XCOM 2
110 ratings
[WOTC] Energy Shield Overhaul
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
237.906 KB
Jun 1, 2020 @ 1:51pm
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Energy Shield Overhaul

In 1 collection by NotSoLoneWolf
NotSoLoneWolf's XCOM 2: WOTC Mods
15 items
Description
CHANGES
Replaces the hitpoints of energy shields with immunity to the next attack that hits. In gameplay terms, this means every point of damage you spend to hit a shielded enemy is a wasted point of damage. You'll want to use pistols, grenades, or other low-damage methods to collapse shields. Poison, mental, and psionic damage will bypass the shield, dealing damage directly to the hit points underneath, but not breaking the shield.

REASONS
This mod was developed to combo with Damage Calculation Tweaks, but it can be used on its own perfectly fine. Beyond compatibility reasons, this also makes the energy shield mechanic much more interesting because you can use a strategy other than "pour damage into it".

COMPATIBILITY FOR USERS
Will alter the mechanics of any ability that is an activated ability with an associated animation that grants shield HP. In vanilla that's only the Shieldbearer's area shield, but a few modded abilities use it as well, such as the Muton Elite's personal shield.

Passive abilities such as the shield HP from LW2 Utility Plating should not be affected by this mod. If you notice any modded abilities are getting altered that should not be, or vice versa, please let me know.

Should be safe to add mid-campaign, but don't do so in the middle of a tactical mission.

COMPATIBILITY FOR MODDERS
This mod's changes are universally applied to any ability that uses the X2Effect_EnergyShield method. However, not every ability makes sense to convert to this format. In this mod's configs you can define which abilities are left alone. Right now that's only the Ballistic Shields mod, because there it makes more sense for the shield HP to be 'ablative' and not an actual 'energy shield'.

KNOWN ISSUES
Abilities converted by ESO will be made infinite duration, regardless of whatever their original duration settings were. Unless Firaxis fixes a few bugs in the ability cleanup manager there's nothing I can do about this.

CREDITS
Big thanks to Iridar for helping me with getting the shield visuals to disappear when the unit gets hit, and for the help with preventing shredding from happening when the shield is up.
32 Comments
RustyDios Jun 3, 2023 @ 9:32am 
The Proxian personal shield was intentionally made to still give shield points btw .. it's not an X2Effect_Shield so would be difficult for this mod to take over
Zigg Price Jun 3, 2023 @ 9:21am 
Is there a way to add more abilities? For instance, the Personal Shield ability for Proxian class still gives shield points. The Shield Protocol from...I want to say Dragoon class (using RPGO, so guessing here) also still gives shield points. I see there is an exclusion list, but is there a way to get a config for an "Include" list?
RustyDios Jan 2, 2023 @ 7:15am 
Yeah, I love this mod for that very aspect. It makes Shieldbearers (and variations based on them) a very deadly enemy to fight.

It also inadvertently makes a Quickdraw/FaceOff Pistol focused Gunslinger/Sharpshooter a god to rip the shields down for the rest of the team.

And at the same time it does this for XCOM too, so it is great for using with something like Null Ward from Iridars Psi Perk Pack
michael199310 Jan 2, 2023 @ 6:43am 
This mod single handedly ended a relatively good run, you may think the change is minor, but if you have extra enemies and big amount of buffed troops, that one hit negation is a difference between successful mission and a dead squad.

Be very cautious. Especially since Shieldbearers are little assholes and would just run away before you can kill them.
Who Jun 22, 2022 @ 11:48pm 
@Frizzeldian12 that's a fire idea actually. It'd make sense that my high ranking soldier would have an energy shield more effective than the new recruits
Zelfana Mar 31, 2022 @ 4:50am 
ADVENT Priest's Holy Warrior doesn't kill the unit affected when you kill the Priest if they are also shielded by this new shield effect.
RustyDios Aug 12, 2021 @ 11:33am 
@BlazinHothead
So it turns out .. some time ago, I may have added the SPARK and MoF shield to the excluded category (the same as ballistic shields) ... I also done the same for the boosted shield health from the Shield Attachments Syphon attachment ...

add the following into your XComShieldReplacer.ini ;
+EXCLUDE_ABILITIES="SparkBallisticShield_CV"
+EXCLUDE_ABILITIES="SparkBallisticShield_MG"
+EXCLUDE_ABILITIES="SparkBallisticShield_BM"

+EXCLUDE_ABILITIES="SPARKShields"

+EXCLUDE_ABILITIES="BscSiphonActual"
+EXCLUDE_ABILITIES="AdvSiphonActual"
+EXCLUDE_ABILITIES="SupSiphonActual"
BlazinHothead Jan 4, 2021 @ 3:14am 
Thanks Rusty.
RustyDios Dec 29, 2020 @ 9:45pm 
Yes. MoF adds the shield points before tactical as a direct stat increase. This mod affects abilities used in tactical to grant shields.
BlazinHothead Dec 29, 2020 @ 9:28pm 
Is this compatible with Metal Over Flesh Redux? That mod adds the SPARK Shields project which gives SPARKs 5 shield points.