XCOM 2
Not enough ratings
Rain Rebalance: Miscellaneous Tweaks
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
146.800 KB
Jul 26, 2022 @ 10:12am
Oct 2, 2023 @ 7:07pm
27 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Rain Rebalance: Miscellaneous Tweaks

In 1 collection by Rather Incoherent
Rather Incoherent's XCOM 2 Setup 2024
427 items
Description
What Is This?
This is a compilation of all the changes I run in my games with the Rather Incoherent Collection that don't neatly fit into one of the other 2 subcategories of my Rain Rebalance Mods ( 8-Man Core and Skirmisher Rework).

The Changes:
There's quite a few and this section is in need of future re-organizing. I may end up separating out all of my proficiency class changes into their own mod.
  1. Reduced environmental damage from non-explosive sources for both XCOM and Enemies by ~50%.
  2. Bio Medikit fix courtesy of Rusty Dios for Bio Division
  3. Fractional Wound Fix courtesy of h41lst0rm
  4. Turned off cross class perks from Mitzuri's perk pack.
  5. Removed blank cards from all Proficiency Class perk decks. Removed 'excess' cards as well, defining excess as cards past the 5th or that felt very tangential to the class.
  6. Reworked and Buffed Proficiency Sapper slightly to remove Return Fire and Skirmisher. Gave them Smokescreen and Volatile Mix instead. Replaced Volatile Mix perk card with Flush 'Em Out. Reordered the Trees to be more thematically consistent.
  7. Nerfed Proficiency Combat Engineer's lategame mobility. Total Mobility at Colonel was 4. At Squaddie it was 1. They now start with 2 at Squaddie, and never gain more.
  8. Removed unique restrictions on Grenades and Medikits.
  9. Increased the downthrottling requirements to compensate for larger squad sizes in Yellow Alert Lite.
  10. Increased AP Gains from Rulers/Chosen and added AP Gain for mod-added enemies at that level, such as Primes and Omega Berserkers using the AP Farming mod by HotBlooded.
  11. Added T-Pose Fix Config for Titanfall: Sparks, Northstar, Monarch, Ronin, and Scorch
  12. Added config for Abizi Officers to roughly half the number of missions required.
  13. Copied Odd Tweaks 7 camera changes as it seems to reduce the frequency of white screen bugs.
  14. Added Color Coded Ammo config for Corrosive, Bitterfrost, Sabot, Phantom Slayer, Elerium, and Black Ice Rounds.
  15. Changed Sectopod Prime from A Better ADVENT into Sectopod MK II by using A Baby's ADVENT to remove its Prime reaction and give it increased Defense and Armor (Up from -10 Defense / 5 armor to 15 Defense / 6 Armor). This was due to Sectopod Prime being uniquely problematic due to its blue move shoot ability combined with its massive health pool and prime reactions.
  16. Added Psionics Ex Machina support for the following proficiency classes: Field Support, Field Alchemist, Combat Engineer, and Phalanxe
  17. Rebalanced Warlock's Crown for PEXM by reducing its psi to 30 and removing Mind Control. This will take effect if you only use Warlock's Crown without PEXM, nerfing the item severely.
  18. Warlock's Crown now uses No More Psi Amps animations and doesn't autoequip its cosmetics.
  19. Fixed Bio Division's SITREPs for Bio Purge and Bio Troop Deployment not affecting missions.
  20. Removed Spark Arsenal's niche weapon mods (alternative Speed Loader and Experimental Magazine) from the item drop pool as I personally never used them.
  21. Added localization changes from Odd Tweaks 7 to rename Warlock's, clarify shield bash, and use the more neutral phrase "New Trait."
  22. Tweaked various weapons: T3 Melee Weapons no longer lose T2 stun chance. Rifles have +1 weapon mod slots. Vektor Rifles gain 1 damage and 1 damage spread. Bullpups now progress at 1/2/3 crit damage instead of 1/1/2.
  23. Replaced Splinter armor with Shredder for Proficiency Marines and re-ordered their rows slightly for better thematic consistency.
  24. Moderately reworked Proficiency Phalanxes to have +2 mobility as compensation for shield mobility penalties, 10 front-loaded aim progression (like Medics, as opposed to original 7 backloaded aim progression), moved Blast Padding and Reflex from AWC to the main tree, moved Opportunist later into the tree, moved Aggression and Channeling Field to the AWC, and replaced Lock and Load with Combat Conditioning.

Full list of perk cards changed in Proficiency Classes:
  1. Marines: Added Combat Conditioning to get a 4th ability in one of their decks.
  2. Tech Specialists: Removed Return Fire
  3. Combat Engineers: Removed Sustained Fire, Danger Zone, Withering Barrage, and Opportunist
  4. Field Support: Removed Phantom and Stealth

Included in the Preview Images is a link to a far too long video explaining all 4 of the Rain Rebalance mods I've just released, with timestamps for each specific submod.

Requirements
This mod has no requirements, but all of its changes are made via ini editing in the config files, often of other mods. In the above list, any time a mod is listed and bolded, that mod is a requirement for the change to be made. If you aren't running a given mod, there will be no detrimental effects and also no changes to said mod.

Credits And Thanks
Iridar for Spark Arsenal
OnyxLock for Yellow Alert Lite
MrCloista for Project LASER, PCP Combat Engineers, and PCP Field Supports.
Anisotropic for Peek From Concealment
Lago for Shield Rework
Shiremct for Proficiency Class Pack, its Plugins, and Weapon and Item Overhaul
RustyDios for his unreleased Bio Medikit Fix

Anyone is free to use any part of my mod in their own works, just be sure to give credit to myself and the original mod author's where it's appropriate.
11 Comments
Madzak Feb 21 @ 3:44pm 
For anyone subbing to these tweaks: you need to remove his config file regarding combined workshop and lab crew count. It actually breaks the mod so crew engineers and scientists are actually counted:

File is called "XComLivingSpace". Just take it out of the folder and everything works.
Zarkil Sep 5, 2023 @ 11:59am 
The core collection list has some great links to out of date, redundant, or mods with bugs.

https://steamcommunity.com/workshop/filedetails/?id=2165341111
Zarkil Sep 5, 2023 @ 9:04am 
It's practically impossible to keep up with everything so I'm just sharing the possibly better options I've come across.
Zarkil Sep 5, 2023 @ 9:03am 
You can also set larger spawn areas, adjust if armor effects ablative armor, if fire and poison ignore ablative armor. Has some handy settings.
Zarkil Sep 5, 2023 @ 8:58am 
Rather Incoherent  [author] Sep 5, 2023 @ 8:46am 
@Zarkil 100% yes to Gotcha' Redux. I'll look into enabling Reliable Smoke through Highlander and taking it out of the modlist. I was unaware that was a thing I could do. Probably should actually look at The Highlander and not just turn it on because every mod needs it and refuse to look at it ever lol.
Zarkil Sep 5, 2023 @ 8:42am