XCOM 2
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  1. raidey
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    Sticky
    Update 1.04 - Item, MEC, and Sectopod Changes

    ITEMS
    -Increased Nanofiber Vest HP bonus from 1 to 2.
    -Removed HP bonuses of Plate, Hazmat, and Stasis vests.
    -Reduced HP bonus of Hellweave vest from 2 to 1.
    -Decreased power of Armor Piercing ammo from 5 to 2, but gave it increased crit chance of +10%.
    -Bluescreen rounds no longer do additional damage to robotic enemies, but decrease hacking defense by 15 (was 5).
    -Medikits have 2 charges by default (up from 1) and their range has been increased.
    -Battlescanner radius increased to 18 (up from 12).

    ENEMIES
    -MECs and Sectopods have had their health increased substantially.
    -All robotic enemies should correctly have armor piercing.
    -Sectopods now pierce all armor.

    MISC.
    -Changed the number of days it takes for rookies to train to a specific class to 0/1/3/5.
    1. ValnarCorleona
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      "-Bluescreen rounds no longer do additional damage to robotic enemies, but decrease hacking defense by 15 (was 5)."

      ouch, that's gonna hurt my anti-mec unit
      but the decreased hack def might compensate my Gremlin-complex

  2. ValnarCorleona
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    guess I'm gonna go through a compatibility check for the next few days.

    my sniper came back from the medic bay and notice she got the "kill zone" perk back in her ability.
    the only mod I got that change a skill, is the "fan fire". Perhaps a class mod that changed something.

    some soldiers, noticeably the Grenadier, get an hidden skill that's already in its ability tree.
    A Grenadier had the "Padding thing armor" from perk and again from hidden skill, thus having 2x "padded armor". same goes with the "shredder" perk, an other Grenadier got running around with 2x "shredder" perk.

    can you tell me what file edit the classes and skill?

    XComGameData_CharacterStats.ini and XComGameData_SoldierSkills.ini from the config? and what else?

    Oh, and I assume the "fearsome Sectopod" mod is incompatible with yours, as both directly edit them (health and armor)?

    cheers
    Valnar

    EDIT:
    "fan fire/face off" mod edit the X2Ability_SharpshooterAbilitySet_Mod.uc

    "Hidden potential" mod edit the grenadier and Sharpshooter template in the XComClassData.ini

  3. ValnarCorleona
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    guess I'm having some trouble with the armor not getting the new stats.
    later in game, felt that the smg wasn't what it supposed to be and realized that I forgot your addons
    The SMG are now working as intended, but the armor ain't got the new stats.

    according to "armor stats customizer", it shouldn't be a problem for saved game and no need for a restart.


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~I'm losing soldiers here!~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ^^'

    cheers
    Valnar
    1. raidey
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      As long as Armor Stat Customiser is activated and the .ini file was overwritten by mine, there shouldn't be any issue.
    2. ValnarCorleona
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      woops, forgot to edit the old post
      I must have missed the spot where the "Armor utility slot" mod was still active (didn't knew I still had that mod lol)

      working like a charm now and soldiers are surviving again......well, most of them

      thanks for your reply though

      cheers
      Valnar
    3. raidey
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      No problem! Let me know how your playthrough goes, I'm always looking to see if anything needs further tweaking/fixing.
    4. ValnarCorleona
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      currently nagging about the gremlins lol

      mostly play the specialist as medic/combat(gun) and hacker/combat(drone)
      not even sure gremlin give any boost to the medic stuff, as they're mostly perk related
      and the hacker having a tough decision between hack and offense drone

      the changes to the sniper and shotgun suits me so far, giving new tactical ideas
      I rarely use "kill zone", not sure there's a bug making it act like normal overwatch
      and use merely used "serial" for the fun now and then (dem kill steal)

      the crits from shotgun is very satisfying [insert vin diesel "critical" shout] considering the risk getting near and flanking the enemy

      the leveling up takes notable longer later on, as described, game won't get to easy to soon
      the insta rookie training can feel a little off, perhaps set it back to 5 on commander difficulty, not just legendary.

      not sure if a can actually give proper feedbacks, as I play mods "as is"

      cheers
      Valnar
    5. raidey
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      No no, that's all good. Unfortunately, the different tiers of Gremlins don't affect medic stuff. There are no entries for those in the config files, only for hack bonuses and the extra damage they do to robotic enemies.

