XCOM 2
WotC Tactical X4
95 Comments
Aks Nov 19, 2023 @ 11:52am 
Update russian localization pls add it!
ObviouslyEvil May 3, 2023 @ 7:55am 
Yeah, you're probably right, though idk if there's a way to have them be placed on enemies that take up 4 tiles only.
Elv原则 May 3, 2023 @ 6:12am 
@ObviouslyEvil that is too op lol
ObviouslyEvil Oct 12, 2022 @ 5:25pm 
Would be nice if there was an ability to place these on enemies like the reaper ability to place claymores on enemies.
ObviouslyEvil Aug 28, 2022 @ 8:54am 
@Lux Manifestus You can go to the config file and change it there, or use the alternative mod launcher to edit the configurations with more ease.
Lux Manifestus Aug 27, 2022 @ 4:11pm 
Might it be a good idea to give 2 charges to each item, since they are so difficult to use offensively or defensively?
rotatie Aug 23, 2022 @ 3:57am 
@musashi, is it correct that the C4 does not do damage to VIP's?

I just sneaked my way in to eliminate an VIP, only to find out, he took 0 damage from the detonation. By this time i was already standing at the extraction zone lol...
Freelancer MAD DOg Jan 18, 2022 @ 8:25pm 
About Long War of the Chosen compatible ,see "mod jam " list :Musashi's Tactical X4 mod works with LWOTC out of the gate and adds some very nice new explosive options, especially following the removal of the Reaper's Claymore from LWOTC itself.
MrBananaClipps Jan 16, 2022 @ 12:05am 
@vereen70 the bio troops mods already have the ability to call air strikes
ObviouslyEvil Jan 3, 2022 @ 7:11am 
@bargor I'm not sure if this helps, but it works with the Covert Infiltration mod, which is sorta like Long War of the Chosen.
bargor Dec 26, 2021 @ 3:08am 
Does this mod work with Long War of the Chosen?
vereen70 Nov 20, 2021 @ 8:05pm 
MUSASHI, what's the chances of making an Air strike mod, where you call in an airstrike that does this type of damage, but in a much larger area, and can only be used on outdoor maps?
ObviouslyEvil Feb 26, 2021 @ 9:46am 
Oh so that's why they walk away from it. Is there a way to change that?
TheDuke37 Feb 25, 2021 @ 12:41pm 
@ObviouslyEvil nah, if you we're in a war and heard a beeping sound wouldn't you walk away?
But in all seriousness the AI is treats the blast radius as if there was a "danger tile" (tiles that have fire, poisen, or acid on them.) But because your concealed they have to walk away from it. That's the only reason i can think of.
ObviouslyEvil Feb 19, 2021 @ 10:46am 
For some reason during when my squad is in concealment, whenever I throw a C4, X4, or E4, all the enemies will immediately walk conveniently right outside of the blast radius, even if they were doing absolutely nothing before. Is this a bug?
Scarno Dec 19, 2020 @ 6:21am 
Loving this mod but I have a strange bug and I don't know what's causing it. When I detonate the X4, enemies in the blast radius will take damage before the explosion happens. So what happens is I trigger the X4. Then, one by one, enemies in the blast radius take damage that looks like it's from an invisible source. *Then* the explosion effect happens. Do you have any idea what might be causing this?
KT Chong May 18, 2020 @ 11:16pm 
Should not be able to throw the X4, to differentiate it from grenades and Reaper's claymores.
=[NK]= Col. Jack O'Neil Apr 4, 2020 @ 5:23pm 
If I throw a charge it costs both actions. It doesn't matter if I have 1 or 2 in the config.
But if I have 0 in the config it takes no action like it should.. *I reposted because I edited my previous post :) *
TAKEDA 🔴 SHINGEN Apr 4, 2020 @ 3:49pm 
Doesn't have animation when throwing.
Gguy Feb 16, 2020 @ 3:35am 
These are SO COOL. Great if you want to blow some wall up or cause a chain reaction of explosions by placing them near vehicles and explosive containers. The huge smoke caused by the explosion only makes it cooler.
Bjorn der Fischer Feb 14, 2020 @ 8:53am 
And is there a way, that i don't have to wait a round for the detonating action?
Bjorn der Fischer Feb 14, 2020 @ 7:32am 
If I throw a charge it costs both actions. It doesn't matter if I have 1 or 2 in the config.
But if I have 0 in the config it takes no action like it should... but this is a little too op for me
ferrata_vi Dec 27, 2019 @ 1:18pm 
Thanks for adding the config options, Musashi. I dig the X4 mod, but wanted to tweak it a bit for my games.
Insufferable Smartypants Dec 2, 2019 @ 6:47pm 
> That's nothing a good 'nad(sik) can't achieve either.
There are plenty of structures a grenade can't penetrate.

