XCOM 2
[WOTC] Psionics Ex Machina 3.4
Showing 41-50 of 54 entries
< 1  2  3  4  5  6 >
Update: Oct 24, 2020 @ 9:52pm

v3.0.13

I should stop coding when it goes past midnight, lol , instead of bugfixing stuff... anyway..

BUGFIX: Fixes the facility shortcut menu link, for real this time! Even includes the -actual file that contains the fix- .... unlike the last upload....

Update: Oct 24, 2020 @ 5:37pm

v3.0.12

BUGFIX: Not sure when but one of the previous updates broke the facility shortcut menu link, now reinstated and fixed. It should appear when the facility is built, and clear if the facility is destroyed.

FEATURE: Added a config toggle for the version 3.0.10 bugfix ... for those people that really really wanted to have the projects accessed in the normal Proving Ground.
Default value is FALSE = Psionics Ex Machina projects are only accessable in the new facility.

Update: Oct 14, 2020 @ 11:52pm

v3.0.11

FEATURE UPDATE :
The list of availiable PCS' and GEMS is now config editable !!
For any current users the update will be seemless, but if you want you can now decide what abilities get converted in the XComPsionicsExMachina_Abilities.ini. PLEASE read the comments on how to use the file!
You can change, Ability type PCS/GEM, Sell Value, Inventory Image and if it is loot only/can be built. This file is heavily tied into both the XcomGameCore.ini loot tables and the color overrides in XComWOTC_CostBasedAbilityColors. Ensure if you update one, you check the other two.

I will not be focused on answering questions of "I changed the config and messed it all up" :)

Secondly, the list of abilities that the training perk 'Clarity of Mind' can affect is also changeable. To showcase how it works I have opened up the Clarity Perk to affect all 'Templar casterable abilities'. Clarity by default now resets cooldowns and refunds action point cost, cooldowns, charges and focus costs. !!

Update: Oct 11, 2020 @ 11:40pm

v3.0.10

BUGFIX: Psionics Ex Machina Experimental PCS/GEM and Convert Corpse Project will now NOT appear in the -normal- proving grounds !!

If you have -started- a proving ground PexM project it should be allowed to finish normally, but you won't be able to do another from the wrong facility.

Update: Oct 7, 2020 @ 6:25am

v3.0.9

Included support for Caster Gauntlets - Behave the same way as Shard Gauntlets. Many thanks to VoidLight for the suggestion to include

Update: Oct 6, 2020 @ 6:25pm

v3.0.8

BUGFIX: Fixes some issues with the previous updates config option for Templar Shard Gauntlets. Still disabled by default. Bug reported by Abracadabralicious, thank you :)

When set to false it should no longer stop you from using Melee Attachments on Shard Gauntlets.
BUT you will have to decide. Shard Gauntlets can be 'melee like' weapons and use Melee Attachments and get a slot count from another third party mod ( like Configure Upgrade Slots )
OR
be 'psi amp like' weapons and use GEMs and get a flat 'cv tier' slots (2/2/2 by default)

Unfortunately there doesn't seem to be a way to let them be both. :(

Update: Oct 2, 2020 @ 11:30am

v3.0.7

BUGFIX: Fixes an issue with the status display indicator for units in training in the barracks view / soldier lists, many thanks to SolarNougat for catching this one... and Xymanek for help with the fix.

Adds Necromancer Staves as a weapon that can accept GEM's at a rate of -2 to normal psi amps (so 0/1/2 by default) and no free perk. They do not benefit from the 'psi amp extra slot' breakthough bonus. Necromancers can already use a Psi-Amp as thier secondary weapon. If you are using AbilityToSlotReassignment the stave-GEM-skills should cast from the psi-amp, if not there may be some animation issues.

Added config option of Templar Shard Gauntlets to recieve a flat conventional tier slot count (so 2/2/2 by default) for GEMs and no free perk. They do not benefit from the 'psi amp extra slot' breakthough bonus.
Disabled by default due to some odd animation issues and some skills went 'missing' as AbilityToSlotReassignment couldn't assign them to a psi-amp. User caution advised, but GEMs now 'work' with Shard Gauntlets ... if you wanted them too.

Update: Sep 13, 2020 @ 10:31pm

v3.0.6

BUGFIX: Some GEMS and PCS were not getting the correct values for the ability text copied across, resulting in things like "has 0 turn cooldown", when the ability does have a cooldown

BUGFIX: GEMs image wisp colours had severly faded in the original release, this update fixes them to be in vibrant technicolor again

The Conversion project image has been updated to show the Lost, IF 'AutopsyTheLost' is set as the unlock in the config (defaults to yes). If the unlock is something else the image will revert to the older 'Generic MELD' image

Initial support for encyclopedia entries added, I'd like to expand on these in the future.

Update: Sep 12, 2020 @ 6:58pm

v3.0.5

BUGFIX: Fixes an issue with Biotics and GEMS not having damage (was reported soulfire not working, but I also noticed a few more that would break too)

After 2 days of trying various methods I was unable to unlock Psi-Amp Pistol slot support for LWOTC. Unfortunately LWOTC users will have to always make the hard choice between 'secondary or psionics', but hey it's long war right? All the decisions are harder.

Update: Sep 11, 2020 @ 12:59am

v3.0.4

Support added for LW Class Pack and LWotC BETA Classes [github.com]

Everything else was confirmed to be working in LWOTC by Mrvecz, so very much appreciated for testing this ;)