XCOM 2
158 ratings
Chosen Reward Variety
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
30.282 MB
Jan 8 @ 8:05pm
Jan 19 @ 6:24am
8 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Chosen Reward Variety

Subscribed
Unsubscribe
Description
Why should rangers and sharpshooters have all the fun?

This mod adds variety to the possible rewards for defeating a chosen.
The possible rewards for each chosen now include a primary weapon, a secondary weapon, a grenade, a utility item, an armor, and one "miscellaneous" item.
Upon clearing a chosen stronghold, a research project will open that will award two of these items at random.

Probabilities for each combination can be modified in XComGameCore.ini

I noticed that every campaign I consistently tried to defeat the assassin first to form a bladestorm katana combo, as well as defeating the warlock last because the reward for defeating him was by far the least interesting.
All Items that can be awarded are very powerful, but none are as powerful as katana in my opinion.
Weapon damage and other stats can be modified in XComChosenRewardsConfig.ini

Features:
-15 new possible rewards for defeating the chosen
-15 unique reward combinations for each chosen
-Configurable values for everything I could think of
-Vague song references


The full list of items are as follows:
----------------------Assassin----------------------
Primary: Arashi
Secondary: Katana
Grenade: Mountain Mist, a superior flashbang that blinds and can be used multiple times.
Utility: Phantom Driver, a device that reduces a soldier's detection radius, and adds the conceal and phantom abilities.
Armor: Shade Armor, a powerful light armor that allows soldiers to go into overrdrive once per mission.
Misc: Asimov, a gremlin with the power to seize control of an advent MEC or turret.

----------------------Hunter-----------------------
Primary: Sniper Rifle
Secondary: Darkclaw
Grenade: Stun Grenade, a grenade with a massive radius that stuns targets and destroys cover.
Utility: Hunter Rounds, deadly rounds that increase damage and aim, cause bleeding, and may stun.
Armor: Orion Armor, a powerful light armor that allows soldiers to grapple once every turn.
Misc: Grenade Blaster, a grenade launcher that will not directly damage allies, has a large radius, and can be freely aimed.

----------------------Warlock-----------------------
Primary: Disruptor Rifle
Secondary: Warlock Psi Amp, a powerful psi amp that can also resurrect one fallen humanoid as a zombie.
Grenade: Psios Grenade, a powerful explosive that also disorients targets.
Utility: Superior Sphere, a device that prevents a soldiers death and returns them to full health. Also a mindshield. It will not be consumed upon usage.
Armor: Fortress Armor, a powerfu heavy armor that grants the fortress and wallphasing abilities.
Misc: Pulse Cannon, a powerful cannon for the grenadier that can destroy cover and armor in a large area once per mission.



FAQ:
Q: Can I put it in a currently running campaign?
A: I sure think so, but backing up files is what smart people do.

Q: These items are overpowered!
A: Probably, but are they more overpowered than a sniper rifle that can fire with one action? I think not. Also, that's not a question. Also, many item stats are configurable, and you can reduce the probability of finding items you especially don't like to zero within the config files as well.

Q: What if I want all the rewards?
A: Feel free to use console commands to give them to yourself. The item names are: ChosenShotgun_XCOM ChosenSword_XCOM MountainMistRewardGrenade PhantomDriverItem ShadeArmor Asimov ChosenSniperRifle_XCOM ChosenSniperPistol_XCOM StunGrenade HunterRounds OrionArmor GrenadeBlaster ChosenRifle_XCOM PsiAmp_Warlock PsiosGrenade SuperiorSphere FortressArmor PulseCannon

Q: What is this mod compatible with?
A: There are no overrides, though it does change the loot tables from the chosen stronghold, so it should be compatible with everything that doesn't rely on the loot tables from the chosen stronghold. As for other mods, If I didn't make them, I don't know if they'll work.

Q: Highlander compatible?
A: That's a firm "probably". If you notice any issues, please let me know.


Please tell me if there are bugs so I can fix them.

Future Plans: Figure out why the cannon looks so weird with some mods. It probably has to do with AddDefaultAttachment.

Special thanks to:
Reddit user pabloman, whose save file allowed me to test things easily. <3
https://steamcommunity.com/id/bountygiver who originally wrote the code that makes the grenade blaster work.
MrShadowCX for telling me how to make it work with highlander.
Popular Discussions View All (3)
1
Jan 14 @ 12:46am
How to get every item
HoneyTheBear
1
Jan 12 @ 9:10am
translate Korean part
Zaoll
1
Jan 12 @ 3:35am
Reward List for People on Mobile
HoneyTheBear
< >
93 Comments
Living Doll 1 hour ago 
@HoneyTheBear at the time it was >just< this mod. I had to remove it and eventually dump the save (all of the items were permanently there and it was too tempting)
Drifty Flintlock 16 hours ago 
Ah, nice. I was looking at the wrong spot in the INI.
HoneyTheBear  [author] 16 hours ago 
@Dirty Flintlock

The texture for the orion armor was the texture for something else that I smashed on and thought it looked cool. I agree the butt is a bit odd.

It's supposed to be called Network Access just 'cus I thought it sounded neat.

AHHHHHHHHHHHHHHHHHHHHHHHHHH ok I'll look into that.

I think blinding on MECs is fine, I guess that's a matter of opinion.

And you should be able to select which items show up in XComGameCore.ini
Drifty Flintlock 16 hours ago 
Cool mod! I always wanted more interesting stuff from the Chosen. Couple bugs to report.

A few graphical issues on the Orion armor. In certain poses, there's an empty void on the back of the shoulders. Also, the texture on the butt looks sort of strange, where at one point the user chosen camo and the armor texture just sort of have a hard split.

The raise dead ability on the Psi Amp shows up in combat as Network Access. Ability works though.

Pulse Cannon special appears to not work correctly. It destroys cover but I didn't see that it had any effect on enemy armor.

Mount Mist inflicts blind on machine units (like MECs). Not sure if that's intentional since it DOESN'T inflict disorient on machines.

This is just a request, but would it be possible for the player to choose two items per chosen rather than getting them at random? I know it could be done with the console, but it would be awesome if it was part of the mod as a configurable setting or something.
Grim Reaper Jan 22 @ 2:51pm 
After defeating the Warlock i got the 2 new random items without any problems. However, after defeating both the Hunter and the Assassin I got their regular rewards. Did anyone else experience this, or did i just roll the 0.1% chance of getting 4 regular items?
Masterman Jan 20 @ 8:54pm 
possible to make it so more then 2 items appear?
hakansherif Jan 20 @ 5:22pm 
yes i did a search it was a glitch, restarting the level with console command fixed it. and I did manage to make the game work with your mod but it still crashes from eime to time and this all started after the last update you did 2 nights ago
4rrakis Jan 20 @ 8:07am 
@HoneyTheBear: Thanks for your work on this mod, it really adds to the game! Did you have any luck figuring out the Pulse Cannon problem? I also put together a list with some minor bugs I encountered and posted it last week, did you see it? Keep up the good work!
HoneyTheBear  [author] Jan 20 @ 7:37am 
@hakansherif this mod doesn't effect the chosen spawn at all. You may have to search elsewhere for the issue.
hakansherif Jan 20 @ 7:16am 
Tons and i just assaulted the chosen and they dont spawn in a game which i started with your mod then disabled it due to crashes