Space Engineers

Space Engineers

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LK - Combat: Revitalised (Public Beta)
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Type: Mod
Mod category: Script, Modpack, Other
File Size
Posted
Updated
905.524 KB
4 Aug @ 3:48pm
15 Aug @ 12:04pm
10 Change Notes ( view )

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LK - Combat: Revitalised (Public Beta)

Description
LK - Combat: Revitalised - Public Beta


Description

LK - Combat: Revitalised is a mod designed to address numerous issues with Space Engineers' Combat mechanics and balancing, giving it a complete overhaul in the process whilst remaining true to Vanilla where possible.

This mod has 3 core constraints that have been carefully considered and implemented:
  • Remain true to the original vision and constraints of Space Engineers (i.e. no major mechanics changes, etc.).
  • Maintain backwards compatibility with Vanilla (i.e. no modded blocks). All grids built with LK:CR should be loadable/usable in Vanilla.
  • Have a working balance for both PvE and PvP, in both Planetary and Space/Zero-G environments.

Much of the balance and feedback came directly from the Lunar Kolony Community, and has been made with that kind of audience in mind (mostly casual and mid-level experienced players). That being said, I'm sure even some Survival PvP players might get a kick out of it, as it does shake up the meta quite a bit.

This mod is still a WORK IN PROGRESS. Balance is NOT FINAL and SUBJECT TO CHANGE.

Important:
The mod does not work standalone, as it relies other submods that change certain aspects of combat & balance.

These extra mods have been marked as dependencies, and should automatically load together with LK - Combat: Revitalised when you add it to your world's mod-list. Just make sure to subscribe to them.

The submods are inherently incompatible with their original counterparts. Please make sure you remove them beforehand, or you may encounter bugs.



Change Summary:
Category
Description
Engagement Range
The maximum range of combat has been increased to 4km. This encourages tactical positioning and tactics using fighters and other weapon systems.
Weapon Balance
Each weapon has been given a unique niche, using a partial "rock-paper-scissor" system that lets some weapons counter others. No one weapon is thus superior, and smaller fighters now have a chance to counter larger ships.
Block Health
Heavy Armor and Blast Doors now serve a more relevant purpose. Some excessively damage-resistant blocks like Gyroscopes and Space Balls have had their block health drastically reduced via damage multipliers.
Speed & Mass
An increased speed limit and mass-based speed changes the dynamics of combat, allowing lightly-armored fighters and corvettes to easily outmaneuver heavily-armored cruisers.
Compatibility
LK - Combat: Revitalised is designed to be compatible, whereever possible. This is accomplished using ModAdjusterV2, which allows the mod to work even when other mods may override block definitions (ex. Build Costs).



What makes this mod different from others like it?
For starters - this one isn't just a weapon range increase or damage edit mod.

LK - Combat: Revitalised is designed to be a more balanced approach to combat in SE, suitable for both a PvE and PvP setting.
To accomplish this, I have taken into consideration feedback from the Lunar Kolony Community and implemented numerous changes.

What are the changes?
The list is too large to fit into the main workshop description, so you can find the complete list of changes here:
Detailed Overview of the mod's changes.
I highly recommend reading through it, as some changes may not be immediately obvious!

For exact stats and values, please use a mod like Build Info.



Dedicated Servers:
To use this mod properly on dedicated servers, you will need to increase your Sync Distance to account for maximum targeting range & high projectile distances.

For the best experience, set Sync DIstance to 10km and disable Selective Physics Updates.



Known Issues:
No combat balance mod is perfect - that's just the reality of the game simply not being built around Combat as a core gameplay pillar.
While most of the severe issues have been addressed, there are still some that remain:
- [BUG] Rovers with a light amount of thrust will be negatively affected by the Speed Balancer. I'm still investigating a potential fix for this, but it may take some time. For now, avoid thrusters on rovers. - [BUG, KEEN] Turrets experience no weapon recoil. Vote for this to be fixed here.[support.keenswh.com] - > Sadly, Keen has since then replied to this, stating this is intentional due to performance reasons. - [BUG, KEEN] Some projectile collisions may not process on servers when the game is lagging or experiencing a low sim speed. - NPC ships, especially ones powered by MES, may not reliably aim static weaponry or use maximum weapon ranges. - > This can be somewhat addressed by using MES Weapon Randomization and the RandomizedWeaponsUseFullRange config setting.



