XCOM: Chimera Squad

XCOM: Chimera Squad

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Breach Ability Rest
   
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Tags: Breach, Heal
File Size
Posted
Updated
75.453 KB
Sep 8, 2020 @ 10:53pm
Oct 14, 2020 @ 11:30pm
28 Change Notes ( view )

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Breach Ability Rest

Description
Take a well deserved respite before the next breach and heal 3 HP. You also heal 1 HP per turn until you get hurt or impaired (continous rest) up to 3 more points. You do not get the defensive bonuses Cover Rush or my Sprint mod provide, so you better make sure you rest safely (behind Cherub's Phalanx for example).

-= SOME CONSIDERATIONS / IMPACT =-

- Every unit except the Android has the ability to heal somewhat now after an encounter, reducing the strain of always bringing Terminal or Medikits with you.

- Only has effect with No or Half Heal Breach options. It will never show up in Full Heal Between Breach mode.

- Obviously not available at mission start or if you are full HP (the icon will not show at all).

- Injured units will see it popup during breach as an option to the right of Cover Rush. If you also have my Mark Target mod, it will also appear to the right of that.

- There is no limit on how many times you can rest during an entire mission (but you can only rest once of course between each encounter).

- Using Rest forfeits your defensive bonus from scamper that Cover Rush gives you, so you should Rest safely ONLY if the breach enemies are not AGGRESSIVE or you risk getting shot during Barrage Fire while you're healing.

- The bonus does not scale well, and that's OK because it's mostly meant to help you early on and later on you get better options, but it still might be a good situational action.

- You will see a green flyover saying "+X HP Healed" when used during breach as you move to cover.

- I did not elect to make it a Pre-Breach Action like the MediPatch for example because I want you to have a tactical penalty to using it (you can MediPatch then enter and fire, which is not what I want, Rest is not Free HP).

-= CUSTOMIZATION =-
The bonus is configurable in INI (Default +3). I suggest 2 for Half Heals and 3 or 4 for No Heals. I do not suggest going above the value of a Medikit (4).

1. Edit the heal value in this file:

C:\Program Files (x86)\Steam\steamapps\workshop\content\882100\2223848194\Config\XComRestConfig.ini

2. Update the ability description with the new value, edit this file change 3 for whatever so it shows up properly in game text:

C:\Program Files (x86)\Steam\steamapps\workshop\content\882100\2223848194\Localization\XComGame.int

-= VERSION =-
V1.1 - Rest also removes Burning and almost all non critical conditions (it wont remove Acid for example), in case you were caught in a Laser Trap from my Additional Breach Mod and you caught on fire during the Breach Selection but before your turn to act and thus you started the mission damaged (but you can't see it yet, because you are in Slow-Motion).
V1.11 - Made extra sure you can use rest even if Disoriented or Burning, just in case.
V1.12 - Default made to 3
V1.20 - Added continuous regeneration, can be toggled off in INI
5 Comments
ADVENT Avenger  [author] Oct 13, 2020 @ 12:27am 
Updated to add some nice regen.
ADVENT Avenger  [author] Sep 12, 2020 @ 9:10pm 
Little update to fix things, also i made the default 3. It's a better middle ground.
ADVENT Avenger  [author] Sep 11, 2020 @ 2:40pm 
Always a pleasure. Feel free to mix and match!
Flashstriker Sep 11, 2020 @ 2:39pm 
I just want to say I appreciate you still making mods for this game! Not all of yours in both CS and X2 are too my taste, but this one defintely is
ADVENT Avenger  [author] Sep 9, 2020 @ 10:20pm 
Had to quickupdate the mod, check your config files to re-change if modified.