XCOM 2
Impairment Rebalance
41 Comments
Juravis  [author] Dec 18, 2018 @ 3:17pm 
If you cant find this mods ini file its not installed properly. Dragon32 will be with you shortly, hes a machine and is probably watching me type this.
Kreature Pheature Dec 18, 2018 @ 9:59am 
Hi there. I subscribed to your mod so I can stop having all my squad fall unconcious. The mod unfortunately didn't work for me. I made sure it was selected on the start up screen but I'm not sure if it did anything. I should also note I didn't find any XComImpairmentRebalance.INI on my hard drive.

There might be some factors at play here: I also have downloaded the LessLethalLancers mod which could be causing conflicts. I'm also using a save from before I downloaded this mod.
=[NK]= Col. Jack O'Neil Mar 19, 2017 @ 12:28am 
Much appreciated :)
Juravis  [author] Mar 18, 2017 @ 9:11pm 
You can make the Drone miss more often, reduce the chance it hits. Put =0 to its melee bonus, it should become 50-50ish.
Juravis  [author] Mar 18, 2017 @ 9:11pm 
avengerjfb@gmail.com if you absolutely insist, but i dont usually take donations
=[NK]= Col. Jack O'Neil Mar 18, 2017 @ 9:04pm 
Also, do you have a paypal account I can donate to?? :)
=[NK]= Col. Jack O'Neil Mar 18, 2017 @ 9:04pm 
Thanks AA, it's a bummer it's not random :(
Juravis  [author] Mar 18, 2017 @ 8:45pm 
DRONE_STUN_HIT_MODIFIER=10
DRONE_STUN_ACTION_POINT_DAMAGE=2
Juravis  [author] Mar 18, 2017 @ 8:45pm 
Its in XComLW_AlienPack.ini
Juravis  [author] Mar 18, 2017 @ 8:42pm 
Drones are not affected by this mod, they have their own ability. To reduce drone stun, go into the LW2 INI settings and change the Drone Stun duration from 4 to 2 (its in AP, not in rounds).
=[NK]= Col. Jack O'Neil Mar 18, 2017 @ 8:39pm 
Hey again advent, I'm using LW2 and it could just be RNG, but the drone when stunning me, 4 out of 4 times has stunned my guy for 4.. Can you make sure I haven't screwed up when changing anything

; True = 50+STR vs STR, False = 50+STR vs WIL
DEFENDER_USES_STRENGTH_OVERRIDE = true; Default is false.

ATTACKER_BASE_VALUE = 0;

