Yeah you can rebalance everything but it will require a lot of work.
for eg.
progression.xml you can affect how much you harvest from skills / perks using the HarvestCount code
Code:
<perk name="Miner 69er" icon="mining" description_key="miner69erDesc" title_key="miner69er" max_level="5" skill_point_cost_multiplier="1.43" skill_point_cost_per_level="5" group="tools">
<requirement perk_level="1" required_skill_name="Mining Tools" required_skill_level="1"/>
<requirement perk_level="2" required_skill_name="Mining Tools" required_skill_level="10"/>
<requirement perk_level="3" required_skill_name="Mining Tools" required_skill_level="20"/>
<requirement perk_level="4" required_skill_name="Mining Tools" required_skill_level="40"/>
<requirement perk_level="5" required_skill_name="Mining Tools" required_skill_level="80"/>
<effect name="BlockDamage">
<multiply perk_level="0" value="1"/>
<multiply perk_level="1" value="1.1"/>
<multiply perk_level="2" value="1.2"/>
<multiply perk_level="3" value="1.4"/>
<multiply perk_level="4" value="1.6"/>
<multiply perk_level="5" value="2.0"/>
</effect>
<effect name="StaminaDegradation">
<multiply perk_level="0" value="1"/>
<multiply perk_level="1" value="0.9"/>
<multiply perk_level="2" value="0.8"/>
<multiply perk_level="3" value="0.7"/>
<multiply perk_level="4" value="0.6"/>
<multiply perk_level="5" value="0.5"/>
</effect>
[color="#FFFF00"]<effect name="HarvestCount">[/color]
<multiply perk_level="0" value="1"/>
<multiply perk_level="1" value="1.00"/>
<multiply perk_level="2" value="1.00"/>
<multiply perk_level="3" value="1.10"/>
<multiply perk_level="4" value="1.25"/>
<multiply perk_level="5" value="1.50"/>
</effect>
</perk>
or you can can change how much each individual tool will gather specific resources, for eg. the fire axe will gather 50% of specified resources that are harvested using the butcher event, and 100% of resources that are harvested using the harvestingTools event
whereas the steel fire axe will will gather 75% of specified resources that are harvested using the butcher event, and 140% of resources that are harvested using the harvestingTools event
Items.xml
Code:
<item id="107" name="fireaxeIron">
<property name="Meshfile" value="Items/Weapons/Melee/Axe/fireaxePrefab"/>
<property name="Material" value="metal"/>
<property name="RepairTools" value="forgedIron"/>
<property name="HoldType" value="17"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="ItemNeedsRepair"/>
<property name="FuelValue" value="30"/>
<property name="EconomicValue" value="240"/>
<property name="SoundDestroy" value="wooddestroy1"/>
<property class="Action0">
<property name="Class" value="Melee"/>
<property name="Delay" value="1.1"/>
<property name="Range" value="2.1"/>
<property name="Sphere" value="0.1"/>
<property name="Block_range" value="4"/>
<property name="Sound_start" value="swoosh"/>
<property name="Stamina_usage" value="8.27"/>
<property name="DamageBonus.wood" value="1"/>
<property name="DamageBonus.head" value="2"/>
<property name="DamageBonus.glass" value="0.25"/>
<property name="DamageBonus.stone" value="0.25"/>
<property name="DamageBonus.metal" value="0.25"/>
<property name="DamageBonus.earth" value="0.2"/>
<property name="DamageBonus.organic" value="1"/>
<property name="ActionExp" value="4"/>
[color="#FFFF00"]<property name="ToolCategory.Butcher" value="0.5" param1="10"/>
<property name="ToolCategory.harvestingTools" value="1" param1="1"/>[/color]
<property name="Sound_harvesting" value="open_animal" param1="organic" />
</property>
<property class="Attributes">
<property name="EntityDamage" value="6,15"/>
<property name="BlockDamage" value="30,48"/>
<property name="DegradationMax" value="200,1000"/>
<property name="DegradationRate" value="1,1"/>
