XCOM 2
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Psionics Ex Machina 2.0
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Feb 8, 2020 @ 1:13pm
Aug 17, 2020 @ 7:38pm
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Psionics Ex Machina 2.0

Description
Psionics Ex Machina 3.0 is now LIVE! 2.0 will remain on the workshop to ensure existing saves don't break, but any further development will be in the 3.0 branch.



IMPORTANT NOTE: v2.02 sees significant Improvements and Rebalances to the mod.



Originally posted by Tygan:
Commander, an accidental breakthrough by the science team lead us to discover that gemstones can function as conduits for psionic energy. For further details, I have attached a Full Report

Welcome to a very different take on Psionics for XCOM 2.

Like many people, I've personally never been fond of the vanilla Psi-Op, and whilst other psi overhauls have been around for a while, they have tended to make the soldiers a little over powered for some people's taste. Inspired by how DerBK handled Psionics for the initial release of A Better Barracks, I came up with my idea - psionics, as stated by Geist, are native to all humans, but it takes training and technology to draw it out. Well, as XCOM, we don't have the time for years of focused training, so it has come down to some highly experimental technology.

New Mechanics:
Psi-Lab is disabled, so vanilla Psi-Op is also.

Psionic abilities are now granted exclusively by gear:
  • PsiAmps: Now grant Fuse and provide 2/3/4 Upgrade slots. Psi Amps are still purely secondary weapons, and have been granted to all of the vanilla XCOM classes. This mod also has native support for the Dedicated Pistol Slot mod by Veehementia, making the PsiAmp equippable in that slot.
  • GEMs: Active Psi Abilities are granted by Weapon Upgrades, called GEMs, to be placed into the revamped Psi Amps. Yes, the new Psi Amp functionality is inspired by the Infinity Gauntlet. Full List
  • PCSes: New PCSes grant a random bonus to PsiOffense (50-70) and Will, and a single Passive Psi Ability. Full List
  • Proving Grounds:There are 2 new Experimental Techs in the Proving Ground, one each for Experimental Psionics: PCS and Experimental Psionics: Empowered GEM.
  • Loot Tables: All GEM upgrades and PCSes are fully lootable.



Results:

At Maximum, this means that any soldier will be capable of up to 110 PsiOffense, 1 Passive and 4 Active Psi Perks, at the cost of a secondary weapon and other PCS as a trade off, making it a more interesting choice whether to take psionics or not.



Known Issues:
Psi Strength does not display in [WOTC]Detailed Soldier Lists like it does with the other Psi overhauls, this is something I will be looking in to ASAP.
(WOTC) UI Mod for Defense/Mobility/Psi allows you to see the PSI stat in the Armoury UI, but the abilities will only be visible on the soldier once in Tactical Play (though PsiAmp/PCS descriptions will state they are there in the Armory, if you hover over them).

Compatability:
Incompatible with mods reliant on the PsiLab, as this mod disables it.
Fully compatible with No More PsiAmps
Compatible with Cut Content Psionics with some exception to their Psi PCSs from a balance perspective. PexM PCSs are the main driver behind a soldier's psionic strength, so will have a much higher PsiOffense boost, as well as providing a passive ability.

Note on Requirements:

Hard requirements;

Soft Requirements;
  • Robojumper's squad Select - Provides access to the PsiAmp's upgrade slots. Requires 'Upgrade Icons Only for Primaries' to be unchecked in MCM.
  • WOTC Mod Everything Reloaded - Provides access to the PsiAmp's upgrade slots. Alternative to above.
  • Dedicated Pistol Slot - Provides an additional 'Sidearm' secondary slot which this mod allows PsiAmps to be equipped in. Currently Vanilla Classes, RPGO, Proficiency Classes and my own class pack are supported natively.



Credits:

PexM Team Members;
  • MrCloista - Lead developer
  • RustyDios - Balance, Code implementation and Modpreview image
  • dotvhs - New 2D art.
  • Flashstriker - New Lore/Flavour Text

Special Thanks To;
  • Iridar, bstar, robojumper, veehementia, PZ, Musashi; et al for building the mods this is built upon.
  • Mitzruti and NotSoLoneWolf for helping point me in the right direction for the code for the new research options in the PG.
  • Drakten - Hugues for help with the loot tables.
  • DerBK for ABB which provided the inspiration for the idea.

Feedback would be greatly appreciated.

Popular Discussions View All (4)
3
Sep 8, 2020 @ 3:58am
Future Plans (v2.X / v3.0)
MrCloista
0
Jul 20, 2020 @ 2:32pm
PINNED: Experimental Psionics: Empowered Gem List
MrCloista
0
Jul 20, 2020 @ 2:32pm
PINNED: Experimental Psionics: PCS List
MrCloista
37 Comments
MrCloista  [author] Sep 7, 2020 @ 6:33pm 
we uploaded it seperately so we didnt't break people's games, link at top of this description.
Sir Sunkruhm Sep 7, 2020 @ 6:30pm 
Awesome! Thank you--definitely looking forward to trying out the 3.0 release. :D
MrCloista  [author] Sep 7, 2020 @ 5:10pm 
@Sir Sunkruhm thought you'd appreciate the ping for 3.0's release
Sir Sunkruhm Aug 28, 2020 @ 4:53pm 
Niiiiice! That approach is super user friendly. Looking forward to it doubly so then! Thanks again for sharing your lovely work with the community. :)
MrCloista  [author] Aug 28, 2020 @ 3:41pm 
Thanks for the kind words. 3.0 really dials this up to 11 as well, with the new facility, new resource, and also We've taken a new approach with adding GEMS for 3.0, we have a list of more or less every perk pack with psionics in them and have made GEMs for all of them, and if you don't have the perk pack enabled it will roll our new resource in place of the missing GEM. In total we have 42 GEMs and 17 PCSes setup.
Sir Sunkruhm Aug 28, 2020 @ 11:29am 
This mod is excellent! Really loving it so far. :) I appreciate the degree of compatibility you made this with and think it's a very fun implementation. Looking forward to 3.0! I also saw in the comments that you said you were going to enable gems to be added via config file, which I eagerly look forward to.
MrCloista  [author] Aug 13, 2020 @ 4:41pm 
Should be, though why would you need it when anyone can have psionics?
Deesthetics Aug 13, 2020 @ 2:10pm 
Is a mod like Psionic Class WOTC compatible, that mod also disables Psi Lab? Just curious.
MrCloista  [author] Jul 21, 2020 @ 6:56pm 
Have added a 4th discussion relating to future plans.
RustyDios  [author] Jul 21, 2020 @ 8:44am 
There are plans being worked on for 'version 3' that will convert the Psi Lab into a 'Proving Grounds' for the PCS' and GEMS ... just working out how to do it :)

You can still upgrade the PsiAmps, higher tiers have the same improvements as base game and more slots by default.