XCOM: Chimera Squad

XCOM: Chimera Squad

Avenger Campaign Tweaks
193 Comments
Juravis  [author] Oct 3, 2021 @ 11:29pm 
BASE GAME BUG FIX : The commandos were not expending their grenades. This is now fixed, each toss costs them 1 grenade.
Juravis  [author] Oct 2, 2021 @ 12:56am 
This mod is grossly incompatible with Grobo's overhaul, which is quite an awesome mod. Text description fixed to mention this.
Juravis  [author] Oct 1, 2021 @ 9:31pm 
Classic game issue cannot be fixed without changing the UI, the line is there in the original code. Sorry. It just wont display in game, nothing i can do. But i assure you, it works.

Template.SetUIStatMarkup(class'XLocalizedData'.default.HealthLabel, eStat_HP, class'X2Ability_ItemGrantedAbilitySet'.default.ANDROID_LINING_1_HP_BONUS);
Juravis  [author] Oct 1, 2021 @ 9:24pm 
I just tested and it works, it is just not showing on the Paper Doll. That can be fixed easily.
Juravis  [author] Oct 1, 2021 @ 8:52pm 
I got the tools to work by rolling back Visual Studio to 1.42.1, ew. Checking.
Juravis  [author] Oct 1, 2021 @ 8:18pm 
VSCode will not let me install the VSIX package it errors out. I am locked out of the tools.
Juravis  [author] Oct 1, 2021 @ 7:46pm 
Maybe its because of the new patches they rolled out, i do not remember encountering this issue before. I am not setup to easily update anything, my VStudio is not configured for quick updates. I'll try my best to get back online to fix it.
RedDobe Oct 1, 2021 @ 7:32pm 
Advent - I just started a new campaign without any mods, cleared the config folder, and the bug is still there. It seems to be a bug with the base game. I have no way of looking into further as I do not have the development tools installed and am on the road for a few weeks. The armor bonus gets added but not health.
Juravis  [author] Oct 1, 2021 @ 10:20am 
Its possible, i dont have my setup right now can you test with just this mod at défault values and see if it works
RedDobe Oct 1, 2021 @ 5:37am 
Advent - is it just me or are the Android hp upgrades bugged? I am not getting the hp increases from the linings or sheathings. It displays correctly in the item description but doesn’t add the bonus in tactical or the armory. Thanks for your work here I am really enjoying all of your mods.
Juravis  [author] Feb 10, 2021 @ 12:51pm 
- Fixed Monstrous Presence not rendering immune to stun.
caseywills Feb 3, 2021 @ 1:52pm 
thanks!
Juravis  [author] Feb 3, 2021 @ 1:42pm 
caseywills Feb 3, 2021 @ 1:24pm 
Please.
Juravis  [author] Feb 3, 2021 @ 11:25am 
I can send you my own playlist if youd like
caseywills Feb 3, 2021 @ 9:42am 
Hey I was interested in modding Chimera Squad to create a more better and more challenging campaign. I started down that road and then discovered all your mods. I was wondering. What collection of your mods do you think accomplishes that goal? Do you have a suggested bundle?
Juravis  [author] Jan 23, 2021 @ 1:48pm 
- Made extra sure the Psi Fracture cannot Team Up either as a target or source.
Juravis  [author] Jan 23, 2021 @ 12:21pm 
- You can no longer Stabilize civilians (It doesn't work anyway, so the Stabilize icon will not show up anymore for them)
Juravis  [author] Jan 20, 2021 @ 11:01pm 
- Slight tweaks across the board to enemy stats, usually upward towards endgame, to keep the challenge pleasant in Act 3 against specific opponents (The Mercenary Vipers get 1 Armor for example).
Juravis  [author] Jan 20, 2021 @ 8:37pm 
- Thralls, Spectral Zombies, Psi Zombies and the Psionic Resonators are now considered Psionic in nature (bIsPsionic = true).
Juravis  [author] Jan 20, 2021 @ 1:47pm 
- Resonant PSI Domain upgraded. The resonant now upgrades all units it targets with it, and can now target itself. It increase Psi Offense, Will, Dodge, Defense and Psi damage. The effect is removed after 3 turns of the Resonant or it's death/stunning.
Juravis  [author] Jan 20, 2021 @ 12:56pm 
- Added missing text to Shot Breakdown for the new Overdrive stats (+10 to aim).
- All Dark Events are now capitalized across the board (was not consistent, sometimes lowercase sometimes caps)
- Progeny damage upped a bit in 3rd Act to keep them from being pushovers. Progeny units are frail by design, but should also deal more burst damage.
Juravis  [author] Jan 12, 2021 @ 2:35pm 
I think it may be a steam cloud issue mixed in which would explain it.
Cahos Rahne Veloza Jan 12, 2021 @ 1:13pm 
It's strange though. I last played this game back in August 2020 and the issue wasn't there. I came back to this game a week ago and that was the one thing I noticed immediately. So it's kinda weird as the game hadn't had any new updates as of late that could have caused this.
Juravis  [author] Jan 12, 2021 @ 8:37am 
I saw that. I don't have a fix it needs a patch and there won't be any for a while.
Cahos Rahne Veloza Jan 12, 2021 @ 1:06am 
I tried everything I can think of, uninstall the game then reinstall and I even used the method to clear the Steam Cloud as detailed here -->
https://gaming.stackexchange.com/questions/102694/is-there-a-quick-way-to-delete-saves-off-of-the-steam-cloud

