Tactical Changes ================ New Utility Items: Hacking Vest: Bonus to hacking with mobility penalty can’t be combined with other vests. Shieldbearer Gauntlet: Provides an AoE Energy Shield once per mission. Lowers mobility.
Strategy Changes ================ Added Tech for crafting Elerium Cores Repeatable Proving Ground Projects for Elerium Cores All Experimental Items can be replicated once discovered with just Supplies and time.
Soldier Changes ================ Hunter: Replaced Death from Above with Deadeye, Deadeye with Steady Hands
Weapon Changes ================ None
Armor Changes ================ New Heavy Kevlar Armor:+4 HP -3 Mobility New Light Kevlar Armor:+1 Mobility +10 Dodge Resistance DLC Armor:+1 Mobility +10 Dodge New Rhino Suit: Best Defensive suit for Plated Armors, Can deploy Instant Smoke New BASTION Suit: Best Defensive Powered Suit, Can deploy Shields + Shieldwall
Enemy Changes ================ New Enemy Divisions: Psionics, Toxic, Pyro, MEC Each Guerrilla Op has a strong chance of each of these divisions controlling the region.
Toxic Troops: (Gas Grenades and Venom Rounds) Toxic Trooper, Toxic Heavy (Chryssalid Grenade), Toxic Officer, Viper, Chryssalids, Andromedons
Pyro TroopsIncendiary Grenades and Dragon Rounds) Pyro Trooper, Pyro Heavy (Flamethrower), Pyro Officer, Muton, Berserker, Archon
Council Missions: Will predominantly field standard ADVENT soldiers to keep up their benevolent appearances.
New ADVENT: Shredder: Shotgun, Heavy Armour, Shreds Armour, Shredder Gun Sniper: Sniper Rifle, AP Rounds, High Accuracy Spotter: Assault Rifle, Marks Targets Heavy: Gauss Cannon, Heavy Armour, Saturation Fire Commander: Gauss Cannon, Heavy Armour, Mark Target, Energy Shields, Resilient.
Officers: Can Summon Reinforcements, Not Mark Target
Hello, your mod is pretty good but I have little problem. I'm using some downloaded guns, especially HK416 IAR and HK417 DMR which are used in slots for Cannon and Sniper rifle. I'd like to ask you how to change their category from Cannon_CV (for IAR) to NewCannon_CV which you're using. I've tried to allow those guns enabling their categories but on DMR I don't have Squadsight and that's not really good for me. So if you would help me to change category of those guns I'd be very gratefull.
The reason I've had to create the new weapons is that it's nearly impossible to change existing weapons as they are exported to gamestates very early.
I've looked at his mod and we've both made completely new weapons, his with mobility and detection modifier, and me with a mobility penalty but Squadsight by default.
I am planning on adding SMG, DMR and other weapon variants later but you have 2 mods that do different things and unfortunately aren't compatible.
ok..thank you for answer, but now I have problem...I have researched alien decryption (shadow chamber) and Blacksite vial before I get that Shadow Chamber quest and now I have it active. Can I somehow erase that research of vial or am I fucked and I won't go further in the storyline?
Hi, i just started your mod and i have a question. It is possible to make skill trees visible with some edits of ini files? There is no wikipedia as in vanilla or long war, it would be quite helpfull to no go blind into new classes.
As for my first feedback, i really like variety and freedom of use of your weapons. Other changes also looks interesting, i only wish it was done as overhaul of LW instead of vanilla. Any chance you will do that in the future?
Well, everything (Spectrum, with a few other mods) fired-up with no problems. The new ADVENT soldiers were on the first mission, along with a Heavy I might add. Luckily, i had the high ground, otherwise I'm sure the armoured git would have shredded the Rookies lol.
The armour variants show and are simply great! it's nice to have some that work for both male and female, with no clipping issues or insane over-the-top bonuses/penalties. These are well thought-out with just enough changes to make each one viable. I've only just started obviously, so I have no idea what the rest are like but so far, so good.