<property name="DismembermentBaseChance" value="0,0.05"/>
</property>
<property name="Group" value="Tools/Traps"/>
<property name="ActionSkillGroup" value="Mining Tools"/>
<property name="CraftingSkillGroup" value="craftSkillTools"/>
<property name="RepairExpMultiplier" value="5.5"/>
</item>
<item id="108" name="fireaxeSteel">
<property name="Extends" value="fireaxeIron"/>
<property name="CustomIcon" value="fireaxeIron"/> <!-- xxx model to be replaced -->
<property name="CustomIconTint" value="a0a0ff"/>
<property name="Meshfile" value="Items/Weapons/Melee/Axe/fireaxePrefab"/>
<property name="RepairTools" value="forgedSteel"/>
<property name="EconomicValue" value="912"/>
<property class="Action0">
<property name="Stamina_usage" value="15"/>
[color="#FFFF00"]<property name="ToolCategory.Butcher" value="0.75" param1="10"/>
<property name="ToolCategory.harvestingTools" value="1.4" param1="1"/>[/color]
</property>
<property class="Attributes">
<property name="EntityDamage" value="9,22"/>
<property name="BlockDamage" value="30,72"/>
<property name="DegradationMax" value="500,1400"/>
</property>
</item>
in blocks.xml you can find the different harvest events for specific resources that are applied to each tool
Code:
<block id="1" name="stone">
<property name="Material" value="stone"/>
<property name="Shape" value="Terrain"/>
<property name="Mesh" value="terrain"/>
<property name="Texture" value="1"/>
<property name="ImposterExchange" value="imposterBlock" param1="97"/>
<property name="DropScale" value="2"/>
<property name="LPHardnessScale" value="2"/>
<property name="Weight" value="125"/>
<property name="Map.Color" value="100,100,100"/>
<property class="RepairItems"> <property name="cobblestones" value="6"/> </property>
<property name="HarvestOverdamage" value="true"/> <!-- default=true -->
[color="#FFFF00"]<drop event="Harvest" name="rockSmall" count="25" tool_category="harvestingTools"/>
<drop event="Harvest" name="ironFragment" count="2" tool_category="harvestingTools"/>[/color]
<drop event="Destroy" count="0"/>
<drop event="Fall" name="rockSmall" count="50" prob="0.23" stick_chance="0"/>
<drop event="Fall" name="ironFragment" count="4" prob="0.23" stick_chance="0"/>
<drop event="Fall" name="destroyedStone" count="1" prob="0.1" stick_chance="0.5"/>
<!-- Better to have fewer stacks with higher numbers for performance reasons. -->
<!-- With a stick chance fallen resources just get buried and fall off the earth. -->
<!-- Could maybe do "0.1" stick but it would quickly make the whole endeavor unfun. Gazz -->
<property name="CanMobsSpawnOn" value="true"/>
<property name="EconomicValue" value="5"/>
<property name="EconomicBundleSize" value="1"/>
<property name="SellableToTrader" value="false"/>
</block>
Butcher events are found in the Entityclasses.xml for each animal
- - - Updated - - -
If you want to affect how much XP you get from using specific tools that is found in the <property name="ActionExp" value="4"/> in items.xml
which is how much XP you get for each contacted swing, and in the progression.xml each skill has a specified amount of XP required to gain per level
for eg. the XP for the first player level is 9545 and for level 2 you mulitply that by the XP multiplier and is 9687 and for level 3 it requires 9832 etc.
Code:
<player
max_level="200"
exp_to_level="9545"
experience_multiplier="1.0149"
skill_points_per_level="6"
skill_point_multiplier="0"/>
and for skills the default XP required for level 1 is 250 with a multiplier of 1.03, you can specify how much XP each skill requires directly within each skill
Code:
<skills
max_level="100"
exp_to_level="250"
experience_multiplier="1.03"
skill_point_cost_multiplier="0"
skill_point_cost_per_level="1" >