KotOR - Balance in the Force (2024)

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      KotOR - Balance in the Force (23)

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      Timbo01

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      About this mod

      Balance in the Force is an overall gameplay balancing mod that updates the user experience to be more in line with KotOR 2, and adds quality of life features,

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      KotOR 1: Balance in the Force
      v1.0.0

      Core Concept
      The big idea present in both versions of this mod is updated and more balanced gameplay and a streamlined leveling experience with its sequel KotOR 2. The most prominent change is that I've rebalanced the base weapon types and heavily increased the damage for ranged weapons, removed overpowered powers. The Auto-Level Feature was removed as well due to it shorting the player Force Powers under certain conditions. Recommended level up features have been updated to add a more consistent experience for first time players. I've also removed some overpowered force powers that trivialize the difficulty of the game such as Knight Speed, Master Speed, and Improved Energy Resistance.
      Balance in the Force also contains a number of quality-of-life features that can been found in other mods as well that make sense here. For example, all of the classes have been modernized to KotOR 2’s feat, power progression, and attack bonus progression, persuasion is a class skill for the main character regardless of starting class, impossible difficulty has been restored, and Intelligence now rounds up instead of down for gaining skill points during level up.
      An alternate version of the mod called the Radical Jedi Version, is also included. The big idea In this version is to address the need/desire to save levels on Taris in order to create a more optimal character after cross-classing on Dantooine. Here, I’ve made the Jedi Sentinel a main character exclusive class and updated the dialogue on Dantooine to locked players into it. To encourage players to level normally, the Jedi Sentinel stops gaining feats and powers after 12 levels but in exchange, players have the option to choose the exclusive Guardian and Consular feats while leveling. Furthermore, it gains increased force points and all 21 of its career force powers in those 12 levels as well. In this version, Bastila has her class changed to Consular to accommodate this.
      Global Changes

      • The bonus skill points gained at level up formula (Class Base + INT/2) now rounds up. You now gain +1 skill point at 12 INT, +2 at 16 INT, and +3 at 20 INT. It's still not as generous as KotOR 2 but since skills aren't terribly useful in K1, I think it works pretty well.
      • Auto-Level Removed. This feature had bugs that could cause consulars to miss out on choosing powers at certain levels.
      • All Companion Characters now join at Level 1. This change was made to allow the player greater flexibility when choosing how to build their companion characters.
      • Heavy Weapons no longer exist as a category and Repeating Blasters have been merged with Rifles. All of the relevant feats have been adjusted accordingly like in KotOR 2.
      • Impossible Difficulty has been restored to the difficulty settings; just in case all of the power-creep makes the game too easy.
      • Security can now be use untrained like in KotOR 2.
      • Players can no longer learn Knight Speed, Master Speed, and Improved Energy Resistance. These powers trivialized the game.
      • Burst of Speed now lasts for 100 seconds and costs 10 FP
      • Force Aura, Force Shield, Force Armor, Master, Force Valor, Knight Valor, and Master Valor now last for 80 seconds.
      • The FP cost penalties and discounts for opposing alignment now scale evenly, maxing out at 1.5 or 0.5 x base cost.

      Main Character Changes

      • Persuade is always a class skillforthe main character.
      • The main character gets all six basic active combatfeats(Power Attack/Power Blast, Flurry/Rapid Shot, and Critical Strike/Sniper Shot) between level 1 and 2. This is as close as I could get to how it was done in KotOR 2.

      Class Changes

      • All Classes now get Full Base Attack Bonus like in kotOR 2
      • Scoundrels get Sneak Attack X at level 19 like in KotOR 2.
      • Expert Droids now gets access to Master Two-Weapon Fighting.
      • Combat Droids now get access to Weapon Specialization: Blaster Pistols and Weapon Specialization: Blaster Rifles
      • Jedi Guardians gain Demolitions as a class skill like in kotOR 2
      • Jedi Sentinels gain selectable feats at levels 1, 3, 6, 7, 9, 12, 13 15, 18, and 19.
      • Jedi Sentinels gain Computer Use, Demolitions, Repair, Security, and Stealth as class skills like in kotOR 2
      • Jedi Sentinels gain 3 skill points per level like in KotOR 2.
      • Jedi Consulars gain Repair as a class kill like in kotOR 2
      • Jedi Consulars gain 2 skill points per level like in KotOR 2.

      Party Changes

      • Bastila gains 4 ranks in computers due to Jedi Sentinels increase of skill points. She loses Force Aura, Stun, and Flurry due to level decrease.
      • Canderous loses 1 point of Strength,2 ranksof Demolition, s ranks of Treat Injury, Rapid Shot, Improved Power Blast, Weapon Focus: Rifles (formerly heavy weapons), and Weapon Specialization: Rifles (formerly heavy weapons) due to level decrease.
      • Carth gains 2 ranks of Awareness due to high intelligence and loses 1 point of Dexterity, 1 rank of Repair, 1 rank of Security, Improved Two Weapon Fighting, Weapon Focus Blaster Pistols, and Weapon Specialization: Blaster Pistols due to level decrease. His generic Blaster Pistol is no longer equipped and will instead be added to your inventory when he joins.
      • HK-47 loses 1 point of Strength, 1 rank of Demolitions, 1 rank of Awareness, 2 ranks of Repair, Power Blast, and Weapon Focus: Rifles due to level decrease.
      • Jolee gains 4 ranks of Repair due to Jedi Consulars increase of skill points. He loses 1 point of Dexterity, 1 rank of Awareness, Cure, Force Aura, Force Valor, Force Push,Throw Lightsaber, Conditioning, and Improved Dueling. He also adds a suit of basic clothing to your inventory when he joins.
      • Juhani 1point of Dexterity, 1 rank of Stealth, 4 ranks of Awareness, and 4 ranks of Treat Injury, Force Aura, Force Push, Energy Resistance, Stun, Throw Lightsaber, Power Attack, and Conditioning due to level decrease. She adds a suit of basic clothing and a red lightsaber crystal to your inventory when she joins and she retains the 4 of her bonus Stealth skill points that could not be accounted for during level decrease.
      • Mission loses 1 ranks of Demolitions, 1 rank of Stealth, 1 rank of Awareness, two ranks of Security, and Caution due to level decrease.
      • T3-M4 gains 1 rank in Demolitions due to high intelligence and loses 2 ranks of Computer Use, 1 ranks of Awareness, 2 ranks of Repair, and 2 ranks of Security, and Caution due to level decrease.
      • Zaalbar loses 1 point of Strength, 2 ranks of Demolitions, 6 ranks of Awareness, 1 rankof Treat Injury, Power Attack, and Improved Power Attack due to level decrease.