I have a good feeling about this.
If there are any problems, it's most likely due to conflicting mods. So instead of moaning here, I'll disable them and try again with a new save before posting any "complaints" about how your "mod is broken" and such. Majority of problems stem from user error and/or lack of understanding anyhow.
EDIT: A quick question, do you happen to have a detailed description of each class stashed anywhere? I'd like to read up a little on each one before diving into choosing perks and whatnot.
Well, I'm fucked. UFO caught up with me and the insane troops it sent in was far too much to handle this early on. Everything was armoured up the wazoo and a Commander showed up as well, which proceeded to give every enemy a shield!
Time to restart.
This is so much like Long War, it's both excellent AND a pain in the arse at the same time lol.
New game and survived the run-in with a UFO. Wee. Pushed construction and research like nobody's business, gave two soldiers a Rhino Suit each and left them in the zone while the rest pushed forward.
Bloody love those suits! Can't move very far in them (understandable) but with two Warriors wearing them, it doesn't really matter. They're mopping the floor with alien scum.
Still loving everything about this overhaul. It's so unforgiving at times but when thing go right, it feels so satisfying!
I've noticed something actually. The Defense Matrix isn't available to build.
EDIT: I think it's something to do with the changes to the Elerium Cores research. It doesn't go away once the research has completed and is repeatable. Not the Core you can craft, in Engineering, the Science Lab one. That one remains after being completed and can be done multiple times.
I enabled the console and added a Defense Matrix myself, but it might be worth checking on.
EDIT2: I've only just got a turret wreck (after killing loads of them) so that was probably the "problem" I was having with the research not showing up. Bleh.
EDIT3: Confirmed. Defense Matrix research works as normal, I was just unlucky in salvaging a wreck it seems.
But the Elerium Cores project still remains. Maybe a side-effect of adding the ability to create your own cores from materials?
Is the Elerium Core project, the repeatable project for building elerium cores from scraps? or is it the actual tech.. its the tech isn't it?
Well I have good news and bad news, I fixed that bug ages ago.
Bad news, the only version that I have available at the moment is the Yellow Beta version that I had to release on steam because the Alien Hunter DLC destroyed my mod.
So once I get the Steam version up to a release standard I'll update Nexus as well and you'll then be able to enjoy the 50+ weapons available to choose from.
It's the research project that remains, in Tygan's lab. The one that is labelled "Elerium Core" and says it requires 1 Elerium Core. It doesn't do anything after it's already been researched once, as it's the requirement for creating your own Cores. It's not a big deal really. Accidentally researched it again, with no results and noticed it had already been done.
Ah, I don't have the AH DLC. I'm holding off on all DLC until either sales or a "GOTYE"-type pack becomes available. Personally, I don't think they're worth it just yet. Besides, this mod adds more than anything I bet they have planned lol.
