XCOM 2
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[TLP] Legacy Operation Fixes
 
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0.049 MB
Oct 30 @ 6:45pm
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[TLP] Legacy Operation Fixes

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Description
This mod fixes a few ability issues that appear during Legacy Operations.

Skullmining - Specialists often gain the Skulljack from a Utility Items reward at the end of a mission. However, it doesn't do much on its own since there isn't any XCOM HQ to provide the Skullmining tech. Now, the Skulljack grants a single Skullmine charge to the soldier for use in the battlefield.

Field Medic - Something that often occurs to Specialists before they get Field Medic is the loss of their Medikit, which they normally have alongside Medical Protocol. This results in a net loss of healing charges from 2 → 1. To fix that, Specialists with both Field Medic and Medical Protocol automatically have 3 healing charges, and increase to 4 with a Medikit.

Threat Assessment - Lily Shen, unlike any other Specialist in XCOM, does not begin with Aid Protocol. Instead, she goes through the complete Combat Hacker route, gaining Combat Protocol, Haywire Protocol, etc. This would all be fine if she didn't also learn Threat Assessment, an ability that requires Aid Protocol to function. To remedy this, Shen now has Aid Protocol throughout all levels.

This mod's changes only take effect in Legacy Operations and Skirmish Mode.
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13 Comments
tfC. PownUnoobs Nov 3 @ 10:12pm 
I tried running it when I first ran into the issue. Unless it requires a new "campaign," unfortunately not.
Udaya  [author] Nov 3 @ 3:09pm 
@tfC. PownUnoobs This mod doesn't already fix that?: https://steamcommunity.com/sharedfiles/filedetails/?id=1256370393
tfC. PownUnoobs Nov 3 @ 3:04pm 
Any chance you'd be willing to take on the issue of Psi Zombies counting as soldiers and losing you points?
Mr. Nice Nov 1 @ 11:54am 
It is only just grenade/bombs which replace the medikit. Effectively, all soldiers have two utility slots in Legacy ops, one for grenade/medikit, one general. All soldiers start with either a medikit or grenade because of the ini settings. If you make a soldier start with no utility slot items, then until a grenade comes along, the "oldest" item will get pushed out to make room for the new arrival once you have 2 utility items from between mission choices.
Udaya  [author] Nov 1 @ 11:12am 
@Mr. Nice Ah, that makes more sense. Going off of what I've seen, it always seems like that happens when you get any sort of progression for Specialists. Since they won't ever get the Medikit again, Field Medic becomes useless. Hence, the creation of my Medical Protocol change.

As for Threat Assessment, it didn't seem like there was any other way for me to fix the issue aside from just giving Lily Aid Protocol at a point when her ROV-R reached M1, M2, or M3. May as well give it to her at all ranks, huh?
Mr. Nice Nov 1 @ 6:01am 
But you only "lose" the medikit if you replace it with the EMP grenade/bomb (which admittedly, the UI doesn't make clear). The medikit is mutually exclusive wtih grenades in Legacy Ops, hence why Hacker branch specialists who start with frag grenades, don't get a medikit.
Anyway, I wondered how you worked around the issue of Lily's soldier class not having an aidprotocol entry in order to just add it to the progression, but see you added is an extra ability on threat assesment in general. So she still lacks it for the first 4 missions or whenever she learns Threat Asessment? Ho hum
Udaya  [author] Nov 1 @ 4:05am 
@Mr. Nice So basically, Specialists that go down the healing line in Legacy Ops get a free Medikit at the same time they learn Medical Protocol. That puts them at two healing charges. However, when they learn Field Medic later on, they happen to lose that Medikit as well, dropping them down to only one healing charge.

With this mod installed, they'll already be given 3 healing charges as long as they have both Medical Protocol and Field Medic. If they also have a Medikit, they'll go up to the basic 4.
Mr. Nice Nov 1 @ 3:54am 
The field medic glitch isn't clear?
Udaya  [author] Oct 31 @ 3:29am 
@SentySent @Jose While I agree with the idea to fix Bradford’s Shadowstrike issue, it seems Julian Skies has a good point. The ability isn’t useless. Also, this lack of concealment only applies to Bradford in Blast From the Past, so trying to work out the logic for patching one particular ability in a specific mission chain may be out of my league.
Julian Skies Oct 31 @ 2:47am 
@SentySent Actually, Shadowstrike is NOT useless. Because as long as the *enemy* can't see Bradford then Shadowstrike is active so it actually goes well on a melee build since you CAN attack the enemy that can't see you with a dashing attack.