
生活路径加成与帮派企业特质
修改伤害系统的每个部分以及一些其他元素,以赋予帮派和公司更多特色和独特性。同时,根据你的生活轨迹,获得对帮派/公司的增益和惩罚。高度可配置,配有全新菜单!
查看大图I came up with this idea after seeing a mod that removes the Smart Weapon Jammer from the Tyger Claws... I thought: "This is the exact opposite of what I want!" I want gangs to be more unique and give you a reason to change your fighting style. So, I found every aspect of the combat system I could figure out how to tweak and made easy-to-configure options for each gang/corporation. I tried to make the changes fit each group's lore. The core idea is to make you change your tactics sometimes. For example, the Animals have resistance to non-melee weapons, meaning you have to get close and personal. That should be fun! The overall direction is to increase game difficulty.
Updated for Patch 2.02+
- New local settings UI menu for configuring the mod
- Rebalanced: Reduced the number of effects on most gangs/groups
- Made things easier for translators
- Added Barghest, NUSA, and NCPD as factions to add traits to. I don't actually know all the combat-capable factions in Phantom Liberty yet, as I haven't played it.
Gangs (The effect names here are just for flavor—they won't be used in the game menu)
Animals Animal Pain Editor: Immune to Shock Super Testosterone: Immune to Poison Combat Drug Injectors: Resist non-melee and explosive damage (0.5x) Implanted Muscles: Ignores 25% of player's Armor
Maelstrom Maelstrom ICE: +2 Upload Time, +1 Memory Cost Cyberoptics: Enhanced Detection (1.2x) Mostly Chrome: Immune to Bleeding Subdermal Body Plating: Resist Assault Weapon damage (0.5x)
Scavengers Pain Editor: Immune to Shock Life Monitor: One-Hit Protection (Single hit can't exceed max HP's 90%) Kerenzikov: Smart Bullet Dodge (50% miss chance) Spare Parts: Resist Quickhack damage (0.8x)
6th Street Firewall: Immune to Damage Quickhacks Pain Editor: Resist Blunt and Heavy Weapon damage (0.5x) Ballistic Countermeasures: Resist Energy Weapon damage (0.8x), Vulnerable to Ricochet damage (2x)
Tyger Claws Firewall: Immune to Ultimate Quickhacks ECM: Smart Weapon Jammer (80% miss chance) Pain Editor: Immune to Burn, Resist Explosive damage (0.5x)
Valentinos Reflex Booster: Resist Critical Damage (0.5x) Armor-Piercing Rounds: Ignore 50% of player's Armor Synthetic Adrenaline: Immune to Bleeding Polarized Skin Plating: Resist Tech Weapon damage (0.5x)
Voodoo Boys Firewall: Immune to Ultimate Quickhacks Ice Wall: +1.5 Upload Time, +2 RAM Cost Bullet Hack: Resist Smart Weapon damage (0.5x)
Wraiths Wraith ICE: +1 Memory Cost Pain Editors: Resist Melee damage (0.5x) Kiroshi Mk 2: Enhanced Detection (1.2x) Corp-poisoned Water: Immune to Poison
Corporations
Arasaka Firewall: Immune to Ultimate Quickhacks Ice Wall: +1 Upload Time, +2 Memory Cost Extended Life Circuit: Resist Critical Damage (0.5x) Neural Backup: One-Hit Protection (Single hit can't exceed max HP's 75%) Cochlear Implant: Resist Stealth damage (0.5x)
Biotechnica Firewall: Immune to Control Quickhacks Nano-Repair Bots: Immune to Bleeding and Poison Bullet-Ejecting Armor Plating: Resist Energy Weapon damage (0.5x)
Kang Tao Firewall: Immune to Covert Quickhacks ECM: Smart Weapon Jammer (80% miss chance) Automatic Internal Fire Suppression: Immune to Burn
Militech Firewall: Immune to Damage Quickhacks Advanced Armor: Immune to Shock Reinforced Helmet: Resist Headshot damage (0.5x) Tech-Neutralizing Weave: Resist Tech Weapon damage (0.5x)
Notes Status Effects/Elemental Damage: Status effects (like Poison) are different from damage types (like Chemical damage). Poison deals Chemical damage, so if an enemy has resistance to that type, the Poison damage they take is reduced. In this mod, an enemy might be immune to "getting the status effect" itself, but I haven't touched the resistance system at all (and I think the 2.0 update removed resistances). Chemical damage from weapons is not affected by Poison immunity.
Smart Weapon Jammer: Tyger Claw members natively have a Smart Weapon Jammer that jams 80% of bullets (but still works at very close range). In the base game, only about 2/3 of Tyger Claws had this. Enemies in the game have a rarity level (e.g., Normal, Weak, Rare, Boss), with most being Normal, affecting HP/DPS etc. I didn't want to give different traits based on rarity (too many options), so all Tyger Claws in this mod have the Smart Weapon Jammer.