Hi Yzaxtol I´m testing compatibility with Grimys mods. Your work is amazing. Ideas: -I modificied the armour stats replacing Hit point Bonus with Shield bonus, I think that the medikit must not heal the armor... and the sield is compatible with temporal shield bonus. But your LightKevlar and HeavyKevalar don´t have the shield statics -Your new Weapon categories is wonderful, could you create more "opened" categories to modificate, for example, I would like a heavy assault rifle to use AlienPulse rifle and Bradford´s rifle, aplied to your Warrior class, or more important, a new class to SMG, I would like a class that can only use SMG but can´t use rifles... for example the rookie. -I think that the auto-cannon (default vanilla cannon appearance) it´s too cool to be initial weapon, I think it would be an advanced weapon or must phurcased each cannon, and use a LMG to basic cannon, for example M249LightMachineGun. -I don´t like the aspect of vanilla magnetic weapon, the magentic cannon looks perfet for your new heavy advent, is wonderful, but not for X-COM soldiers... perhpas could you use a new weapons, perhaps the XCOM 1 models.... I looked various cool weapons: --https://www.google.es/imgres?imgurl=http%3A%2F%2Fi646.photobucket.com%2Falbums%2Fuu185%2Fmercenaryai%2FXM8_view.jpg&imgrefurl=https%3A%2F%2Fforums.epicgames.com%2Farchive%2Findex.php%2Ft-809634.html&docid=z18T1qdCvuzEJM&tbnid=K1AAGiHRkmuZ8M%3A&w=1024&h=768&ved=0ahUKEwimybCkiv_LAhUHlxoKHXcYDlsQMwg5KBUwFQ&iact=mrc&uact=8 --https://www.google.es/imgres?imgurl=http%3A%2F%2Fmedia.moddb.com%2Fimages%2Fmembers%2F1%2F61%2F60012%2FItem_FNC30_HighRes.jpg&imgrefurl=http%3A%2F%2Fwww.moddb.com%2Fmembers%2Fhavoc89%2Fimages%2Forion-prelude-weapon-models2&docid=QekwvwVY09-m0M&tbnid=TJaqTlU7qQYb5M%3A&w=1280&h=1024&ved=0ahUKEwimybCkiv_LAhUHlxoKHXcYDlsQMwhGKCIwIg&iact=mrc&uact=8 -Can you create a new class, that can only be trained, not accesible promotioning a rookie with XP, and that will availible only when a Tactic School being researched, my idea is crate a clas like the Halo Spartan, with shield regeneration, and that could use all secundary weapons but this causes many problems , I would like that could use ShoulderLauncher, but I can´t get the launcher be visible. -Perhaps you could create a new primary weapon with the aspect of grenade launcher with the icon recolored... -And... I don´t know if is your intention or is an error, but the first mission is near imposible, MECS and Titan MEC?!?!?! it´s very very very dificult testing things if I must always win the first mission.
Thanks for your work, I will continue testing. (excuse my english)
No, Orange HF1 is meant to allow you to have a normal playthrough as the MECS kept coming up after changing the code back to normal. It should be working now that you've downloaded the Hotfix.
If not you will need to delete your config files in documents.
Once I complete a playthrough (I have trouble staying focused and not becoming outraged at predetermined outcomes lol) I will definitely give this mod a try. I love overhauls, especially ones that change the whole dynamic of a game.
This is on my list, that's for sure!
EDIT: Okay, after finding some mods I'm using happen to be a little on the "broken side" it's time to try this overhaul. I'm starting again, so this is the perfect opportunity.
Attempting to see what other mods this will work with. Anything SPECTRUM already does, I'll leave out (obviously lol), such as new armour, opening the Primary Weapon Slot, etc.
It sounds great, with some much-needed diversity in gameplay and features so I'm looking forward to it.
39 comments
==============
Tactical Changes
================
New Utility Items:
Hacking Vest: Bonus to hacking with mobility penalty can’t be combined with other vests.
Shieldbearer Gauntlet: Provides an AoE Energy Shield once per mission. Lowers mobility.
Strategy Changes
================
Added Tech for crafting Elerium Cores
Repeatable Proving Ground Projects for Elerium Cores
All Experimental Items can be replicated once discovered with just Supplies and time.
Soldier Changes
================
Hunter: Replaced Death from Above with Deadeye, Deadeye with Steady Hands
Weapon Changes
================
None
Armor Changes
================
New Heavy Kevlar Armor:+4 HP -3 Mobility
New Light Kevlar Armor:+1 Mobility +10 Dodge
Resistance DLC Armor:+1 Mobility +10 Dodge
New Rhino Suit: Best Defensive suit for Plated Armors, Can deploy Instant Smoke
New BASTION Suit: Best Defensive Powered Suit, Can deploy Shields + Shieldwall
Enemy Changes
================
New Enemy Divisions:
Psionics, Toxic, Pyro, MEC
Each Guerrilla Op has a strong chance of each of these divisions controlling the region.
