A brief (?) report on my new run with Rebalance.
Well a LOT of things changed since version 1.27.
Now I'm playing 1.35..... and I'm already behind since 1.36 requires a new campaign.
Facepalm.
Anyway.
It's impossible to enumerate all the improvements.
The (additional) work they did on the UI is fantastic.
There are also tons of little refinements like the new mechanics for In The Zone. It was this mod, I believe, that introduced the requirement for a steadied weapon to activate In The Zone, which made it more realistic but way less powerful.
Now, if you fire with a NON steadied weapon, you get at least an automatic reload, which, in the economy of the turns, is not insignificant by any means.
There are really tons of little adjustments like this one.
Of course I don't agree with every single change: he keeps moving abilities around in the tree and some choices do appear suboptimal. But overall it's still incline and many abilities will be shuffled around some more anyway, that's for sure.
FINALLY I decided to play the shorter campaign (there's even a super-short version now), and boy, I wish I tried it sooner.
This is a far better pace, even if it does feel a bit fast at times.
But again, overall, it's a game changer.
I'm playing on Classic, the second difficulty level (which led me to rage-quit the last time, even if it took lots of missions) and so far, I seem to be holding. I think the fix with the Alien Progress really is working.
I made it a little easier with some of the Second Wave choices, but I did not activate ALL (nor just) the ones which reduce the difficulty. It's more about preferences, really, but you ARE able to further fine-tune the level of the challenge.
Also, I'm not downplaying the strategy game any more. I take it seriously now.
I've found myself rushing critical projects or productions by selling meld and lots of things I used to simply hoard (even if it means not being sure I'll have them for future projects), trying to fulfill every reasonable request, especially the ones that contribute to the more pressing matters, and so on.
I've rushed a conquest of the first alien base by the end of Month #5.
It was hard, kinda epic, but doable.
I don't believe I've ever even contemplated doing it so fast. But this means I've removed a source of resources for the Aliens... two more bases remain, and I think I'll attempt at least another one as soon as possible.
I'm more or less swimming in Meld BUT after the base conquest mission I spent like 250 or so of it to fast-heal most of my A-Team (did I mention that with this mod you can spend 50 Meld to greatly reduce the healing and fatigue time?)
The real cold shower arrived with the dreaded Deluge Mission.
I think the mod author even commented specifically on this one. The fact is that the types of enemies in this (and possibly other) mission are hardcoded. So to tune them down he'd have to tune them down everywhere.
During the campaign run I hadn't yet faced a single enemy Mech, because they're very, VERY tough now and I suppose they'll start coming only later.
But if you get Deluge, you'll have to face them, together with a lot of Boss-level grunts, and that's the way it is.
I'm afraid I had to cheat (save-scum) to beat this one.
PERHAPS it is possible to beat it even by simply having a runner sneak past the enemy horde and reach the marker at the end of the map. Placing juicy, sacrificial targets to draw the enemy fire away from him and so on. But it'd still feel like cheesing it.
Anyway, we'll see if it was just something limited to this singular case, or if the difficulty will start spiking like crazy again.
Well the Fishing Village mission also comes to mind, I believe the issue is similar in fact, but I was still able to do it "cleanly" even though it was the hardest one up until that point.
Anyway, I can't deny that I'm having FUN.