XCOM 2
[WotC] Tactical Combat Overhaul
 Dieses Thema wurde angeheftet; es ist wahrscheinlich wichtig
Nider001  [Entwickler] 1. Jan. 2022 um 5:29
Full Changelog
The following list of changes is sorted by the files they are located in. While it may seem a bit inconvenient, the chances of overlooking something go down significantly. All changes are reflected through respective English and Russian in-game localization text if needed.

XComAI.ini:

- The amount of Lost units that are forced to attack XCOM soldiers is reduced to 50%.
- The limit to enemy units that are allowed to attack player at the same time is removed on all difficulties except Rookie.
- Turrets and Gatekeepers are added to fallback exclusion list (can no longer attempt to disengage if there are no allies nearby).
- Unrevealed enemy pods are no longer forced to either move towards XCOM soldiers if the latter stayed out of combat for too long or stay out of sight if too many enemies are already engaged in combat.
- All enemies are now a bit more likely to remain in place if there are no good tiles to move to. Units that aren't pod leaders also value full cover a bit more when they choose to move.
- Psi Bomb and Wrath Cannon can no longer be used by Codices/Sectopods if the attack does not affect at least 2 targets.
- Panic behavior is no longer advantageous to the player. Both player and AI units now have an equal chance to randomly shoot at allies or enemies.
- Humanoid ADVENT units now use Hunker Down ability. The chance varies depending on available opportunities and pressure from XCOM soldiers (or being on fire).
- AI units no longer excessively enter Overwatch when they see EVAC zone or enemy VIPs.
- AI units may now choose to throw grenades (even at lone enemies) or enter Overwatch if all chances to hit are very low. The former applies only to Commander and Legend difficulty levels.
- AI units no longer prioritize targets marked by Officers above much better options when choosing the target to attack.
- Minimum chance to hit that AI considers not low is reduced from 40 to 30 to account for changes to cover.
- AI units are no longer heavily deterred from targeting the Lost in most cases.
- Sectoid second action movement behavior is made consistent with other units: Sectoids are now a lot less likely to spend both actions on movement rather than using their abilities or weapons.
- Regular Turrets are now a bit smarter and try to either shoot or enter Overwatch with their second action.

XComGameCore.ini:

- Pistol shots are no longer guaranteed to miss against Mimic Beacons.
- Hunker Down Defense is reduced to 25.
- Base bonuses of Scopes, Laser Sights and Hair Triggers are reduced from 5/10/15 to 4/8/12. Repeater chances are reduced to 1/2/3. Scopes no longer provide bonus Aim against flanked enemies.
- Bonus weapon upgrade stats from Insider Knowledge are reduced.
- Advanced Stocks are effectively removed from the game. Miss damage of Superior Stocks is reduced to 2.
- Incendiary and Venom Rounds no longer increase base damage.
- Bonus damage of Bluescreen Rounds is reduced to 2. Hack Defense reduction is increased to 20.
- Crit Chance bonus of Talon Rounds is reduced to 10.
- Health bonuses of all vest items are increased by 1.
- Health bonus of E.X.O. Suit is reduced by 1.
- Bonus Psi Offense is reduced to 10/20 for tier 2/3 Psi Amps.
- Duration of Combat Stims is increased by 1.
- Bonus Defense is increased to 30/45 for low/high cover.
- Aim bonus from good angle to cover is set to apply regardless of distance.
- Good angle bonus is no longer disabled when the target is behind extended low cover.
- Maximum good angle bonus is reduced to 34%.
- Aim assist is disabled on all difficulty levels.
- Skulljack Hacking bonus us reduced to 20.
- Suppression Aim penalty is increased to 50 for AI units (now matches the value of Grenadier's ability).
- Bonus damage of Biggest Booms perk is reduced to 1, Crit Chance is increased to 30.
- Undying Loyalty ability proc chance is set to 20%.
- Stats of Alien Hunters DLC armors are set to be more in line with regular armors.
- Enemy panic chance from seeing Alien Hunters DLC armors is reduced to 15%.
- Hunker Down no longer triggers Alien Ruler reactions.
- Health bonus of tier 2/3 SPARK armor is increased to 5/10.

XComGameData.ini:

- All Purifiers now carry weapons with increasingly higher base damage. Regular Purifiers no longer carry grenades.
- Turn window between Lost waves is increased. Maximum number of waves per mission is set to 9.
- Recovery times are softened for light and medium wounds.
- Alien rulers are set to appear a bit later than in vanilla (exact time depends on difficulty level).
- Armor Shred of SPARK Strike ability is increased to 1/1/2.