      You're using Killzone? Are you using a different mod that changes perks, or an older version of this mod? The most current version of this mod replaces Killzone and Serial with Conceal and Shadowstrike.

      Glad to hear you like the shotguns!

      Maybe I'll change rookie training to 0>1>3>5...
    6. ValnarCorleona
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      ah no, the killzone was before I activated this mod, so in "vanilla" game ^^

      0-1-3-5 for rookie training sounds reasonable

      gonna try the mag-weapons in conjunction with the "shredder" perk later today (hoping for an expected result )
  4. raidey
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    Update

    Released a small update today. It makes the following changes:

    -Decreased aim penalty of Cannons from -15 to -5 (-15 was a bit too extreme in any situation)
    -Increased environmental damage (damage to cover and other objects) of all weapons, especially Cannons. Demolitions should be more effective as a result.
    -Switched the first and second Gremlin Tiers. (Tier 1 now provides a better hacking bonus, tier 2 provides a balance of hacking and offense.)
    -Added subfolders to the Addons folder for better organization and easier installation.
    -Fixed PSI Zombie and Faceless damage tweaks. Now they actually do the amount of damage I said they did in the last update.
  5. quesacoatl20
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    I don't get it and frankly I never will.

    What is the point of this?

    You spend thousands of resources and in game hours to...what? Outfit your soldiers with terrible armor and weapons that are worse in every conceivable way but one to the basic set. I mean the only armor that actually has DR is Predator armor.

    And that isn't getting into the absurdities related to canon or just common sense. Aliens are using friggin' antimatter batteries to power weapons that aren't even on par with weapons hundreds of years old (or in the case of swords thousands of years old and oh yeah let's not forget the last sword tier is essentially a lightsaber so good luck explaining why a basic machete is so darn tougher). Are the Elders just stupid? I mean you basically invalidate the reason and purpose of a tech tree with this mod and go completely against the spirit of the franchise. The vastly technologically superior aliens with vastly stronger alloys than current Earth forces can't make an armor much better than Kevlar?

    You also invalidate the purpose of the weapon mods and the perks.

    Then there's gameplay, the plasma and mag can destroy obstactles and cover but the superior conventional weapons can't. How does that work?

    This mod is frankly baffling in its conception and backward in it's purpose to the game.
    1. raidey
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      "You spend thousands of resources and in game hours to...what? Outfit your soldiers with terrible armor and weapons that are worse in every conceivable way but one to the basic set. I mean the only armor that actually has DR is Predator armor."

      They're not worse in every conceivable way, they're just not as good against unarmored targets. They are very necessary if you want to effectively deal with some of the higher level enemies. For example, the Sectopod and Gatekeeper are pretty much impervious to T1 weapons. You have to shred/pierce their armor to do any significant damage to them. The EXO suit also had DR.

      "And that isn't getting into the absurdities related to canon or just common sense."

      Yeah, I don't really care about preserving the canon, and don't recall ever saying I did. Are you going to criticize the corgi gun because it's unrealistic?

      "You also invalidate the purpose of the weapon mods and the perks."

      Hyperbole, much? I invalidate the Expanded Magazine, and the crit upgrade for the Cannon and Sniper rifle. The only perks that were invalidated were two of the Sharpshooter ones, which is why they were replaced with the Ranger ones. That makes 1 weapon mod (2 max) and 2 skills out of... how many?

      "Then there's gameplay, the plasma and mag can destroy obstactles and cover but the superior conventional weapons can't. How does that work?"

      INI tweaks, bra. All tiers do the same amount of damage to the environment.