> Remote Start has me covered already
I like to drop with more than just reapers.
Musashi  [author] Dec 2, 2019 @ 1:51pm 
Just to explain the reasoning behind it: it was merely a balancing decision to remove staying concealed from the X4. Its already somewhat broken with reapers (which weren’t released when I created the mod btw) but you can only get 1-2 reapers so that balances it a bit. Potentially you can equip every soldier with x4 and blow up the whole map without breaking concealment. That being said the config option should still work if you want to enable it again.
Karmapowered Dec 2, 2019 @ 1:45pm 
> blowing up entry points
That's nothing a good 'nad can't achieve either.

> blowing up cars
Remote Start has me covered already

Utility slots are difficult to come by and very precious to me, so to me these extra explosives feel like flash-bang grenades : of extremely situational value, and a dead weight most of the times.

I've grown to enjoy some other mods of the modauthor and I think these explosives could add some variety (which is never a bad thing), but as I've said, them breaking concealment is a showstopper to me. Plus, I really, really don't see why *triggering* the charges would make my guys visible. If anything, it's "setting" them up that *could* break concealment, and even then it wouldn't be consistent with what happens for vanilla-game Claymores.

EDIT : at least, please fix the skill description. There are players who actually read them.
Insufferable Smartypants Dec 1, 2019 @ 2:44pm 
I have a few demolitions guys who carry C4 charges for easy entry/exit or occationally to set off a car that I know somebody will take cover behind.
Karmapowered Dec 1, 2019 @ 1:40pm 
Triggering C4 charges does break concealment of my reaper, while its description [i.ibb.co] states the contrary.

Unless I'm mistaken, there seems to be an option in the xComX4.ini file to change that, but by default it's set to true : bBreakIndividualConcealment = true.

This being said, is there any real tactical benefit to use these modded items instead of claymores ? If we're going to be honest, only reapers will ever be reliably in position to set explosives, and nuking their shadow each time to trigger a single charge seems to me a price that is just not worth paying.
p6kocka May 8, 2019 @ 1:47pm 
When I click the trigger first the enemy will suffer damage and only after taking damage the C4 explodes. It should be other way round. Does anybody have the same issue?
whoelzl78 Apr 29, 2019 @ 9:57am 
Hi very enjoyable mod. I have 1 little issue: If you choose 1 in the config file it is indeed 1 action point cost but other as stated in the description turn ending. So i can choose between turn ending actions (slightly dangerous sometimes since you have not much throwing range) and no cost at all.
Orionox Feb 6, 2019 @ 6:50am 
Whats the gun you're using in the first video? I see it says railgun, but I can't find it.
keyofrage yt Jan 21, 2019 @ 8:46am 
i take back all i said because for the wotc version you do not go to a wall to place it as it was with long war but it is thrown like a grenade so i appolagise KT chong
keyofrage yt Jan 20, 2019 @ 8:13am 
allso id say its quite balenced as u need to place the c4 in the path of the enemy then get away then hope to go near it and then you need to trigger it whitch ffor me at least is harder than it looks where as grenades can be thrown easily so its a bit more risk reward than a grenade
keyofrage yt Jan 20, 2019 @ 8:11am 
KT Chong i do belive the reason that they deal more damage is be cause they do have a much bigger paload. a grenade has say 100 grams of explosive whereas c4 typically has about 500 grams of explosive then again im only english so im not 100 persent sure about the exact volum of explosive but i thorght id throw my hat into the conversation
naschkokthe3rd Jan 19, 2019 @ 10:32am 
@KT Chong

I agree that, in a vacuum, this mod is generally a nerf to grenades. But to me, the main problem is how these explosives can be set from 5 tiles away (the second video shows the dude lobbing it like a grenade, and it looks pretty silly). Luckily, this value is exposed in the config and you can easily edit it to 1. This tweak makes these explosives function much more like traps which have to be carefully set than close-range grenades which don't end your turn.

