33 ratings
Second Wave: Delta Strike [Standalone]
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0.647 MB
Oct 6, 2017 @ 5:32am
Oct 18, 2017 @ 4:35pm
11 Change Notes ( view )
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Second Wave: Delta Strike [Standalone]

Now with Theta Strike too!
For those of us who enjoy the idea of Beta Strike, if not the execution. Delta Strike is a toggleable Second Wave option that increases the durability of the aliens and XCOM alike, but through a mix of armor, shield hp, dodge, and perks instead of just HP like in Beta Strike - and this is all configurable! If you think it's too rough, it's just an .ini edit away to your liking. This will apply changes to any and all aliens, even those added by custom mods such as DerBK's ABA. Theta Strike is Delta Strike except without inflating HP - it'll take vanilla values and straight convert HP into armor/shields.

ATTENTION: For those of you who are using my classless mod, this is already incorporated (and kinda updated, I'll need to test it out more to see if I like my reimplementation better there)!

Because Beta Strike nerfs the vanilla classes disproportionately - Grenadiers feel bad other than as cover destruction since grenades don't scale at all, and ditto with Specialist Protocols. Delta Strike aims to change that - grenades are still super useful, as even though their lethality is greatly decreased, they still have immense shredding potential. And their status effects have new importance - many of them can turn off the defensive abilities granted by this mod > ie. burning turns off things like a new 25% HP regeneration mechanic for Berserkers. Specialist Combat Protocol remains an armor-piercing way of dealing significant damage, as opposed to tickle damage to endgame mechanicals. Ayys aren't just all giant bullet sponges - you can deal with different kinds in actually different ways, as opposed to the tried-and-true shotgun to the face.



Start a new campaign, and be sure to check 'Delta Strike' in Advanced Options or load a midcampaign save into the strategy layer - a prompt should come up that will allow you to enable Delta Strike midcampaign! Then feel free to edit XComSecondWaveDeltaStrike.ini as you see fit - I've left plenty of notes on what each variable does!


No overrides. Compatible with every and all alien mods.
Will attempt to modify XCOM armor stats, if toggled.

You sure can! If you want to deal with 80 HP, 16 armor Sectopods. That sounds a little miserable to me, but I won't discourage you from trying if that sounds like your jam!


These numbers have not been heavily playtested - all of these numbers are my initial theorycrafting. These numbers may not be to your liking at all - feel free to change them and offer feedback on what numbers you think might be better suited for a default setting!
This does not increase mission timers - highly recommend turning on Doubled Mission Timers for now.

Image above is Gatecrasher on Legendary.

UPDATE 10/18 - Added more configs, added Theta Strike
UPDATE 10/11 - Fixed armor issues, added more controls for the Chosen in particular
Popular Discussions View All (2)
Dec 10, 2017 @ 3:37am
Debugging - Logs
Oct 7, 2017 @ 12:17am
Default Settings and Why
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p6kocka Mar 7 @ 3:24pm 
Could somebody explain me how to edit the mods ini? I want ONLY enhanced xcom soldiers armor and WON'T touch the armor and HP of enemy. How to do that pls
p6kocka Mar 7 @ 2:39pm 
Delete XComGameData_SoldierSkills.ini in modś config
GFD Feb 26 @ 1:32pm 
i just wanted some sheilds and armor while also having normal health but not to decrease weapon damages and boost high health enemies with armor and sheilds like rulers and sectopods, can anyone help me?
FriendGaru Feb 16 @ 5:25am 
I started a campaign with Delta Strike and really liked it at first. For those early enemies, it struck a really good balance as an alternative to Beta Strike. But around midway through the campaign the enemy armors just started scaling up way too much, especially with the alien rulers. It feels like I need to dedicate my entire team to shredding to have any sort of chance. I didn't mess around with the .ini settings. I like a lot of what the mod is doing, but it definitely needs some tweaking, I think. Things start getting a little goofy when armor is absorbing more than half of an attacks damage.
pauloel7 Feb 4 @ 10:34am 
Also, talking about armour, looks like dodge stats on the viper armour MK1 and MK2 are adding together, instead of MK2 (SWDS_Light_Alien_MK2_Dodge=50) substituing MK1 (SWDS_Light_Alien_Dodge=40) like it should. As a result MK2 dodge is now 90!!!
pauloel7 Feb 4 @ 10:31am 
Agree, it feels some HP and specially armour could use some scaling up.
Groener Feb 3 @ 1:55am 
Just started a Commander Ironman campaign with just this mod and the cover damage reduction mod (nobody likes being crit striked out of full cover, it really shouldn't happen).

Gatecrasher went well, mainly thanks to a lucky alpha strike on the first pod by my reaper with a claymore, and I beat the timer by the skin of my teeth on my first guerilla mission. (extended timers on btw)

So far I’m enjoying the extra challenge and it feels fair but then I get the first haven mission and the Chosen hunter turns up. He’s got 26 HP, 6 Armour and, as I find out a bit later also has HP regen. I’ve got 2 grenades left and I may as well throw rocks at him. My shots can’t get past his armour and if I do get a lucky crit he just regens to full health at the end of the turn. The mission is suddenly un-winable and a failed mission this early in an ironman is game over.

So... Is there any way to turn off these buffs for the Chosen and the Alien rulers?
Tom Cormie Jan 26 @ 9:55am 
LoL! Viper King with armor 19 :)
Blastom Dec 12, 2017 @ 9:31pm 
Hello. I've submitted the log into the Debugging discussion.
The log was generated with only Mint, Community Highlander and Ability Panel mods.

Could you help me on what happened?
pauloel7 Nov 30, 2017 @ 10:58am 
Awesome mod, love it. Quick questions though:

What about overdrive serum? I noted no armor is applied when you use it, as opposed to as in vanilla game. Have you changed it? Which .ini, or elsewhere?

Also, about sparks, the .ini file says it might not work (?)... how do one change its stats, like HP?