This lightwheight mod introduces unique aspects to each nations infantry and changes how the population works, along with some smaller features. It mostly applies it's own balance on top of the values the game had when it came out, taking it's own path apart from the balancing introduced by the devs in the latest updates.

I originally made this mod for personal use only, but I thought that others might enjoy it aswell. Therefore it might not be balanced well. It should work in multiplayer and co-op as long as all participating players have the mod installed. Playing with the mod in the campaign should also work, but it will make some missions harder and others easier because of the unique infantry aspects.

To install, extract the .zip-file, open the "Mod"-Folder and copy-paste the "config"- and "battleplan"-folders into the games root folder. Overwrite all the files it asks you to.

To uninstall, open the "Backup"-Folder and copy-paste the "config"- and "battleplan"-folders into the games root folder and overwrite all the files it asks you to, or just delete the config- and battleplan-folders of the game and do a steam check.


Features:

  • Bunker costs are halfed
  • Bunker cannons now have the same range as their weapon platform counterparts
  • Infantry, bunkers and landmines don't cost population
  • Landmine's iron cost is halfed
  • Barbed wire cost is halfed
  • Sandbags are free and much quicker to build
  • All physical obstacles (including sandbags) have tripled HP
  • Mech population costs are halfed
  • Machineguns do 50% more damage on unarmored and lightly armored targets
  • All factions are allowed to build all types of infantry (Machineguns, Medics, Flamethrowers)
  • All grenadiers get +25% HP
  • All units that are built at the barracks are built twice as quickly
  • Resource points gather more resources, but upgrades cost double as much:
    • Iron: 6 on first stage, 12 on second
    • Oil: 2 on first stage, 6 on second
  • AA turret can be built anywhere on the map, just like bunkers
  • AA turret cost and damage halfed
  • Battle Tent added to all factions in skirmish
  • Engineers of every faction need to be veterans to build the Battle Tent
  • Constructing barracks and workshops grants 750 XP to the constructing engineer, allowing you to quickly level them up in order to gain access to the Battle Tent. Engineers need 1000 XP to level up to veterans, so you can either build two structures or gather the needed XP by repairing mechs and other buildings (or maybe you can use this mechanic to quickly gain access to a strong infantry squad relatively early)
  • All maps now feature the same amount of possible teams as they have player slots. This means that FFA is now possible. DISCLAIMER: Do not use teams 5 and 6 when playing any other gamemode than Annihilation, it won't work correctly.


  • Faction specific (changes do not apply to exo-suits, mechs, heroes and weapon platforms):
    • Saxons:
      • SMGs get +25% damage and +25% range
      • All infantry have elite stats when they are trained and get only slightly better when they level up
      • All infantry cost is 25% higher and they take 25% more time to train
      • Bunkers are rebalanced for cost effectiveness
    • Polanians:
      • Bolt-action rifles get +50% range
      • All infantry gets +10% speed
      • All infantry starts with half as much damage and slightly lower HP than other factions, are on par with other factions as they become veterans, and get double the damage and slightly more HP than other factions when they become elite
      • Bunkers are cheap, quick to build and cost no oil, but are fairly weak
    • Rusviets:
      • Shotguns get +50% damage
      • All infantry HP is reduced to 38% and repair costs are halfed but squad sizes are doubled, effectively giving them double the damage for the same amount of resources but making them very vulnerable against all AOE weapons when in groups and weak when they are alone
      • Bunkers are expensive but very durable
    • Usonians:
      • Automatic rifles get +12.5% damage and +37.5% range
      • All infantry has twice as high stats for suppression, allowing them to overwhelm enemy infantry much easier in open field battles
      • All infantry starts with 75% of their actual damage when they are deployed, but get on the same level as other factions once they become veterans
      • Paratroopers require fully upgraded barracks and workshop but cost half as much iron and a bit of oil
      • Paratroopers have been moved to the HQ
      • Paratrooper Bunkers have a longer cooldown for their ability to spawn paratrooper units, but the ability only costs a bit of oil
    • Arabians:
      • Arabian units can be hired as "mercenaries" by all factions for oil
      • All units are built four times as quickly as units of other factions
      • Assassins are now invisible while they are moving
      • The AI will use arabian units as well
      • Arabian units have no other advantages or disadvantages, so they can be used to work around the weak points of your own infantry for the cost of not having the advantages
Post article Articles

No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.