      "This mod is frankly baffling in its conception and backward in it's purpose to the game. "

      I created this mod for myself because I liked the changes and thought they were fun, then I uploaded to the Nexus because I thought, hey, why not? Someone out there's gotta like this. I prefer sidegrades and horizontal progression to vertical. It was not created to perfectly balance the game (though I've done my best to keep things relatively well-balanced), nor was it created to preserve the canon. You don't like the idea of this mod - that's totally fine, I get that. People like different types of mods. But there's no need to be so passive aggressive about it. And if even one other person enjoys it, then it's worth making.
  6. ValnarCorleona
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    nice concept, but......

    "-Expanded Magazine weapon upgrades no longer function in order to maintain weapon balance. They have been renamed 'Junk Weapon Parts,' Damaged Weapon Parts,' and 'Salvageable Weapon Parts."

    shotguns with those extra shells attached looks badass, can't you just remove the bonus-stats, so other with "more slot" mods can use it for visual/appearance?

    and

    "-EXO Suit:+4 health, +4 armor, -2 mobility"
    "-W.A.R. Suit:+4 health, health regeneration, immunity to fire + poison + acid, -2 mobility"

    -2 mobility?? have you worn real mechanical limbs before? (you should try them, aaaaaawesooooome toys ^^ give you those "f*#@ yeah" feelings)
    mechanical limbs helps you lift and move around by only using "half" of you muscle.
    unless you referring "mobility" as speed and agility, then yep. mechanical limbs can walk a distant easier but not faster.

    cheers
    Valnar
    1. raidey
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      Thanks for the feedback, Valnar. I'll address your points.

      About Expanded Magazine - what you suggested is actually what I did. They've been renamed and don't do anything, but they can still be equipped if you like the visual changes.

      As for the EXO/WAR suits, yeah, the -2 mobility was just to balance them out. The idea was to make them bulky and slow but offer more protection. I know that's not exactly the point of IRL mechanical limbs, but it seemed like the best way to balance the Heavy Armors with the Light.
    2. ValnarCorleona
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      ah cool, will try this mod out in my next playthrough.

      and one thing though, when advanced in weapon tech, the weapon will automatically get replaced with the new one including the upgrade
      say I advanced to magnetic rifle, the conventional rifle+upgrade will be replaced with mag+previous upgrade
      but want to keep the old rifle for raw power
      the upgrade for that would be lost on the mag, right? (unless I got the "lock & load" continental bonus)

      cheers
      Valnar
    3. raidey
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      For now, yes, that is a problem. I don't think there's a way to get around that with just INI tweaks. I *think* you can get around that by taking weapon mods off of your weapons before upgrading, but I'm not 100% sure about that. I'll get back to you.
  7. raidey
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    IMPORTANT EDIT: Looks I somehow managed to break all of the skills for Sharpshooters and Grenadiers, working on a fix.

    ANOTHER IMPORTANT EDIT: Nevermind, looks like the screw up was only in my local files. The downloaded version should still work fine.

    UPDATE: 1.02 is out. It makes the following changes:

    SHARPSHOOTER
    -Sniper rifles have had their damge increased by about 2.
    -Sniper rifles have had their crit damage increased to +7.
    -Sniper rifles can no longer get crits by normal means.
    -Killzone has been replaced by Conceal.
    -Serial has been replaced by Shadowstrike.
    -Shadowstrike now guarantees a critical hit. This is the only way Sniper rifles can crit.

    GRENADIER
    -Changed the order of the early Grenadier perks (Demolition and Suppression now come first)
    -Shredder has been replaced by Rupture
    -Rupture has had its "damage from all sources" debuff decreased to +2 damage (down from +3)
    -Rupture's original spot has been filled by Killzone.

    GRENADES/HEAVY WEAPONS
    -All non-emp grenades and heavy weapons have had their damage increased.
    -Explosive and Shredding heavy weapons now do more shred.
  8. milenias
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    So killzone, serial became useless?
    1. raidey
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      For now, sort of. I thought that killzone had no squad sight aim penalty and serial restored action points for an instant reload. I hope to either give those perks buffs or swap them out for others as I become more familiar with the mod tools.
  9. Dark_Ansem
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    tracking. I'm also downloading because I think I will learn something.