But the damned thing still automatically generates and still shows up. I even tried unsubbing to mods thinking it might be mod conflict related but still no dice. Again I apologize for hijacking the comments section of your mod.
Cahos Rahne Veloza Jan 12, 2021 @ 1:02am 
Hey ADVENT Avenger.

First off I apologize for hijacking the comments section of this mod, I can't send you a direct message as we first needed to be friends on here. And your profile doesn't allow for public comments as well.

Anyway, I just wanted to ask you on how you solved the problem discussed in this thread ---> https://steamcommunity.com/app/882100/discussions/0/3002177675809018595/

The difficult to delete "Corrupted Save File" issue.
Juravis  [author] Jan 10, 2021 @ 4:46pm 
- Epic carrying units are stronger on Act 3 and feel more like semibosses.
Juravis  [author] Jan 3, 2021 @ 6:05pm 
- Susequent Reaction Kicks from Lockdown during the AI turn get a stacking penalty to hit and crit to prevent AI gaming. Your first reaction is normal, your second one gets -30 to hit and -15 to crit, and so forth. Stacks. Resets on your turn begin.
This penalty solves an issue where Lockdown could be used to clean out an entire battalion of melee opponents all standing next to one tile by parking Zephyr in that tile and just waiting for opponents to attack. The opponents would not get to hit
you and you'd get to hit all of them and waste their turns. Now it's still viable, but with diminishing returns and risk with numbers.

You have most likely never encountered this or attempted this, and I surmise this will affect a very small number of people. Basically Zephyr could clean out all Chryssalids on a map without effort.

Note: This also applies to the AI against yourself, as usual. Fairness.
Juravis  [author] Jan 2, 2021 @ 12:08pm 
- Picking Lockdown for Zephyr incurs a -20% Mobility penalty in exchange for this incredible powerful talent to retaliate against all attacks coming or going (before they happen) with no reaction penalties and crit capability an unlimited amount of times per turn. I've tested it and the movement range is good, but obviously Moving Target makes Zephyr the best long range attack perk as was intended.
- Duel can no longer be used against Mind Controlled allies.
Juravis  [author] Jan 2, 2021 @ 12:57am 
- Dazzle no longer hits anyone in a room regardless of distance. Pick your center point, and everyone around that target and the target is affected. Radius 8 tiles, +3 if Soulstorm is picked.
Juravis  [author] Jan 1, 2021 @ 10:22pm 
- Picking Monstrous Presence (Named Fear Factor internally) for Axiom also makes him immune to Bind/Tongue Pull entirely. It is a very small buff as there is only 1 unit capable of doing so, but it is a buff nonetheless.
- The Adaptable Trait (known internally as InfiltratorWeaveAbility) also makes you immune to Bind (Torque has it innately, but you can get it from using an Infiltrator Vest as the name suggests).
Juravis  [author] Jan 1, 2021 @ 3:01pm 
- Fixed a bug where Paladin Impel ability could target friendly civilian VIPs.
Juravis  [author] Nov 30, 2020 @ 6:48pm 
Sounds like you have a conflict
The Spanish Inquisition Nov 30, 2020 @ 6:35pm 
Also both me and enemies seem to be dealing like 3 damage, even with flanks, which doesn’t seem to be nearly punishing enough on impossible
Juravis  [author] Nov 28, 2020 @ 3:48pm 
I meant 6 normal is 4
Juravis  [author] Nov 28, 2020 @ 3:48pm 
Depends what enemies. Progeny acolytes have 4 at impossible
The Spanish Inquisition Nov 28, 2020 @ 12:44pm 
so quick question, I was playing on impossible difficulty with this mod and enemies had 6 health and could be one shot during breach on the first level, is that typical for impossible or does this mod modify enemy health?
Juravis  [author] Nov 18, 2020 @ 11:18pm 
- Psion Fracture can no longer Stabilize allies. I have intentionally left the fact you can heal the fracture because it is a high ranking perk, but in a perfect world you could not heal the Fracture because its not organic.
Juravis  [author] Nov 15, 2020 @ 5:20pm 
- I dont like the "parking" strategy of using Zephyr to hit something then momentum next to the next acting alien and getting another free strike against that target BEFORE it acts so I've put Lockdown a bit higher up and made it a choice between Momentum on Crowd Control OR Lockdown.
- Momentum Movement range was cut in half. It's a repositioning, cover mechanic that's defensive and shouldn't be used to travel inside the enemy lines and park next to an enemy you want to Lockdown kick.
NOTE: This also applies to RONINS and BENDING REED.
Juravis  [author] Nov 15, 2020 @ 1:36pm 
- Cherub's Autoguard was changed. It no longer provides Cover. The effect is now 1 Armor and 5 Defense per focus point on turn end. The effect stops if he is damaged (so it's used once when hit).

