XCOM 2
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Allies Unknown Redux: Buildable HK Droids
   
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Sep 15, 2017 @ 10:14pm
Sep 16, 2017 @ 7:52am
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Allies Unknown Redux: Buildable HK Droids

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
The meatbag-insulting droids from a galaxy far, far away can now be utilized and constructed by XCOM for their guerilla operations.

Unlike most AU mods, HK Units do not have the option to be recruited through the Avenger, instead to replace that, they can be built in the Proving Grounds after researching the Mechanical Assassins tech, unlocked after you have researched/unlocked SPARKs or instantly if you do not have Shen's Last Gift installed. They may also sometimes appear as reward units.

Mechanized Assasins costs 75 supplies. Build HK Unit costs 100 supplies, 20 alloys, 10 elerium, and 2 elerium cores.

Stats
HK Units have access to Assassination Protocol, a Mark-like skill with one charge by default (and lasts for your turn) that will let you do half HP damage to a normal target, or get bonus damage if you're fighting a ruler or an enemy below 50% HP.

However, unlike a Mark, Assassination Protocol requires 3 stacks of Information Gathering to be used, which are gained whenever a HK Unit attacks a hostile target with either regular gunfire, or a hostile ability like Combat Protocol.

In addition to their robotic immunities, HK Units also work on EU/EW armour rules since they don't suffer meatbag impairments like blunt force trauma incurred from their armour taking hits and have superior designs to humanity's native robots: as long as their base HP pool isn't damaged, they can be put back in the fight right. They are also, of course, immune to Tiredness.

In terms of stat variations, they are identical to humans except in Aim, Crit Chance, and Armour

Rookie
HK Units have 2 armour, 70 aim, and 20 crit chance.

Veteran
HK Units have 1 armour, 70 aim, and 15 crit chance.

Commander
HK Units have 1 armour, 70 aim, and 10 crit chance.

Legend
Same as Commander


These stats can be changed in the mod's XComGameData_CharacterStats.ini

Known Issues


Thanks
DrDCB for porting the X2-compatible assets this mod uses.

Bioware/EA for making the game these assets were from.
Popular Discussions View All (1)
0
Oct 17, 2021 @ 3:18pm
繁中
stappy82
33 Comments
jonboy Aug 10, 2023 @ 5:19am 
@RealityMachina Firstly, thanks for all the amazing mods over the years. One of the masters!

This mod looks done but in case you're still active on AU/ARC mods, I'm wondering if the HK Droid could have it's Proving Ground build costs exposed to config like the Geth mod?

This would help with cost balancing across the various 'robotic' mods (HK, BX, EWR, Geth) that might be thrown together when running the ARC Faction.
RozeBomb Apr 10, 2023 @ 12:39am 
Has anyone else run into an issue with this and the HK Cosmetic mod not working together?
Shaggoth (Ищезаяц) Dec 20, 2022 @ 2:40pm 
There's also way better voicepack too.
Dęąth Viper Oct 23, 2022 @ 3:59pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
doughoyt Jul 31, 2022 @ 3:01pm 
TimRtec If you make a template soldier you can use a mod that lets you copy outfits to copy the new outfits onto an HK Droid... I have been trying to figure out how to allow full customization on them but im pretty bad at this stuff so im mostly lost.
TimRtec May 28, 2022 @ 9:51pm 
hey, could it be possible for you to add a compatability to this mod?
its basically the HD versions of HK Droid Models https://steamcommunity.com/sharedfiles/filedetails/?id=1127256716
John McFly Mar 27, 2022 @ 4:57am 
What about an option to have the HKs be rebuildable like Sparks?
Andrew Mar 25, 2022 @ 1:38pm 
Found in the ini section where obtaining these as rookies is turned off. I was able to change that. Going through the U File now to change the code to only produce LWS_Assault. After building 100 of these prior to making changes, I received ZERO Assault, yet it pulled from classes from Shadow_Ops and Vanilla but not from Long War classes.
Andrew Mar 21, 2022 @ 9:18pm 
This mod works with LWotC. However, constructing HK units should not result in a Random Class.

Analogy:
If I build a watch to count time in 24 hour format, the watch will not automatically become 12 hour format.
Meaning:
I build and program the unit's AI, I should have some say in its class.

I only want this unit as an Assault Class and Shotgun build. Unfortunately, they are built as Squaddies and are auto-promoted. Due to all the class mods, I get how this would be hard to code, but can't you make it work with Commander's Choice or Draw from the Character Pool using the Character Pool's class?

Or add in the ini file a line that forces all HK to be contructed as a particular class but commented out to give users a choice.
Hero of Wind Nov 1, 2020 @ 3:27pm 
Does Assassination Protocol and Information gathering work in conjunction with melee attacks? I'm trying to decide if making a Stormrider HK is a good idea or not.