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Btw, what's up with the Freeze Chance Froststrike stuff you've commented out? Do they work or will they break something if I enable them?
To get the bonus organic damage on the EMP Axe, go to:
\steamapps\workshop\content\268500\1123258145\Config
Open the file (with Notepad if you get prompted):
XComAxeMod.ini
Search for (press Ctrl + F) :
THROWING_AXE_BM_ORGANIC_DMGMOD=
It's value will be 0. Change it to 3. Now the EMP Axe will give the Butcher bonus along with EMP Emitter. I tried to make this explanation as noob friendly as possible so if you already know how to edit .ini files then this will come off as rather patronizing.
I'll offer a suggestion: make Cleave instead swing at an enemy twice (like Rapid Fire), with some kind of cool down, and can only be used on a blue move.
Another idea would be for Cleave to be a free ability that grants Wrecking Ball until the end of the turn.
i've noticed the frost chance in the ini, but there's also an additional frost based axe ability? i'm currently trying to turn it on for myself, its still there i hope, just disabled from the ini? not removed from the code?
One possible idea would be too look at how ballistic shields or a similar mod gives its mobility penalty tho, because i noticed those mods don't have that problem, but idk what this would entail or how much work it would take
would i be correct in assuming that vortex duplicates in engineering in katana mod is also an xcom 2 problem?
also, in the ini there's a bunch of frost related stuff, including an ability for the axe, we were meant to get 4 tier frost axe? like how katanas get the vortex?
its rather unusual for a bug like this to go unfixed for so long
the mods never really worked after i got wotc
`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'ThrowingAxe_MG');
should be:
`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'ThrowingAxe_CV');
It gets created but then overridden by the magnetic variant.
Sure, but it's still a thing that needs mentioning.