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Ability Tweaks [LL]
   
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11 mar 2017, ore 11:59
29 lug 2017, ore 12:01
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Ability Tweaks [LL]

Descrizione
Personal tweaks I use. Making them available publicly for your own enjoyment. Subject to future changes.

-= COLOR KEY =-
GREEN: No AP cost.
WHITE: Costs 1 AP, doesnt end the turn.
BLUE: Costs 1 AP however ends the turn if you have 2 AP.
ORANGE: Requires 2 AP, ends turn of course.

Orange is also used to denote quest abilities such as hacking the objective or knocking out VIPs.

-= CHANGES =-
V1.5
Najas get SnapShot
All aliens have Hunker Down (but youll need to add your own code if you want them to use it. The ability template is called HunkerDownNoAnim).

V1.4
Both Insanity and MindSpin now:
- Are white abilities
- No longer allow Mind Control
- Have customizable cooldowns
- Cause 1 point of damage on hit to remove Overwatch mostly
- Schism and base damage both bypass Shields (Shieldbearer for example)

V1.3
Added Focus Fire to Squadsight allowed.

V1.2
Point Blank is now white (Both Barrels is still blue).

V1.1
BASE:
Placing the EVAC zone (the flare grenade) is now a white ability instead of 100% free.

V1.0:

BASE:
- Putting down a unit you are carrying is now a Green ability.
- Knockout is now a Green ability. It's the ability you use to KO VIPs.
- PSI Reanimation is now a White ability (No longer ends the turn). Raise your hand if every time you saw a Sectoid do PSI Reanimation instead of moving and firing you went "Alright a free turn!". Also note that if you give PSI Reanimation to an XCOM Psionic, he will also be able to use it as a White action.
- PSI Reanimation limited to visual range and to 20 tiles away maximum. The ADVENT Warlock is also patched.
- Stasis doesn't end the turn in LW2, this is now fixed. Stasis is a borderline overpowered ability in the hands of a good player. It also now has 2 charges per mission.
- Scanning Protocol is now a Green ability because it's placed so high in the tree now.
- Serial is now Green like Run and Gun, was Orange before (required 2 AP).
- Revival Protocol now has unlimited uses per mission and is Green. It has a 1 turn cooldown instead (once per turn).
- Kill Zone is now a Blue action but it requires only 1 Action Point to use.
- Mark Target (The Advent Captain ability) will use Squadsight and no longer breaks concealment if awarded to an XCOM unit.

DLC2:
- Throwing Axe is no longer a free action (white). However, Blademaster is now fixed. For the Axe, I will allow Blademaster to provide an additional bonus over Blademaster so it compensates for not having a full Fleche dash damage bonus. Texts have been fixed to show the bonuses.

If you don't have Blademaster, Throw Axe provides a way to attack twice in a round when you shouldnt be able to which isn't terrible (don't forget the axe itself is powerful as melee).
If you have Blademaster, you deal deadly damage but it's 1 charge per mission so it's balanced.

DLC3:
- Bombard: Is now a Blue action that ends the turn instead of free.

OFFICER PACK:
- Focus Fire is now a Green ability (free).
- Oscar Mike is now a Green ability.
- Incoming! is now a White ability (needs 1 AP), was Green before.
- Jammer is now a White ability, was Blue before (ended the turn, not anymore).
- Fall Back! is now a White ability because if it's green it can be abused for hit and run tactics, not what it's been designed to do. It still can, but now it costs you something.
- Take This (The ability where you give a pistol to a civilian) is now Green (free).

LW2:
- MindMerge: Now a White action that doesnt end turn.

-= TO DO =-
Increase Throw Axe weapon damage, whether you have Blademaster or not.

-= NOT COVERED HERE BUT SUGGESTED =-
Change the LW2 INI settings of GetSome, make it 2 rounds duration, 1 charge, and requires 2 AP to use.

-= KNOWN ISSUES =-
REVIVAL PROTOCOL CHARGES: If you want to remove the charges from the icon, put the REVIVAL_PROTOCOL_CHARGES in LONG WAR 2 INI to -1. The ability is now infinite use with 1 turn cooldown.

COLORS ARE WRONG SOMETIMES
The LW2 colorizer sometimes doesnt work, but i've tested it and it seems the ability is modified correctly. Revival Protocol was white, but did not take any action points.

-= COMPATIBILITY =-
You need to UNSUBSCRIBE from two of my old mods if you pick this one (because this mod does it better):

Blademaster Fix
http://steamcommunity.com/sharedfiles/filedetails/?id=711368513
Free Unit Carry
http://steamcommunity.com/sharedfiles/filedetails/?id=660720275
Insanity Mind Control Fix
http://steamcommunity.com/sharedfiles/filedetails/?id=682744588
Aliens Get Hunker Down
http://steamcommunity.com/sharedfiles/filedetails/?id=868024002

This mod conflicts with my Customize All Abilities mod. You should use one or the other, not both.

Avoid "Revival Protocol Fix", it seems you can already cure Stun in LW2.

-= OVERRIDES =-
Overrides the Blademaster template because the Effect Array is a CONST and can't be modified on the fly.

-= LOAD LAST [LL] =-
Preferable to be loaded last however I put in dynamic code to make it usable during any stage. It attempts to update the templates as fast as possible, then it checks if it did so instead of re-running non stop.
26 commenti
macelharen 7 ago 2017, ore 9:35 
hahaha...you know what's really funny? i swear i've read your description at least three times but i still didn't realize this was a LW2 mod until i tried to click 'subscribe' (yes, yes, i know it's in the requirements on the right pane. my bad. still funny)
ADVENT Avenger  [autore] 6 ago 2017, ore 21:41 
Not redundant if you dont have LW2 you still need it
macelharen 6 ago 2017, ore 14:48 
don't have longwar2 subscribed (something about BeagleRush not liking it for reasons i agree with)
do have longwar toolbox. does that enable colors?
already noted i still have the other color based mod...which i'm wondering is redundant now. hmm

thx for the replies.
ADVENT Avenger  [autore] 6 ago 2017, ore 13:05 
You have to manually end a turn when you have a free action which already happens with Evac and now would also apply to Carrying soldiers only which doesnt happen a lot. Its tolerable
ADVENT Avenger  [autore] 6 ago 2017, ore 13:04 
Coloration is automatic in long war. This mod doesnt affect it, i wrote this a while ago if it doesn't color correcrly it means the mod didn't kick in and needs to be reloaded. So yes you can use this and others.
macelharen 5 ago 2017, ore 18:23 
hmmm...intriguing. Does the author have any familiarity with "cost based ability colors"? I'm subscribed to that one...i'm considering switching to yours.
Except, i'm worried some of your non-color tweaks might set up a situation where i'm forced to use "X" to end the turn, manually.
ADVENT Avenger  [autore] 29 lug 2017, ore 11:46 
Please unsub from my Insanity mod its not required anymore if you use this
http://steamcommunity.com/sharedfiles/filedetails/?id=868024002
ADVENT Avenger  [autore] 28 lug 2017, ore 15:19 
Please unsub from my Insanity mod its not required anymore if you use this
http://steamcommunity.com/sharedfiles/filedetails/?id=682744588
ADVENT Avenger  [autore] 22 lug 2017, ore 14:10 
Added Point Blank to White action list (1 AP, doesnt end turn) because the Ranger has Light Em Up. So you can either One Barrel then act again, or you can Double Barrel (thats still blue and ends the turn if you have 1 AP left).
ADVENT Avenger  [autore] 18 mar 2017, ore 10:54 
It works with the perk pack, and it changes colors most of the time. I cant say whats the trigger for the color not changing sometimes.