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*note I got the ability wrong, it was shield charge that causes it.
- most of the time this glitch occurs it's after i use the shield charge ability.
For context i run Lago's ballistic shield rework and the strategy overhaul mods with this mod.
- the Strategy Overhaul mod only affects covert infiltration -
Sometimes when I move a Phalanx (Using both AP) or use the knockback ability, The next turn over the soldier is 'frozen' in place on their tile.
What I mean by Frozen in place is that, the soldier can only move on the tile he is on which is impossible.
The only fix i have found is literally Fragging my own soldier with a explosive grenade, because it destroys the floor so he isn't stuck.
This only occurs to the phalanx class so i Don't suspect its the shield, since I have ran different soldiers (with different classes) with a shield as a secondary and it doesn't occur to them.
For some reason I can't select any of the upper tier shields from my Phalanx.
Trying to isolate what mod might be causing the problem.
Pistol Expert adds +1 damage to dots from ammo, like the fire from Dragon Rounds or the poison from Venom Rounds.
the "blanks" are the empty entries in the randomdecks that will make an empty spot when the game selects them in the randomization
the full decks mod also "deletes the blanks" but it does it by removing and recreating the decks with the blanks gone
that is the better way of doing it, removing the blanks from a class mod's config directly is something only users can do and you have to know what you're doing so that you don't break the config (also preferably don't use AML to edit the file)
AML Does weird stuff with whitespaces, so we recommend you go into the Phalanx class config directly and edit it from there.
Hope this Helps! Let me know if you're able to work it out !
It's the Full Class Deck mod that unlocks all 6 perk slots for all the other classes
1. Open the Steam Workshop XCom 2 mods install folder. (the mods folder will be located on the same drive you have the game installed on, for example: SteamLibrary\steamapps\workshop\content\268500). The "268500" folder house all the workshop mods you have downloaded for Xcom 2.
2. Inside the 268500 folder search for this folder: 2673737607
3. Open the 2673737607 folder and then open the Config folder
4. Next you'll need to open and edit the XComClassData.ini you'll need a text editor suck as Notepad ++. Once inside the XComClassData.ini file find this section:
[WOTC_APA_Phalanx X2SoldierClassTemplate]
5. Under that section you will see 3 lines that begine with "+AllowedWeapons="
6. At the end of that second line press enter to add an extra line and then past in that empty line this: +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sawedoffshotgun")
7. Save the document and you should be good.
Thanks for the report, in the meantime it's easy to fix manually apologies.
Wny pick an AR if now the base damage of the pistol is 4-5 at a CV tier (Expert + PS pistol as primary), XCOM probability means that 3-5 base AR equates to me healing ADVENT by 1 damage 110% of the time... Or a shotgun, because the range tables have been modified so same dmg but always higher hit plus the Expert aim bonus, or the risk vs reward of CQB in Shire's assault when i can just tank a hit with the shield and have double the ammo to boot. Tilted again by the mobility bonus let alone giving high dmg threshold weap marauder, lightning hands etc which are inherently balanced by the lower dmg output.
The normal drawbacks are turned into strengths. Removing the bonuses from the PS mod and tweaking ammo down to 4 has made it feel a lot better for me. My hundred and two cents.
I still find it fascinating how this class becomes so drastically different depending on the setup because some find it too weak like say the ChrisOdd season I mentioned, some find it too strong thus even if I was modding right now I have no idea where to even tweak the class now that wouldn't be drastically changing things but as you've done config tweaking can be used to tweak numbers to be lower or higher depending on the wishes of the user.
"and they provide +1 mobility and -20% detection radius and +1 damage and a slightly better range table than secondary pistols(can be disabled or modified in XComPrimarySecondaries.ini)."
Range calculations gain more bonus than a shotgun at close range and don't taper off in a similar fashion which is why they feel over-tuned with the additional +5 on top of some 7-8% inherent bonus from this range modifier.
Ability seems to be adding a plus 2 damage modifier even at tier 1 (haven't tested later tiers) so instead of being below a normal pistol as base (2 to 3), it is beyond even an assault rifle, which, when combined with the 6 ammo base and what seems to be a weapon range akin to the assault rifle (ie lacking the usual range penalty) and the boosted aim from the perk you end up with a tanky, mobile sniper/shotgunner.
I'd say toning the damage down and possibly tweaking the range (doesn't feel the same as a pistol secondary) or aim modifiers if that's what makes the range feel too strong would be enough to keep return fire in the tree.
Or if not try seeing how using mods like that effects them to see if it helps, I'm not really in the modding scene right now so my knowledge has 'degraded' a little in regards to stuff like mod compatibility, etc.
I'm sure this issue has been noted somewhere since release but I can't find it in the comments: for me taunt isn't ending the turn but it is using an action, though the description says it's a free action. Assuming it's intended to be a free action, any idea what might be causing this?
The missing dependency warnings can be ignored as long as you know what your doing, aka using the alternative Primary Secondaries mod.
Like with ChristopherOdd's most latest Xcom run.
Most Prof classes are too much for vanilla-scaled mod lists, that's why their paired with gameplay overhauls and/or item/inventory overhauls.
Also depends on which version of Ballistic Shields you are using.
But sorry, this class is just badly overpowered. (especially the ballistic tree )
Tanky and big damage dealer is a brain dead choice.
It's entirely odd for a mod to just stop working with no updates to major requirements, so without further information I can't think of any fix sorry.
It's a sign of a good class when they can develop different ways!
Although classes like this are ones that aren't as optimal to use with it due to being a secondary weapon focused class, much like how it would not be beneficial to do the same with a sword focused Assault Infantry/Ranger
But thanks for the kind words.