Add file RSS Files
Steel Harvest v3.8

Steel Harvest v3.8

Full Version 1 comment

Removed battle tents from the World Map mode as I couldn't get them to work properly, and hopefully fixed issues in the campaign.

Steel Harvest v3.7

Steel Harvest v3.7

Full Version 6 comments

Fixed destroyer cannons not spawning on "The Great Wastes" and drastically reduced build times for land mines

Steel Harvest v3.6

Steel Harvest v3.6

Full Version 1 comment

(Experimental) Balance changes and fixes

Steel Harvest v3.5

Steel Harvest v3.5

Full Version 2 comments

Update for compatibility with the 07.06.21 update of Iron Harvest.

Steel Harvest v3.4 (Outdated)

Steel Harvest v3.4 (Outdated)

Full Version

(Hopefully) Invisible unit fix

Steel Harvest v3.3 (Outdated)

Steel Harvest v3.3 (Outdated)

Full Version 2 comments

Bug fixes

Post comment Comments  (80 - 90 of 90)
Guest
Guest - - 700,969 comments

Hey There, i got a question (maybe i missed it tho) but not all factions can build every infantry, Saxony and rusviet for example cant build MG soldiers, and if you upgrade the Saxony Barracks the flamethrowers disappear you cannot build them anymore ? is that normal or is that just me ?

Reply Good karma Bad karma0 votes
Tark2 Creator
Tark2 - - 49 comments

Oh, that shouldn't happen. Maybe that was due to incompatibilities with the newest base game version at that time. My last update of the mod should work correctly though. If it doesn't for some reason, just let me know and I'll try and fix it.

Reply Good karma+1 vote
Leeching
Leeching - - 88 comments

Don't forget, if you enjoy Tark's excellent content, show your appreciation! I'm sure it means a lot to him.

Reply Good karma Bad karma+3 votes
Leeching
Leeching - - 88 comments

Well, if were posting suggestions, i have a few!

-Allow level 3 engineers to produce medic buildings
-Improve medics so they have some more meaningful role as a unit.
-Even more faction diversity.
-More abilities for more units, if possible!
-Let basic rifle infantry for all factions build sandbags. Maybe one factions riflemen get to asssemble barbed wire too.
-If they arent already, Barbed wire and sandbags should build faster and be free. Trench warfare is fun!
-Increased scatter for all artillery pieces, to make them a little less annoying to deal with if spammed.
-Rebalanced mech combat damage; small arms fire should do less/nothing to a mech, an MG should only slightly chip at its armor, slowly, but dedicated AT weapons hit hard. Polish cavalry should rip infantry apart but do little if anything to mechs.
-Recruit-able Polish Cavalry unit, if that's possible! Because they are cool!

Reply Good karma Bad karma+2 votes
Guest
Guest - - 700,969 comments

What you said can basically be achieved, but it takes a little time. Currently, the game cannot add custom new units, and some weapon parameters are also in a shared state. If you want to solve this, unless the developer suddenly updates, it will take a lot of time.

Reply Good karma Bad karma0 votes
Tark2 Creator
Tark2 - - 49 comments

You are right with that. It seems we are approaching the limits of what can be done with the game's XML-files quicker than anticipated, or we just haven't found the right way for some of these things yet. Apart from trying to add new units I also tried giving basic rifle infantry the ability to build sandbags, but the only reaction I got from the game was a blackscreen. So it seems like certain unit properties are hardcoded aswell.

Reply Good karma+2 votes
Leeching
Leeching - - 88 comments

I understand, thank you Tark. To be honest that laundry list of suggestions would all just be cherries on top of an already really cool mod you made.

Reply Good karma Bad karma+2 votes
Tark2 Creator
Tark2 - - 49 comments

Thank you, again, seeing people enjoy the mod means a lot to me, even though it's just a small project. I'll keep looking for ways to implement new stuff, like some of your suggestions, and maybe one day I'll get lucky.

Reply Good karma+2 votes
Guest
Guest - - 700,969 comments

Yup your right that you need to update this mod and if you do can you add the option for infinite resources

Reply Good karma Bad karma+1 vote
Tark2 Creator
Tark2 - - 49 comments

The updated version is now online. And even though an option for infinite resources could be fun I can't garantuee it as I'm not even sure if that's possible.

Reply Good karma+1 vote
Leeching
Leeching - - 88 comments

This is exactly what I wanted for this game! Incredible! I will watch with exceptional interest. As long as it still works, this will influence my eventual decision to purchase. Please keep it up!

Reply Good karma Bad karma+4 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X
Tags