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You can't do much until get the only single useful skill that freeze enemies later.
Don't worth it.
sure they ignore cover, but consistently they just don't Do Anything. Spark does no damage but leaves your (potentially squishy) rookie in the face of an enemy. RoF does so little damage its often better to just not bother with it vs the starter pistol.
And yeah, the lack of VFX is a letdown. Even recolors of psi FX would be fine
Dang
Copy the lines from XComGameData_WeaponData in the config of the sorcerer mod (likely in C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1799689826\config)
Paste them under the entries for the Psi amps in XComGameData_WeaponData in the long war file config (in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\LongWarOfTheChosen\Config). You need to reformat to put all of the +PsiAmpT1_AbilityDamage entries under T1, and the same for T2 and T3. You might also want to update the values for T2 and T3, given Long war's scaling, but that isn't necessary for it to work.
This worked for me. I also added
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="necrostaff")
to the sorcerer class data config, and necrostaffs work fine.
If you're talking about Ray of Frost, then neither does it freeze anything in any tabletop game I've ever seen. It's just a damaging cantrip that functions as a ranged weapon for a class with less-than-stellar physical combat capabilities.
Now, if Snap Freeze isn't applying freeze, then you've found a bug. not sure if I could even help with that, since the hard drive I had the source code + the mod tools on is long dead, but it works on my end and so it would be a mod interaction issue.
I've not played with any mods that add crossbows or primary knives (I wanted to avoid another primary sword class), so I figured giving them a little pop gun for their primary attack would do best. If you manage to get the staff working, send me the config change and I'll credit you with it if I ever end up publishing the change (hard drive with mod tools corrupted, haven't reinstalled them since).
The main reason I asked is that I'm trying to make a custom AWC perk list for the class, and working on determining what to avoid, such as perks that affect a primary shooting weapon.
For immersion purposes, I've modified the Sorcerer to only be able to equip combat knives (or simply nothing at all) as primary weapons, although I've considered allowing crossbows added by various mods. I won't use pistols or other advanced projectile weapons with a Sorcerer.
A suggestion: an old vanilla/LW2 mod called the Necromancer had taken the Archon's staff and made it a usable primary weapon for XCom...a staff would be very thematic for a Sorcerer, especially if it could be given some type of additional "magic powers" as it upgrades...
Any modifier that applies to base aim (such as if you get Holy Warrior from a mind controlled ADVENT priest) will apply, but stuff like your weapon's range bonus / penalty and cover do not apply. Due to technical reasons, I could not make it ignore target's base defense, so good luck hitting Gatekeepers.
This also applies to other spells that require an attack (Spark, Acid Blast).
I unfortunately don't have a solution, but hopefully this information helps you find one.
maybe assign melee abilites to punch or so, [WOTC] Hand to Hand Abilities, maybe it helps
or use the animation from this mod: Iron Man Repulsor
someday when I have the time I'll probably come back and fix stuff like that
Apologies for the inconvenience.
In other news, this week I had been trying to make another class for the workshop, but it just isn't working out, and my window of summer free time is rapidly drawing to a close.
Dragon's breath only destroy's cover and does not give any fire animation or flames in the cone.
I can't target anything with Celestial Gift nor desintegrate even though I'm standing next to my ally/victim.
Is there anything I can do to make these spells work? For example, fireball seems to work fine, though it does not show any kind of missile animation.
Later this week my time will start to free up, and I'll look into making a psi amp that adds those abilities.
Thanks for the assist on this.
https://www.dropbox.com/s/402bisiu3js1dom/Sorcerer%20-%20RPGO%20Plugin.zip?dl=0
Couldn't test due to not having SDK fully installed.
Also worth noting that Bloodline Arcana, Spark, Bloodline Claws, and Ray of Frost are missing because I was already hitting the max ability limits (7) for most of the trees. I was told that a workaround was to create a Sorcerer's PSI Amp with Bloodline/Frost/Spark as abilities inherent to the PSI Amp, but that also involves the SDK, so couldn't do it.
Hope it recreates the Sorcerer in RPGO to your standards of quality.
I may go and change Empower spell to give a bonus based off psi offense instead of a flat 50%, or Toppling spell to use a will calculation rather than a flat chance, but as of right now, only Feeblemind works.
Since I use RPGO in order to give an RPG Stat progression, it would be good to know if I'm investing my statpoints well when I put them into Psi.
Also acid blast shreds twice as much as it should because of something I'm gonna patch out when I fix the former.