XCOM 2
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Allies Unknown Species(?) Mod: HK-Series Droids
   
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55.198 MB
Dec 13, 2016 @ 9:51pm
Feb 10, 2017 @ 9:09am
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Allies Unknown Species(?) Mod: HK-Series Droids

In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 items
Description
The meatbag-insulting droids from a galaxy far, far away (or the one we live in in the context of this mod) can now be utilized and constructed by XCOM for their guerilla operations.

Latest Update
Added debug mode to bypass stacks mechanic in .ini, added rebuilding functionality to Build HK tech. Fixed some errors in how Assassination Protocol worked

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.

Destroyed HK units can also be rebuilt via the Build HK tech.

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 after barring mods like Fatigue.

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
Cosmetic transitions can break regular soldiers' cosmetic options, use this to fix it if it's enough of an issue for you.


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

Wheatley ESQ for the help with making an ability that uses stacks (and for making the underlying code in general, I just butchered it, really).

Bioware for making the original assets and EA for not taking action against the mods using your property in general.
32 Comments
MrShadow Mar 10, 2023 @ 10:33am 
Would love to see more like this with other Droids. Like the IG and security droids.
jline Nov 7, 2022 @ 9:47am 
will this mod work with the WOTC version of allies unknown?
Combat Droid Jun 19, 2020 @ 3:28pm 
are they all sharpshooters?
Atrocious Oct 9, 2017 @ 3:37am 
PS: HK works fine in WotC but I noticed his voice cannot be changed and he has a human voice in my game. May be a mod conflict here.
Atrocious Oct 9, 2017 @ 3:35am 
Dear RM, we are extremely pleased with the performance of our HK unit. However, we have two comments about the Assassination Protocol:
- We think it is simply too strong; giving the XCOM team an unfair advantage over ADVENT. Perhaps you could make the mark ability turn ending, so beta strike Sectopods and Gatekeepers have at least a chance to survive a turn?
- Security Towers are exploitable: If HK takes a look at a Security Tower (but does not hack it), he still gains Information Gathering (maybe even two points at once).
Sincerely
Atrocious
Rex705 Aug 6, 2017 @ 3:58am 
Whoa. I just unlocked sparks and found in the proving grounds multiple Mechanical Assassins. After doing the Mechanical Assassins multiple HK units are listed along with the Mechanical Assassins.

I have other buildable units like Geth and a COD bot so maybe these mods are not playing nice together?
The Gaming Archaeologist Jul 26, 2017 @ 4:44am 
Any idea what the path is for the HK file? I'd like to alter it for some buffs I have in mind.
Relzak Mar 20, 2017 @ 10:50am 
This mod glitched out all of my default armor. Some characters can use other parts but most can only use the HK parts. I tried downloading that cosmetic transition mod but that didn't fix the issue.
Ivan Teurer Feb 3, 2017 @ 3:06am 
should give hime a HK rifle
Rex705 Feb 1, 2017 @ 2:14pm 
I had a HK droid but when I upgraded armor he changed into a human and I can't find the droid in the customize menu. I have another mod that let's you have the HK droid as armor but I still can't find it in menu. I tried removing that mod but still nothing.