I do like your idea of having these explosives take up two inventory slots, but I don't think Musashi is likely to revisit this mod. You're better off tweaking the config yourself. In addition to reducing the range to 1, I'd suggest doubling the supply costs for the upgrades as a good place to start.

And if you're not already using it, I'd also strongly recommend pairing this mod with to set up some economic tradeoffs.
KT Chong Dec 26, 2018 @ 2:50am 
Of course, these explosives are indirect nerfs of frag and plasma grenade - i.e., they are more powerful (do so much more damages than grenades) and useful than grenades, which makes grenades pointless. Frankly, given how powerful these explosives are, I think the remote control should be a separate item to maintain game balance, so that frag/plasma grenades could remain to be useful - i.e., a grenade does not take up two inventory slots.

Moreover, a soldier is limited to carrying one grenade, but she can carry multiple C4/X4/E4, which does not seem fair to grenades. IMO, a soldier should be limited to carrying one of C4/X4/E4 just as she is limited to one frag/plasma grenade.

IMO, a mod should not introduce an item that is so powerful and outclasses an existing in-game item that has similar functions/uses in every way that the new item basically makes the in-game item completely useless. That is just breaking game balance.
KT Chong Dec 26, 2018 @ 2:46am 
Please read the descriptions again:

Planting the explosives does NOT break concealment.

Triggering the explosives DOES.

IMO, triggering C4/X4/E4 should break concealment. Otherwise, this mod would indirectly nerf Reaper's Claymore and break game balance, (i.e., what would be the point of using a Reaper's Claymore or upgrading her Claymore abilities if C4/X4/E4 had every advantage of Claymore and then some more?)
yes_commander Dec 14, 2018 @ 4:10am 
In game the desc states that detonating C4 does not break concealment. Does not match the desc above.
Gguy Dec 9, 2018 @ 6:33am 
Remote explosives, what an astonishingly cool idea.
wolverine-1231 Jul 15, 2018 @ 8:41pm 
@JADFatmMan
thats what x4 is for
[95th] Phantom Civet Mar 30, 2018 @ 9:51pm 
this is pretty cool, but is there by chance you would ever go back to this mod and add a new explosive? something like a wall breaching bomb with a small explosion radius to blow small holes for your squad to get through.
IOException Mar 19, 2018 @ 11:05am 
Scratch the concealment bit. Hoped my hidden scout could use it like a reaper's claymore, but no. :-(
IOException Mar 19, 2018 @ 10:46am 
It's breaking my concealment when activated and planting ends the turn. Yet I've got Stealth Overhaul... I figure a mod conflict. I use the non-WOTC version of Color Based Abilities, but do I need the WOTC one?
El Mar 17, 2018 @ 12:57pm 
Great! I always thought it was stupid how you could sneak into an alien base completely undetected but they all suddenly knew where you are as soon as you planted the X4.
Marcus Mar 16, 2018 @ 10:03pm 
I have modded it so it dose not break concellment, and trigering it is a free action.Find it very usful for starting an ambush
Speedmaster Mar 6, 2018 @ 8:34pm 
What do I have to do to allow the explosive to be detonated on the same turn it's planted? I don't find any use for it compared to standard grenades and heavy explosives, or the reaper's claymore and remote start options. It's just a little obsolete at this point.
Erazil Feb 12, 2018 @ 10:36pm 
french translate shared
pauloel7 Feb 3, 2018 @ 8:31pm 
@Aegelweard: go to your ~/workshop/content/268500/1172230920/config folder, and edit the XComX4.ini file pertinent variables (C4_RANGE, X4_RANGE, and E4_RANGE). Granted, 5 is too low... I'd suggest you match your grenades range, vanilla=10. Cheers!
Rooster62 Jan 29, 2018 @ 11:49am 
It's... EXCELENT... I've tweak up the power and damage and... A catastrophe if not clear the zone on time. Thanks for the job.
Aegelweard Jan 15, 2018 @ 4:44am 
Awesome mod. Makes rescuing captured soldiers a cakewalk :) The only problem I have is limited deployment range. I guess it's 5 or 6 tiles. Too little. How do I change that?