Toxic Troops: (Gas Grenades and Venom Rounds)
Toxic Trooper, Toxic Heavy (Chryssalid Grenade), Toxic Officer, Viper, Chryssalids, Andromedons
Pyro Troops
Pyro Trooper, Pyro Heavy (Flamethrower), Pyro Officer, Muton, Berserker, Archon
Psionic Troops: (Psi Amps + Psionic Abilities)
Psi Trooper, Psi Snipers, Psi Officer, Sectoids, Codex, Sectoid Commander, Gatekeeper
MEC Troops: (Heavy Armour, Robotic)
MEC Scout, MEC Knight, MEC Phalanx, MEC Titan, MEC Oracle, Sectopod
Council Missions: Will predominantly field standard ADVENT soldiers to keep up their benevolent appearances.
New ADVENT:
Shredder: Shotgun, Heavy Armour, Shreds Armour, Shredder Gun
Sniper: Sniper Rifle, AP Rounds, High Accuracy
Spotter: Assault Rifle, Marks Targets
Heavy: Gauss Cannon, Heavy Armour, Saturation Fire
Commander: Gauss Cannon, Heavy Armour, Mark Target, Energy Shields, Resilient.
Officers: Can Summon Reinforcements, Not Mark Target
your mod is pretty good but I have little problem. I'm using some downloaded guns, especially HK416 IAR and HK417 DMR which are used in slots for Cannon and Sniper rifle. I'd like to ask you how to change their category from Cannon_CV (for IAR) to NewCannon_CV which you're using. I've tried to allow those guns enabling their categories but on DMR I don't have Squadsight and that's not really good for me. So if you would help me to change category of those guns I'd be very gratefull.
Thanks a lot for answer.
I've looked at his mod and we've both made completely new weapons, his with mobility and detection modifier, and me with a mobility penalty but Squadsight by default.
I am planning on adding SMG, DMR and other weapon variants later but you have 2 mods that do different things and unfortunately aren't compatible.
As for my first feedback, i really like variety and freedom of use of your weapons. Other changes also looks interesting, i only wish it was done as overhaul of LW instead of vanilla. Any chance you will do that in the future?
The armour variants show and are simply great! it's nice to have some that work for both male and female, with no clipping issues or insane over-the-top bonuses/penalties. These are well thought-out with just enough changes to make each one viable. I've only just started obviously, so I have no idea what the rest are like but so far, so good.
I have a good feeling about this.
If there are any problems, it's most likely due to conflicting mods. So instead of moaning here, I'll disable them and try again with a new save before posting any "complaints" about how your "mod is broken" and such.
EDIT: A quick question, do you happen to have a detailed description of each class stashed anywhere? I'd like to read up a little on each one before diving into choosing perks and whatnot.
Time to restart.
This is so much like Long War, it's both excellent AND a pain in the arse at the same time lol.
Definitely worthy of a Vote.
Bloody love those suits! Can't move very far in them (understandable) but with two Warriors wearing them, it doesn't really matter. They're mopping the floor with alien scum.
Still loving everything about this overhaul. It's so unforgiving at times but when thing go right, it feels so satisfying!
I'll stop ass-kissing now lol.
I've noticed something actually. The Defense Matrix isn't available to build.
EDIT: I think it's something to do with the changes to the Elerium Cores research. It doesn't go away once the research has completed and is repeatable. Not the Core you can craft, in Engineering, the Science Lab one. That one remains after being completed and can be done multiple times.
I enabled the console and added a Defense Matrix myself, but it might be worth checking on.
EDIT2: I've only just got a turret wreck (after killing loads of them) so that was probably the "problem" I was having with the research not showing up. Bleh.
EDIT3: Confirmed. Defense Matrix research works as normal, I was just unlucky in salvaging a wreck it seems.
But the Elerium Cores project still remains. Maybe a side-effect of adding the ability to create your own cores from materials?
Well I have good news and bad news, I fixed that bug ages ago.
