XCOM 2
Mitzruti's Perk Pack
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Update: Jul 31 @ 11:47am

Air Sabre, Frostwolf Bite, Shadow Thorn, Sanguine Lash: now requires line of sight.
Fixed Mana Abilites that consume all focus costing nothing if MaxManaCost isn't set.
Minus Pistol no longer applies holotargeting. (copypasta oops)
Blurred no longer applies to melee abilities.
Fixed Split Shot & company to not crash the game. orz.
Fixed ghost-only costs blocking certain mana gains when used by non-ghosts (instead of by ghosts).
Might, Manu Forti: now apply damage bonus as post-default.
A few %-based passives have been changed to pre-default (this is a nerf when combinded with normal-prio flat damage bonuses) (i forgot which ones, woops)
Fixed Invert Counter's passive not displaying in the UI.
Changed the handling of the AddEleDamage tags - now shows the full amount instead of the bonus (ex. 120% instead of 20%) (also coloured it)
Added a busfull of AU soldier types to the list of units to staple perk anims to.
Patched a bunch of abilitys that use effects to prevent retargeting so that those effects can't be redirected, because oh boy does that get messy.
Fixed RaptorHurricaneAttack appearing on the ability bar, despite not being something you can directly use. oops.
Fixed Drifting Gaze not actually preventing the loss of squadsight. (effect name mismatch)

Added 35 new abilities. (however, most are basically a class)

Update: Jul 31 @ 11:33am

Hold up, i remebered i forgot to do some perk content. but there's some fixes. patch notes later.

Update: May 22 @ 4:47pm

Embrittled no longer applies to DoT damage.
Most postcombat heals will no longer take effect if the unit's lowest hp is 1.
AlienRulerCallForEscape now removes Immobilize. (this should kill a certain cheesy tactic.)
Searing Lance, Blazing Spear: now lights the world on fire.
Blood Spear, Blazing Spear, Plague Spear: no longer ignore cover, but have a bonus to hit. Blood Spear can now crit.
Modified many reaction shots to be uninterruptible. This hopefully helps prevent reaction chain hangs.
Fixed MZFaceoff's target limit being higher than the actual amount of ammo left.
Fixed Mana Cost's MaxManaCost not actually doing anything. but was anybody using it anyway? whatever.
Accelerator and Preparation will not be useable while exhausted (or spinebroken)
BigStompyBoots, StatShifts: passive icons on the soldier should be debuff red, since they have their stats weakened.
Fixed Vuln and EleBoost abilities not properly taking into account ammo.
Vulnerability Passives: if both min and mult are negative, icon will no longer be debuff red. also, math will work slightly saner for "resistances".
Altered the way most random fire abilities get the list of possible targets. this seems to fix the "shooting at stasis" lockup.
Fixed Supercritical appearing as a buff instead of a passive.

Added 19 new abilities.

Update: Apr 21 @ 1:31pm

Added some dummy config to (hopefully) stop some other mod from crashing.
Swallow Reverse and Diving Slash can no longer be countered/reflected after being redirected by Provoke.

Update: Apr 21 @ 1:30pm

Update: Apr 20 @ 2:00pm

Spoonism, No Mercy: now require the triggering ability to have damaging effects.
ManaTeleport, ManaGrapple: now ignored by overwatch.
Mana Focus Abilities can now be created via config.
Goring Blade, Beso Toxico: now always apply 2 stacks of agony. (used to be one stack if they already had the effect)
Mass Sleep: AOE size scales with Psi Offense.
Fixed MoveSilently not being created.

Added 25 new abilities.

Update: Mar 5 @ 6:45pm

Fixed Spoonism abilities only responding to other Spoonism abilities instead of the intended opposite. woops.

Update: Mar 5 @ 6:45pm

Update: Feb 20 @ 9:48am

Adjusted Jolt Awake to reflect the highlander fixes for Revival Protocol.
Fixed MindShieldSmoke not removing mental ailments from targets of smoke abilities.
Mighty Smoke no longer grants might to the shooter on smoke abilities that don't smoke the shooter.
Fixed AcidBullet not applying acid without also learning explosive bullet arts.
Update specialty slot code for psiamp/focus ones to not check Unknown slot for duplicates. (typicaly where an item that's pending being equipped is)
Spoonism abilities should no longer react to any other spoonism abilities (instead of just special treatment for Field of Zero).
Barriers should remove themselves once sufficient shield has been lost, even if duration has not been expended yet.
Shellbust Stab will now remove barriers, including the one from clotting.
Burn Ward, Armour of Suffering, Sick Society, Shock Ward, Acid Ward, Impulse Field: no longer consider psionic. copypasta lol.
Regenerate, TakedownHeal, CritHeal, RayzeelSong: will no longer benefit from Savior (or other effects using the same trigger to modify healing).
% Missing Health Heals: the flat and % values are no longer added together, instead, whichever is higher will be applied.
ArcCleave: no longer uses Soulfire damage. now uses 50% base weapon damage as psi.
ArcCleaveTemplar: no longer uses volt damage. now uses new damage tag, does (2/4/6) psi damage.
Power Crush and Mind Crush are no longer usable with Gunpoint AP. I don't remember why they were.
Most knife skills now require proper visibility.
Mass Panic is no longer gaurenteed to hit. This was causing it to just not work.
New icons for Ray of Life, Kinetic Push, Kinetic Pull and Kinetic Rescue, by EvilBob22.

26 new abilities.

Update: Dec 21, 2024 @ 1:59pm

Increased Mana cost of manateleport from 2 to 4.
Adjusted BloodDrain, TasteOfPain lifesteal values to not be accidently too tiny.
Altered necro focus to be a chance on death to give 1mp, scaled by the dying unit's killXP and focusrecovery.
Particularily high combination of KillXP and recovery may give sometimes give 2mp instead.
I have a cooler idea, but it's still very WIP, so you get this nerf instead. enjoy.
Buffed void focus from 9 to 12.