Suggestions/Feedback:
If you like the mod, please like/favourite it and feel free to leave a comment for the workshop algorithm.

Important: The Steam Comments section is not the place to discuss balancing issues, as they cannot be tracked. Such comments will be ignored and/or deleted..

Please do so on the Lunar Kolony Community Discord[discord.com] instead. Thanks!

Thank you, and enjoy!



Credits:
A HUGE "Thank You!" goes out to all of these amazing people:
- The authors of the forked Submods that this mod depends on for their optimal balance: - Gauge, StarCore & Mike Dude for Relative Top Speed and the fork(s) that the LKCR variant is based on. - nevcairiel for Heavy Gas. - Sisk for the tooltip localization fix code. - Cuteseals2 & Metrovania, for help with balance, initial playtesting and feedback. - The Lunar Kolony Community, for their support, feedback and willingness to be test dummies for the mod. - You, for (hopefully) using the mod!
32 Comments
YoshiWoof22  [author] 3 Sep @ 1:09pm 
@maxdean02

A standalone version is still being considered for later down the line, to cover exactly those kinds of cases, but making the weapon balance actually play well with orbital velocity is really difficult so I don't think i'll be doing active balancing around those scenarios.

And thanks for the nice words, hoping to get the first community balance patch out in the near future now that the first LK multiplayer server test is approaching its end.
maxdean02 3 Sep @ 12:46pm 
I'd love to use this mod, but the hard requirement of your fork of Relative Top Speed makes this incompatible with the Real Orbits Mod, because the speeds are too low to achieve an orbit. I know that you balanced the combat around your speed configuration, but a version without that requirement would be extremely useful for people who'd rather just use their own Relative Top Speed values.

Regardless, thanks for your effort into this very high quality mod.
Ace Of Swords 31 Aug @ 12:59pm 
not really related to the mod but which block is the space balls people talk about?
YoshiWoof22  [author] 31 Aug @ 1:48am 
@HS_DRAGON ✞

The LKCR forks of those mods are replacements for the originals, so you will need to remove the existing Relative Top Speed mod.

Same goes for Heavy Gas if you are using that.
HS_DRAGON ✞ 30 Aug @ 6:24pm 
I use the Mod ''Relative Top Speed'' which is very famous.
The question is, will it give conflicts with your Mod?
I see that one of the dependencies of this Mod has the same name as the Mod I mentioned.
What shall I do?
Leo 24 Aug @ 5:37am 
Thanks. You're the best. However, you can approach this however you like. It's just a small bug i've noticed that probably needs a fix down the line. Maybe just something to keep in mind next time you're fixing other things. Anyways, thanks again for your time and effort.
YoshiWoof22  [author] 24 Aug @ 5:06am 
@Leo

Found your culprit - because they both have some thrusters with very little force, the relative top speed submod treats them as ships, and hits them with a low thrust to weight penalty.

The problem is that there is no good way of differentiating between them. I can try to maybe find a fix that adds a lower limit for boost speed so it doesn't cripple it.
YoshiWoof22  [author] 24 Aug @ 4:17am 
@Leo

Strange, because I did heavy testing on rovers previously (its how i discovered that turrets apply no recoil) and they worked fine. This testing included small 4x4 vehicles and heavy multi-wheel tanks.

I just loaded up a fresh world with the mod to check, and I'm unable to reproduce your issue on my end - do you have any BPs where this happens every tine?
Leo 24 Aug @ 3:59am 
Hello. I noticed that this mod on it's own is affecting speed of a few rovers i use. With it, they wont go over 3km/h even though they can. Without it, they work normally as intended. I don't know if someone pointed this out already, I just haven't noticed anybody else talk about it and wanted to point it out.