Phoenix Point
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Jarno

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JarnoMikkola

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About this mod

This mod allows you to unlock, produce and use the promotional weapon and armorsets. Ideally you don't start the game with them enabled, but wait until they are unlocked given a set of research tech being finished.

Requirements
Permissions and credits
The promotional Armorsets and Weapons are produceable after these research techs:

Christmas heavy set: After Technician class research.
Headhunter heavy set: After Scylla autopsy research.
Playstation/Whiteneon assault set: After Telepathic Nodule research.
XBox/Neon assault set: After Infiltrator class research.
Viking berserker set: After Priest class research.
RisingSun sniper set: After the Scorpion research.

The idea here is that you start the game without the promotional code sets, or you just disable them at the start of the campaign, and then produce the more expensive than normal sets with give small boosts compared to the regular sets, and look better at end campaign outfits.

I made the promotional weapons to have different their own twist to the default vanilla weapons, one cannon fires explosive rockets, another is super fast variant shooter of the autocannon shots. One of the laser rifles shoots extra many shots and while it does less damage, it shreds armor as much as the assault rifle. While the other then shoots less bullets, but does more normal damage without the shreding. And the Sniperrifle does double shots.

This is intended to be used with my other Jarnos Miscallious PPDef Mods tier2 component, it bring the rebalanced stats, and it will be updated with stat balance updates when needed. Without that mod, these are just regular tier 1 armorsets with the vanilla balanced item stats. That are not great.

This mod is also a near copy of the Sheepy's original Ovis Balance mods subcomponent called "Tech Progression", and so it also contains the third mutation and augmentation tweak the mod had in it, after you research the third research techs the game has. And instead of the now outdated non-faction gear unlocks, it now unlocks the above mentioned items.
So, understand, most of the coding was done by Sheepy, but any bugs are my fault.

And credits:
File editor: Jarno Mikkola.
Friend and good guy: dt123.
Original code author: Sheepy.

The optional component makes the default unremovable Mutoidhead give the wearer the ability to use any weapon proficiently. But there's a slite bug with it in the Global inventory screen as it doesn't remove the warning triangle of those weapons, but it won't show in the local tectical view, because there it's equipped and thus provides the actual proficiency.