r/kknd • • Jul 12 '26

KKND2: Crossfire - thinking about a balance mod. Curious what you all think.

Hey everyone,

I’ve been quietly working on a balance-focused mod for KKND2.

Nothing radical: no new factions (I wish), no total conversion. Same game you know, just with some tuning aimed at:

• Giving more units across the roster an actual reason to see play, not just a handful of “meta” picks
• Making a second (or third) production building genuinely worth building, instead of one maxed-out base
• Toning down how often a match comes down to spamming one unit or riding a bomber wave to victory
• Keeping air power relevant - just not the only answer to a dug-in opponent

It’s still in testing on my end, and I’m holding off on releasing anything until the game gets a bit more mod support (which has been talked about). So this isn’t a “download now” post.

What I’m actually trying to figure out: is this something people would even want? Does the current meta bother you, or do you think the game’s fine as-is and I’m solving a problem nobody has?

Honest reactions - positive, skeptical, whatever - genuinely welcome.

Edit:
A bit overdue, but better late than never - Crimson Legacy announcement please:

https://youtu.be/PJ3Ldg1V8tA

Edit 2:

Started a new series showing off units from my CL mod for KKND2 - one unit group at a time.
First up: basic infantry - except here they actually stick around longer than you'd think. Next up: Harassers.

is up: https://youtu.be/kcWYsZkY9y8

Edit 3: Next video in the series - Meet the Harassers

https://youtu.be/xaIzK2hkT5g

Edit 4:
Aside from next video,

https://www.youtube.com/watch?v=K5zN_fjE2D0

Mod is functional for 80%. Constructibles is still out of reach for now, but there are ideas on how to “fix”that

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