Warning for Desura users: you need to manually make a backup of patch.dat and patch.fat file in your Data_Win32 folder inside Far Cry 2 directory just to be safe. Mini-mod aiming to decrease costs for weapons and upgrades, increase damage, reduce recoil and reduce weapon degradation, while not taking away the immersion and realism already present in Far Cry 2.

Post news Report RSS Far Cry 2 Rewards Mod 1.0 Released! (1.01 hotfix on the way!)

Far Cry 2 Rewards Mod 1.0! Cheaper weapons, more effective upgrades, less fall damage and better stealth! Works best on hardcore/infamous difficulty settings!

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Far Cry 2 Rewards Mod v1.0 is now live and ready to download!

1.0 release image plus in-game vehicle specs


PLEASE NOTE: YOU WILL NEED BOTH FAR CRY 2 V. 1.03 INSTALLED AND THE FORTUNES DLC FOR THIS TO WORK WITHOUT ANY ISSUES

EDIT:

I'm going to be releasing a 1.01 fix tomorrow/this evening

Even though the maximum damage you can sustain while falling has been halved, the minimum has been increased and for some reason the games system for figuring out how much damage you are going to sustain keeps going for the maximum figure regardless and leaves you severely injured/dying from even a small fall

I am not sure how this works, but I will reset the fall damage variables as it appears to increase the likelihood of death from falling - rather than decrease it as the values would have you believe

Apologies for anyone else who has had issues with falling!

Features of 1.0!

- Cheaper items from gun shops
- All weapons will have reduced costs (but not as much as 0.3 beta; all weapons were 5, 10 or 15 diamonds - I will now increase the maximum cost of weapons to 25, i.e. all weapons will be either 5, 10, 15, 20 or 25 diamonds)*1
- All manuals are now cheaper (in 0.3 beta all manuals were 2 diamonds and 5 diamonds each for the weapon and vehicle manuals respectively, but they will be increased to 3 diamonds for weapons and 8 diamonds for vehicles)
- All utilities are now cheaper - the utilities cost will remain unchanged from 0.3 beta, as I thought it was well balanced
- All manuals for weapons are now more effective
- Each weapon effectiveness manual increased;
- +50% damage for all weapons
- +50% accuracy for all weapons
- -60% recoil for all weapons
- -50% degradation for all weapons
- -35% unjam time for all weapons
- Vehicle manuals have been balanced (originally there was -50% for repair time and +50% health)*2
- -100% vehicle degradation level
- -35% repair time for all vehicles
- All shotguns have had their ranges and accuracy increased from vanilla Far Cry 2 by about 35-50% depending on the shotgun
- All weapon ammunition bandoliers are now more effective on hardcore and infamous (I thought the easy/normal difficulties had fair amounts of ammunition)
- Each weapon group has an extra 1 x magazine for hardcore and an extra 2 x magazine for infamous; grenades and cocktails remain unchanged for hardcore, but +1 of each in infamous. Also, grenade launchers and mortars (including M79), have extra bonuses, as does the dart rifle, which now carries roughly a 30% increase of darts in infamous)
- The camouflage suit is now twice as effective; it now provides a 100% bonus, rather than a 50%
- Jumping damage has been reduced; the maximum damage you can take while jumping has been cut down to 2/3 of the original level, while the minimum level of damage taken has been doubled

*1 - I have come to the decision after playing through until Act II and finding out that all weapons, upgrades, manuals and utilities can be bought for 532 diamonds. This is still pretty good, but in vanilla Far Cry 2, all weapons + weapons manuals came to a total of 666 diamonds. That is not including ammo upgrades, vehicle manuals or other utilities such as the weapon crates, health upgrades or camo suit. Also, this means you will not have heaps of spare diamonds and you can afford most of the weapons you want, if not all at around the 50-60% mark of the game, that is if you complete all the assassination missions and have collected a reasonable amount of diamonds - i.e. roughly 1/3 as this is easy to achieve when just doing missions, let alone if you actually bother going looking for them!

*2 - I thought the repair time for vehicles was too op with the manual, so I took it back a notch to be on the mark with the unjam time, as the -35% seemed a lot more realistic. The extra health/halving the degradation rates for the vehicles is designed to help balance this, while still making the overall effectiveness of the vehicle manuals positive.

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Flame_US3r
Flame_US3r - - 5 comments

Sweet. Will be checking this out. Now if only we could get a fix for the ridiculous, always hostile, constantly respawning checkpoints.

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im_a_lazy_sod Author
im_a_lazy_sod - - 96 comments

I wish I could fix that - or at least modify it, but I haven't found much as yet (I am pretty novice with modding and stuff though)

Hopefully someone from one of the other mods has figured something out - but most of the other mods seem to have died

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Flame_US3r
Flame_US3r - - 5 comments

The retrospective on Eurogamer reminded me to check and see if anyone had tried to tackle the issues in the vanilla game. Kudos to you, will be downloading the hotfix when it's released.

Maybe it would be worth contacting some of the devs for the dead mods. FC2 is a game worth fixing.

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SgtKellar12
SgtKellar12 - - 19 comments

This Mod is to v 1.0? Ok

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