STUN_DURATION_AP_SHORT = 2; 4 AP, 2 turns
STUN_DURATION_AP_MEDIUM = 3; 5 AP, 2.5 turns
STUN_DURATION_AP_LONG = 5; 6 AP, 3 turns
Juravis  [author] Jul 29, 2016 @ 9:03pm 
it just adds a shitton of perks and the new classes, you can just get the perks if you delete the classdata file in their mod.
=[NK]= Col. Jack O'Neil Jul 29, 2016 @ 8:28pm 
I don't use the perk pack.. If I've got a tonne of mods, will it overhaul them, or will it just add new ones??
Juravis  [author] Jul 29, 2016 @ 9:49am 
Stun Flashbangs is included in the LW Perk Pack it's called Sting Grenades
=[NK]= Col. Jack O'Neil Jul 29, 2016 @ 9:32am 
Advent, sorry to throw another random question at you like this, but would there be a way to make a mod so that flashbangs can either disorientate similiar to the ini edit for this?? So that they randomly go between say 3 and 5 AP??
Juravis  [author] Jun 10, 2016 @ 3:50pm 
Support for all 3 rulers implemented
Niveksirrah Jun 9, 2016 @ 8:39pm 
WEll alrighty then, have not tested it myself yet either as the thing hasn't shown up again yet. but if it does I'll let you know.
Juravis  [author] Jun 9, 2016 @ 5:06pm 
I am not entirely sure this mod fixes the Berserker Queen yet but its on the list dont worry in fact i was thinking about it today. Ill also remove the bind and devastate unconsciousness.
Niveksirrah Jun 9, 2016 @ 5:02pm 
I was semi ok with being knocked out all untill the alien hunter thing happened. When I ran into the beserker queen and she did an AOE that knocked out 3 of my guys (leaving only two left, and the mission type was an extract the target) so I could not drag them all from the field. This i think is the best mod for that.
timbo327 Apr 28, 2016 @ 8:48am 
Ah finally , i was looking for such a mod which reduces/eliminates the chance for soldiers to get completely knocked out.
No seriously the description on the official XCOM 2 site told that soldiers can just be hit Unconscious if that particular soldier IS ALREADY wounded, but for me it happened way to often that my guys were knocked out by those stunlancers just by beeing hit ONCE(entire mission so no wounds ,NOTHING).
This should help thanks a lot.
Kyzer Apr 26, 2016 @ 5:05pm 
Nice! Will do!
Juravis  [author] Apr 26, 2016 @ 4:59pm 
@Kyzer New parameters implemented, please try them out and report your findings if you like.
Juravis  [author] Apr 26, 2016 @ 4:14pm 
Ohhhhhhhhhhhhhhhhhhhh... it seems the default contest is STRENGTH VS WILL, I always assumed it was STRENGTH VS STRENGTH... Wow... I'll put an option to put STR as defense.
Juravis  [author] Apr 26, 2016 @ 4:01pm 
I'm currently testing various Strength settings and it feels like the XCOM2 stat contest check is semi-broken. In progress.
Kyzer Apr 26, 2016 @ 12:49am 
Tested. No direct problems, but there's an amusing unintended interaction. Playable ADVENT's Berserkers have ridiculously high strength and strength growths, which results in stun 8s almost all the time against just about everything. That's as fair as one'd expect it to be. Probably gonna have to scale the stun times when I'm running that mod from now on.
Viscount Vokhan Apr 23, 2016 @ 6:29am 
I've carried unconscious units, idk why they don't work for you.
Juravis  [author] Apr 22, 2016 @ 10:42am 
@Kyzer No idea. Test it out if theres a problem describe it here.
Kyzer Apr 22, 2016 @ 10:35am 
Any idea how this interacts with Playable ADVENT's Berserker unit?
Juravis  [author] Apr 5, 2016 @ 8:10pm 
If you want to change the parameters for the formula go into the ini files of xcom. Whenever you see a parameter that is called Strength this is what's sed to make the contest. High strenght units cause a lot of stunning and it also helps resisting. Most units have a value of 50 including most XCOM soldiers.
Juravis  [author] Apr 5, 2016 @ 8:23am 
I change the stun lancer stun lance function and the impairment function. This should work for aliens modded in mostly. In fact it probably works for xcom too if you can cause impairments. Note that disorient is not affected.
Beater2022 Apr 5, 2016 @ 8:12am 
Great help thanks, lost too many high ranking soldiers to the annoying carry bug on my iron man save.
Xeraphale Apr 5, 2016 @ 4:32am 
I like this. Stun lancers are just that: STUN Lancers, not KNOCK UNCONSCIOUS Lancers! I also play with IESS+ and I've had half a squad sound asleep in a single turn on more than one occasion. This will rectify that.
JLtheking Apr 5, 2016 @ 2:34am 
How is this functionality injected? Does it only affect vanilla enemies that cause disorient or does it also work for mod-added enemies (a Better Advent's stun lancer variants, for example)?
Enjinn Apr 5, 2016 @ 1:39am 
On behalf of those of us who like exploring what other classes can do (and potentially have a roster with very few people who can Revive), thank you.
Juravis  [author] Apr 4, 2016 @ 11:24pm 
@mediumvillain Nope, and I use custom disorient parameters myself.
mediumvillain Apr 4, 2016 @ 11:20pm 
Doesn't change anything about Disorient, right? So it shouldn't mess w/ the mod I used that doubles the aim penalty?
Juravis  [author] Apr 4, 2016 @ 9:11pm 
It's also adjustable, if you feel any length of duration is too little or too high. Hell, you could make the top tier stun last 10 rounds if you wanted.
Isabrot Hattargrioi Apr 4, 2016 @ 9:10pm 
Ah, that makes sense then. Do like the idea as a whole, if for no other reason that I think its fairly ridiculous that a stun lancer that does 1 dmg can knock someone unconcious. Will try this out in one of my new playthroughs.
Juravis  [author] Apr 4, 2016 @ 8:27pm 
There is a bug ingame where sometimes an unconscious unit cannot be picked up, and it seems it happens to me more often than not.

It's still a shitty ailment, especially if it happens to your Battle Medic.
MrShadow Apr 4, 2016 @ 8:07pm 
Wait what? I pick up my unconscious all the time.
Isabrot Hattargrioi Apr 4, 2016 @ 8:01pm 
Little bit confused, in that I've always been able to pick up or wake up unconcious soldiers. Neat rebalance idea though.