scientists with 1 satellite 2/0 2/0 1/0
Asia engineers/scientists with 2 satellites 3/0 3/0 2/0
Asia engineers/scientists with 3 satellites 6/0 6/0 3/0
Asia engineers/scientists with 4 satellites 8/0 8/0 4/0
Europe engineers/scientists with 1 satellite0/2 0/2 0/1
Europe engineers/scientists with 2 satellites 0/3 0/3 0/2
Europe engineers/scientists with 3 satellites 0/6 0/6 0/3
Europe engineers/scientists with 4 satellites 0/8 0/8 0/4
N.America engineers/scientists with 1 satellite1/1 1/1 0/1
N.America engineers/scientists with 2 satellites 2/2 2/2 1/1
N.America engineers/scientists with 3 satellites 4/4 4/4 1/2
S.America engineers/scientists with 1 satellite0/1 0/1 0/1
S.America engineers/scientists with 2 satellites 2/2 2/2 1/1
As of version 0.2, this mod no longer has any effect on Second Wave. In
particular, "Not Created Equally" will have the original (huge) spread of
possible stat values (unless that has been changed by another mod).
Please direct any comments, questions or requests to [email protected]