      Weapon Changes

      • Stun Batons are now 1d4, 19-20 x2.
      • Short Swords are now 1d8, 19-20 x2.
      • Longswords are now 1d12, 19-20 x2.
      • Gamorrean Axes are now 1d12, 19-20 x2.
      • Quarterstaffs are now 1d8, 19-20 x2.
      • Gaffi Sticks are now 1d8, 19-20 x2
      • Double-Bladed Swords are now 1d10, 19-20 x2.
      • Vibro Double-Blades are now 1d12, 19-20 x2.
      • Wookie Warblades are now 1d12, 19-20 x2.
      • Lightsabers are now 2d10, 19-20, x2.
      • Short Lightsabers are now 2d8, 19-20 x2.
      • Double Lightsabers are now 2d8, 19-20 x2.
      • Blaster Pistols are now 2d8 damage, 19-20, x2.
      • Heavy Blasters are now 2d10 damage, 19-20 x2.
      • Holdout Blasters are now 2d6 damage, 19-20 x2.
      • Disruptors Pistols are now 2d6 damage, 18-20 x2, Universal Damage.
      • Ion Blasters are now 2d6 damage, x3.
      • Sonic Pistols are now 2d8, x2.
      • Blaster Carbines are now 3d8, 19-20 x2.
      • Blaster Rifles are now 3d8, 19-20 x2.
      • Bowcasters are now 3d10, 19-20 x2.
      • Disruptor Rifles are now 3d6, 18-20, x2, Universal Damage
      • Ion Rifles are now 3d6, x3.
      • Sonic Rifles are now 3d8, x2.
      • Repeating Blasters are now 4d6, x2
      • Heavy Repeating Blasters are now 5d6, x2.

      Recommendation Changes

      • Skills, Feats, and Powers priority updated when taking recommendations at level up.
      • Recommended Attributes for Soldiers are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA.
      • Recommended Attributes for Scouts are 14 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 10 CHA.
      • Recommended Attributes for Scoundrels are 10 STR, 14, DEX, 14, CON, 14 WIS, 12 INT, 14 CHA.
      • Primary Attributes for Scouts is changed to Strength.

      Other Changes

      • Brejik now also drops the yellow single bladed lightsaber from the cutscene where Bastila battles Revan. Apparently, she dropped both of them under her seat…

      Radical Jedi Version Changes

      • The main character is limited to the Jedi Sentinel Class during cross-class.
      • As a Jedi Sentinel, the main character is no longer granted Force Immunity: Fear, Force Immunity: Stun, and Force Immunity: Paralysis for free. Instead, these feats are added to their selectable feat table and 3 selectable feats are added to their feat schedule.
      • As a Jedi Sentinel, the main character gains selectable feats at Levels, 1, 2, 4, 5, 6, 8, 9, 10, and 12.
      • As a Jedi Sentinel, the main character has had Weapon Specialization: Lightsaber added to their feat table at Level 4. They’ve had Force Immunity: Fear, Force Focus, and Force Jump added to their feat table at Level 9. They’ve had Force Immunity: Stun, Improved Force Focus, and Improved Force Jump, added to their feat table at level 11, and Force Immunity: Paralysis, Master Force Focus, and Master Force Jump added to their feat table at level 14. Since Radical Jedi version has to limit the player to one of the three Jedi Classes during cross class, the Jedi Sentinel was given access to the Jedi Guardian and Jedi Consular’s exclusive feats. This change was made to allow the player to effectively play as a Guardian, Sentinel, or a Consular.
      • As a Jedi Sentinel, the main character gains all skills, as class skills. Since the main character is supposed to represent any of the three Jedi classes, this change was made to allow them to choose the appropriate skills.
      • As a Jedi Sentinel, the main character stops gaining feats after level 12. This change was made to encourage normal leveling before becoming a Jedi.
      • As a Jedi Sentinel, the main character now gains 2 powers from levels 1-9, 1 power from levels 10-12,and 0 powers per level from levels 13-20. This change was made to encourage normal leveling before becoming a Jedi.
      • After becoming a Jedi Sentinel, the main character gains 10 Force points per level. This change was made to encourage normal leveling before becoming a Jedi.
      • Bastila changes class from Jedi Sentinel to Jedi Consular. This change was made in order to rebalance the Jedi Sentinel Class as described above.
      • Bastila loses Force Aura, Stun, and Flurry due to level decrease.
      • Bastila’s yellow double-bladed lightsaber, dropped from Brejik, has been replaced with a green one to reflect the Bastila’s change in class.

      Future Updates

      • I’ve not yet tested a full playthrough of this mod, so, that’s next.
      • Individual weapon rebalancing, looking at you Yavin Station gear.
      • Loot and vendor redistribution.
      • Probably more bug fixes.
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      KotOR - Balance in the Force (2024)
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