Bad news, the only version that I have available at the moment is the Yellow Beta version that I had to release on steam because the Alien Hunter DLC destroyed my mod.
So once I get the Steam version up to a release standard I'll update Nexus as well and you'll then be able to enjoy the 50+ weapons available to choose from.
Ah, I don't have the AH DLC. I'm holding off on all DLC until either sales or a "GOTYE"-type pack becomes available. Personally, I don't think they're worth it just yet. Besides, this mod adds more than anything I bet they have planned lol.
I´m testing compatibility with Grimys mods. Your work is amazing.
Ideas:
-I modificied the armour stats replacing Hit point Bonus with Shield bonus, I think that the medikit must not heal the armor... and the sield is compatible with temporal shield bonus. But your LightKevlar and HeavyKevalar don´t have the shield statics
-Your new Weapon categories is wonderful, could you create more "opened" categories to modificate, for example, I would like a heavy assault rifle to use AlienPulse rifle and Bradford´s rifle, aplied to your Warrior class, or more important, a new class to SMG, I would like a class that can only use SMG but can´t use rifles... for example the rookie.
-I think that the auto-cannon (default vanilla cannon appearance) it´s too cool to be initial weapon, I think it would be an advanced weapon or must phurcased each cannon, and use a LMG to basic cannon, for example M249LightMachineGun.
-I don´t like the aspect of vanilla magnetic weapon, the magentic cannon looks perfet for your new heavy advent, is wonderful, but not for X-COM soldiers... perhpas could you use a new weapons, perhaps the XCOM 1 models.... I looked various cool weapons:
--https://www.google.es/imgres?imgurl=http%3A%2F%2Fi646.photobucket.com%2Falbums%2Fuu185%2Fmercenaryai%2FXM8_view.jpg&imgrefurl=https%3A%2F%2Fforums.epicgames.com%2Farchive%2Findex.php%2Ft-809634.html&docid=z18T1qdCvuzEJM&tbnid=K1AAGiHRkmuZ8M%3A&w=1024&h=768&ved=0ahUKEwimybCkiv_LAhUHlxoKHXcYDlsQMwg5KBUwFQ&iact=mrc&uact=8
--https://www.google.es/imgres?imgurl=http%3A%2F%2Fmedia.moddb.com%2Fimages%2Fmembers%2F1%2F61%2F60012%2FItem_FNC30_HighRes.jpg&imgrefurl=http%3A%2F%2Fwww.moddb.com%2Fmembers%2Fhavoc89%2Fimages%2Forion-prelude-weapon-models2&docid=QekwvwVY09-m0M&tbnid=TJaqTlU7qQYb5M%3A&w=1280&h=1024&ved=0ahUKEwimybCkiv_LAhUHlxoKHXcYDlsQMwhGKCIwIg&iact=mrc&uact=8
-Can you create a new class, that can only be trained, not accesible promotioning a rookie with XP, and that will availible only when a Tactic School being researched, my idea is crate a clas like the Halo Spartan, with shield regeneration, and that could use all secundary weapons but this causes many problems
-Perhaps you could create a new primary weapon with the aspect of grenade launcher with the icon recolored...
-And... I don´t know if is your intention or is an error, but the first mission is near imposible, MECS and Titan MEC?!?!?! it´s very very very dificult testing things if I must always win the first mission.
Thanks for your work, I will continue testing.
(excuse my english)
If not you will need to delete your config files in documents.
This is on my list, that's for sure!
EDIT: Okay, after finding some mods I'm using happen to be a little on the "broken side" it's time to try this overhaul. I'm starting again, so this is the perfect opportunity.
Attempting to see what other mods this will work with. Anything SPECTRUM already does, I'll leave out (obviously lol), such as new armour, opening the Primary Weapon Slot, etc.
It sounds great, with some much-needed diversity in gameplay and features so I'm looking forward to it.
==================
All Captains can now be skulljacked again.
Commanders will no longer be able to appear on the reinforcement wagon from Officers.