XCOM 2
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[WOTC] Chosen Weaponry Fix
   
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18 aout 2018 à 17h35
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[WOTC] Chosen Weaponry Fix

Description
Each of the Chosen have exceptionally powerful weapons with unique traits that better any soldier using it in battle.

However, only the Assassin appears to benefit from her Katana's unique trait - the ability to always hit and pierce 5 armor with sword attacks. The Hunter can't pierce any armor with his Darkclaw, and the Warlock can't guarantee critical hits on Psionic units with his Disruptor Rifle.

This mod fixes that by giving 5 pierce to all versions of the Darkclaw and granting guaranteed critical hits against Psionic units with all versions of the Disruptor Rifle. All Chosen weapons will also slowly scale up to the damage level of XCOM Chosen weapons, maxing out once the Chosen wielder reaches their final form.

Furthermore, all versions of the Assassin's Katana now have +10% critical chance. This was done so that Katana attacks by both sides have a chance to utilize the weapon's critical damage.

In addition, the Assassin's Parting Silk ability can target all types of enemies now, not just XCOM humans. That being said, she'll be able to use her armor-piercing power against tough robotic units.

Lastly, the Hunter's ability, Farsight, was fixed to have a valid perk image.

This mod works both mid-campaign and mid-tactical.
95 commentaires
Jack - BrunoMadLion 14 nov. 2023 à 5h48 
Where is the Dagger from Katana??? I miss it! Its like its younger sister. Couldn't it be there too? Like infinite Dagger throws alongside the Katana? The visual of both together is so cool...
Dęąth Viper 19 oct. 2022 à 13h46 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Don Willyon 20 avr. 2022 à 1h02 
Does this mod still work? And is it compatible with other chosen mods?
Riekopo 20 déc. 2021 à 0h59 
This seems like a pretty bad bug.
Udaya  [créateur] 30 aout 2021 à 9h44 
@20XX|Wolf The XCOM_BASEDAMAGE values refer to the XCOM version of the Chosen weapons, yes. There isn't a fifth tier of Chosen weapons in the base game; the way it works for Chosen is like so:
CONVENTIONAL = 1st tier of Chosen Weapons
MAGNETIC = 2nd tier of Chosen Weapons
BEAM = 3rd tier of Chosen Weapons
T4 = 4th tier of Chosen Weapons

Where each Chosen enemy in the game progresses through each tier of weapon as the player progresses later into the game.
Wolfram 29 aout 2021 à 21h41 
Another question- regarding XComGameData_WeaponData, for each weapon does the XCOM_BASEDAMAGE variable refer to the weapon's damage values in XCOM's hands, or is it a "fifth tier" (after conventional, mag, beam, and "T4") for the weapon in the Chosen's hands?
Udaya  [créateur] 27 aout 2021 à 23h27 
@20XX|Wolf Nope; Templars aren't classified as Psionic units within the game mode (weirdly enough). I made another mod that changes that so all "TemplarSoldier" units count as Psionic, making it so that they do get critically hit 100% of the time by the Disruptor Rifle, though.
Wolfram 27 aout 2021 à 19h32 
Does this allow the Warlock's rifle to always crit vs. Templars? If so, it'll kinda suck if Templars are designated as his nemesis :P
Udaya  [créateur] 10 févr. 2021 à 5h26 
@RETURN HAVE IED It's just a developer build of the game. You can also "play" with the Chosen if you change your XCOM 2 launch settings, but only in a very limited capacity. It's nowhere near as profound as those other "playable alien" mods. Which is why so many of the Chosen abilities at the bottom of the screen are greyed out (or have no effect when used); they weren't designed for use by players.
Brain_is_Back 10 févr. 2021 à 2h28 
HOW DID U PLAYED AS CHOSEN?