Quickhack Immunity: If the player has a Quickhack equipped that is immunized against, it will still show up in the list, but will say "Target not hackable" and cannot be used.
One-Hit Protection: The player character natively has this mechanic. Now enemies can too! This prevents them from being one-shot by a single attack.
Bonus Damage Multipliers: Multipliers for Critical, Ricochet, Stealth bonuses etc. only apply to the bonus damage portion, not the base damage.
Detection Multiplier: Affects how fast the detection icon fills up (i.e., how quickly the enemy spots you). I haven't timed it to verify if the speed and multiplier are linear, nor do I know the exact formula.
Lifepath Bonuses The design philosophy here is: based on your background, there's a list of gangs/corporations you are "Familiar" with, and the others are considered "Opposed" to you. This gives you bonuses or penalties against these groups. The changes are symmetric. I didn't want to give something like Netrunning bonuses to the Corporate background just because some playstyles seem to fit the company lore. Overall, fighting the Familiar is easier for both you and them, and you get very little Street Cred for killing them, as it would affect your reputation within your own circles (Even a Nomad killing a Wraith... that guy could have been a brother to your friendly Nomad buddy!). Also, you get more money from Familiar groups, because you know what's most valuable to loot from them. Note: In the base game, enemies don't drop money when killed. Considering the new merchant inventory in Patch 1.2, I thought some extra money sources would be convenient. You can easily turn this off in the config file.
Familiar Corporations: Arasaka, Biotechnica, Kang Tao, Militech Familiar Gangs (Nomad): Aldecaldos, Wraiths, NUSA (Reasoning: Nomad V spent time in NUSA) Familiar Gangs (Street Kid): Tyger Claws, Valentinos, Scavs (What about other factions from Phantom Liberty? I haven't had a chance to play the expansion. Feedback on which faction matches which background is welcome)
Effects when fighting Familiar groups:
- Damage to NPCs: 1.2x
- Damage to Player: 1.2x
- Detection Multiplier: 0.8x
- Upload Time: -0.5
- Money per Level: 5
- Street Cred Multiplier: 0.25x
Effects when fighting Opposed groups:
- Damage to NPCs: 0.8x
- Damage to Player: 1.0x
- Upload Time: +1.0
- Memory Cost: +1.0
- Money per Level: 2
- Street Cred Multiplier: 1.5x
Bonus Features! Distance-Based Quickhack Upload Time Scaling: Enemy Netrunners' quickhack upload time scales exponentially based on distance. The player can also use this! It encourages you to get closer to your target. Can be disabled in options.
Installation Important: This mod has 3 dependencies (see the Requirements section above!). To install this mod, extract the zip file into your Cyberpunk 2077 installation folder (the mod files will go into "Cyberpunk 2077/r6/scripts").
Hello! Please provide the game content that needs translation. I will translate it line by line into Chinese, preserving the original format, sequence numbers, placeholders, line breaks, and other special content.
The translation file has changed in version 4.0. You can now copy the English content from the file path bin/x64/plugins/cyber_engine_tweaks/mods/lifepath_bonuses_and_gang_corp_traits/localization/en.lua, translate it line by line into Chinese, keeping the original format, sequence numbers, placeholders, and line breaks. Please provide the text content of that file. And create a new file for the target language in the same folder. No files need to be replaced. If the file exists, the mod will use the game's interface language; otherwise, English will be used.
Feel free to publish your own translated version of the mod, or send me the file to include in this release.
Credits
- Thanks to the maintainers and all contributors of Wolvenkit
- Thanks to the authors of all necessary mods
- Reki72, author of the excellent mod Kiroshi Opticals - Crowd Scanner, from which I borrowed some code for this mod's scanner integration
- Thanks to e256 for the Russian translation
Check out my other mods: New Features/Systems
- Stalker - Stealth Gameplay Expansion
- Custom Hotkeys for Consumables and Cyberware abilities
- Weather Master - Weather Selection Menu
- Lifepath Bonuses and Gang/Corp Traits
- Enhanced AI Netrunners (possibly won't be updated for 2.0)
- Lynx Paws Remake (undecided for 2.0 update)
Difficulty & Balance
- Damage Scaling & Balance (formerly Level Scaling)
- Simple Experience Multiplier
- Silenced Silencers & Throwing Knives
- Challenging Breach Minigame
- Dialogue Skill Check Scaling
Bug Fixes
- Status Bar Bug Fix
- Long Save Time Slow Fire Rate Bug
- Hide Stamina Bar When Weapon Holstered
- Optical Camo Bug Fix (not updated for 2.0, might be unnecessary)
- Quickhack Bug Fix (not updated for 2.0)
Quality of Life
- Weather Probability Rebalance
- Equipment Quickhacks
- Filter Saves by Lifepath and Type
- Crafting Recipe Owned Label
- Allow Unbound Actions (Keybindings)
- Better Armor Tooltip
- Clear Skill Checks
- Replace Weapon Mods
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