Most of the time the enemies used Cherub as a safe spot for Cover, and then immediately fired on him from Cover which is idiotic. There is no way to discriminate who you give cover to (allies only) so the effect was removed.
Juravis  [author] Nov 15, 2020 @ 1:14am 
- I keep forgetting the weapon types of the Epic Weapons, so now their names include their weapon types. For example, Callow Ember is now the Callow Ember Shotgun.
Juravis  [author] Nov 15, 2020 @ 1:04am 
- Faceoff no longer has any charges.
- Faceoff no longer ends the turn, allowing you to either shoot first then use it (not recommended, youll lose a free shot usually because -1 ammo), or use it then reload or Cascade Lance for megadamage.
- Faceoff is on a 5 turn cooldown.

Faceoff just didnt feel powerful compared to Phase Lance and its the last perk on the tree. It should feel more powerful now.
Juravis  [author] Nov 14, 2020 @ 10:02pm 
- The Epic Weapon abilities will now disappear from your toolbar once they hit 0 charges to reduce clutter instead of remaining there, grayed out and useless.
Juravis  [author] Nov 8, 2020 @ 1:50am 
Phase Lance changes
- Beam can now miss, but seldom unless the targets are in fog or extremely far away (no more autohit).
- It ignores cover and visibility as usual. It gets to crit 33% of the time for +2, which is new.
- It ignores Armor but not shields.
- Cooldown is now 5 up from 3. Taking Cascade Lance reduces it to 4.
- It is non-lethal, which is new and more inline with Blueblood's personality and it's also a Taser.
- If you are using my new XCOM weapon tables mod, it uses the Pistol Range Table.
- The ability usually cannot miss at 10 tiles or shorter, unless the target has a Defense bonus.

This is to make it "non magical", it is not the same as the psionic ability Null Lance.
Juravis  [author] Nov 7, 2020 @ 9:07pm 
- Purifiers should now correctly Flamethrower while disoriented. The counter to Purifiers is rooting and staying away, NOT disorienting them.
Juravis  [author] Nov 7, 2020 @ 10:50am 
- Fire and Acid grenades now only apply the Damage Over Time effect on direct impact some of the time.

Fire: 66%
Acid: 33%

Note: Acid is not available in the base game, this isn't a straight-up nerf. Acid is still massively powerful in the hands of XCOM. It's primary function is to melt armor and make enemies weaker, which it always does 100%. Enemies in XC:CS unlike XCOM 2 are not resilient enough to take a 3 damage DOT, Rupture and an explosion impact damage to survive more than 2 rounds usually.
Juravis  [author] Nov 5, 2020 @ 10:09pm 
- The first underworld mission no longer always gives a Weapon and Armor mod ALWAYS.
Juravis  [author] Oct 31, 2020 @ 5:51pm 
- The radius explosion of Android Self Destruct now concords with was is shown as orange tiles around it. It's 1 tile radius around the Android instead of being like 3 tiles across which was insane. I consider it a bugfix as it clearly did not align with the preview shown (before you fire on a primed Android, look at the ground, now the tiles align correctly with the explosion).
Juravis  [author] Oct 25, 2020 @ 7:48pm 
There were extensive changes made to Claymore and additions of items (Impact Frames and Hair Triggers). I try to avoid any changes that require new campaigns, but this one is one of them. Apologies for the inconveniences (I have to restart my own as well).

You can preview the changes in my pictures in this mod, I added an overview of the new tree.

2020-10-25 If you started your campaign before this, please renew your campaign.

Your campaign is not corrupt or unusable, but you will experience:
- Items with no names in your list (Just dont buy them, ignore)
- Claymore has his old perk tree (Normal)