XComGameData_CharacterStats.ini:

- Avatar: Armor, Crit Chance and Detection Radius are increased.
- Commander's Avatar: Health is increased to 20, Flanking Crit Chance now matches that of regular soldiers on the same difficulty level.
- Tier 1/2/3 General: Defense is reduced.
- Sectopod: Hack Defense is increased, Mobility is reduced to 14 on Rookie, Armor is increased on higher difficulty levels.
- Gatekeeper: Health, Armor and Will are increased.
- Archon: Aim is reduced to 70.
- Muton: Health and Will are increased on higher difficulty levels.
- Elite Trooper: Health is increased on higher difficulty levels.
- Stun Lancer: Aim is reduced to 60, Health is reduced by 1 on all difficulty levels except Rookie.
- Chryssalid: Dodge is increased to Viper values, Aim is increased to 80 on Commander and Legend.
- Militia (friendly fighters on Retaliations and from Volunteer Army): Health and Flanking Crit Chance are increased, Aim is reduced to 65/75 for tier 1/2.
- Chosen Hunter: Aim is increased.
- Reaper: Base mobility is reduced to 8, number of utility slots is increased to 1.
- Neonate Viper: Flanking Crit Chance is increased to be in line with regular enemies.
- SPARK: Armor is set to 2, Aim is increased to 70, Defense is reduced to 10.
- Julian Sectopod: Hack Defense is increased to 135 on Commander and Legend.
- Derelict MEC: Armor is reduced by 1, Health is increased by 1.

XComGameData_SoldierSkills.ini:

- Shadowstrike Aim and Crit Chance are reduced to 20.
- Reaper cooldown is set to 4 (all cooldowns also include the turn the ability was used on).
- Hunter's Instinct Crit Chance is reduced to 5.
- Rapid Fire Aim penalty is set to 20.
- Stasis cooldown is increased to 5.
- Null Lance cooldown is increased to 6.
- Soul Steal now heals for 100% of damage dealt.
- Null Lance cooldown is increased for AI units to match the value for player units.
- Schism damage is reduced to 1, +1 damage bonus.
- Rupture damage bonus is reduced from 3 to 2, the attack is no longer guaranteed to crit.
- Volatile Mix bonus damage is reduced to 1.
- Blast Padding protection is increased to 75%.
- Chainshot Aim penalty is reduced to 10.
- Number of Combat Protocol charges is reduced to 1.
- Aim (ability) bonus is reduced to 15.
- Civilians no longer have -30 Defense.
- Shredder Armor Shred is reduced to 1/1/2.
- Multiple Shieldbearers are no longer allowed to use their ability on the same turn to avoid overlapping.
- Gatekeeper's closed state Armor bonus is increased by 1.
- Avatar Mind Control duration and cooldown now match that of Commander's Avatar.
- Laser Sight close range Crit Chance bonus is set to a maximum of 8.
- Shadow mobility bonus is increased to 50%, cooldown is increased to 4.
- Remote Start no longer deals double damage, cooldown is increased to 5.
- Soul Harvest Crit Chance bonus per stack is increased to 10, max bonus is unchanged.
- Reckoning bonus damage is reduced to 0.
- Whiplash damage is reduced to 3-4 with +1 Crit Damage.
- Amplify min bonus damage is reduced to 1.
- Void Conduit initial damage is reduced to 2, cooldown is increased to 2.
- Primary attacks of Chosen Hunter, Sectopod and Gatekeeper may now Headshot the Lost.
- Combat Protocol now reduces enemy Hack Defense by 20.
- SPARK Strike cooldown is increased to 6.
- Overdrive Aim penalty is increased to 20.

XComGameData_WeaponData.ini:

- Damage of nearly every weapon available to XCOM is reduced. Bonus damage from critical hits is set to 1 for conventional weapons as well as all pistols and to 2 for almost everything else that deals at least 3-5 damage.
- Katana Crit Chance is increased to 30.
- Arashi Crit Chance is increased to 20.
- Damage of Chosen weapons is increased across all their levels.
- Damage of Advanced and Elite Priests is increased to 5-6+2/6-7+3.
- Damage of all Spectres as well as Vipers and Codices is set to 4-6+2.
- Aim bonus of melee attacks is increased from 10 to 20 for enemies whose melee attack is not their primary one (Stun Lancers, Archons, etc).
- Damage of tier 2/3 Militia soldiers is reduced to 2-3+1/2-4+1.
- Damage of Advanced and Elite Troopers is increased to 5-6+2/6-7+3.
- Damage of Elite Shieldbearers is increased to 6-7+3.
- Damage of Mutons is increased to 6-7+3 for ranged attacks, 1 Shred is added to melee attack.
- Damage of Berserkers is set to 5-8+3 with 1 Shred.
- Damage of Chryssalids is set to 6-7+3.
- Damage of Archons is set to 6-8+3 for ranged attacks and 7-9+3 for melee ones. Blazing Pinions damage is set to 5-7 with 1 Shred.
- Damage of Heavy Turrets is reduced by 1.
- All regular Turrets now have 1 Shred.
- Max damage of Heavy MEC Micro Missiles is isncreased by 1.
- Damage of Avatar and Commader's Avatar is increased to 9-12+4.
- Damage of Andromedon melee attack is set to 7-10+4 with 2 Shred.
- Damage of Gatekeeper primary attack is increased to 12-16+6, damage of psionic abilities is increased by 1. Damage type of primary attack is no longer Explosive.
- Damage of Prototype Sectopod/Sectopod Wrath Cannon is increased to 10-13/14-17 with 3/4 Pierce and Shred.
- Damage of Viper Bind is set to 2-3 with -1 Pierce.
- Bonus Hacking is reduced to 15/30 for tier 2/3 Gremlins.
- Bonus Crit Chance is set to 10 for all regular shotguns.
- Bonus Crit Chance is set to 10/20/30 for tier 1/2/3 swords.
- Weapon accuracy profiles are rebalanced. All weapons now have an ideal range of 8 tiles (all Aim bonuses and penalties begin before or after 8th tile). Shotguns offer more accuracy at close range, but quickly fall off at long range. Sniper rifles have a stronger penalty while cannons and assault rifles have a stronger bonus at close range.
- All enemies now use proper weapon accuracy profiles.
- Frag grenade damage is reduced by 1, Plasma Grenade damage is unchanged.
- Damage of special grenades is adjusted to be in line with the main ones. Damage type of special grenades is now the same as their element rather than Explosive.
- Armor Shred of Elite Officer grenade is reduced by 1.
- Damage of Advanced and Elite Trooper grenades now matches that of Advanced and Elite Officers.
- Armor Shred of Muton grenade is increased to 2, max damage is increased by 1.
- EMP Grenade and EMP Bomb now reduce enemy Hack Defense by 20.
- Defense bonus of Smoke Grenade/Bomb is increased to 25. Smoke Grenade radius is increased by 1.
- Damage of tier 1 heavy weapons is set to 3-5+1.
- Damage of tier 2 heavy weapons is set to 4-7+2. Plasma Blaster is an exception with 6-7+2 damage. Blaster Launcher Shred is set to 2, Shredstorm Cannon and Plasma Blaster Shred is set to 3, Pierce is removed.
- Regular/Advanced/Elite Purifiers now deal 1+1/3-4+2/5-6+3 damage with their Flamethrower attacks.
- New 'SMG' weapon accuracy profile is introduced which is a softer version of 'Short' (shotgun) profile. It is used by Shadowkeepers, Templar sidearms, Bullpups and Arashi.
- Damage of alien ruler attacks is generally improved.
- Rage Strike damage is set to 3-4 with 1 Shred.
- Shadowkeeper Aim bonus is set to 10.
- Hunter's Axe and its upgrades no longer have bonus Crit Chance.
- SPARK weapons can no longer be upgraded, but have +1 ammo and +10 Crit Chance.

XComMissions.ini:
- Timers are increased by 3 on most Guerrilla Op missions.
- Reinforcements are disabled by default on Protect Device missions.
- Timers are increased by 4 on most Council missions.
- Timers are increased by 2 on Secure UFO missions.
- The minimum amount of saved civilians required to win basic Retaliation is reduced to 4.
- Interval between waves on Avenger Defense and interval between cannon shots on Avenger Assault are increased by 1.
- The number of double waves on Swarm Defense missions is reduced by 1 on Veteran and Legend.
- Timers are increased by 2 on Recover Expedition missions.
- The amount of containers is increased to 15 on Supply Extraction missions. However, enemies begin extracting crates from mission start.

Non-config changes:

- New Flamethrower variants that deal increased damage are added to Advanced and Elite Purifiers.
- Descriptions of tier 2/3 Psi Amps now display actual config values rather than static text for Psi Offense.
- Cooldown of Rapid Fire ability is reduced to 1 (including the turn it was used on, so it just can't be used more than once per turn).
- Rupture ability is no longer guaranteed to crit.
- Hunker Down can be used outside of cover and no longer ends the turn when used as first action, but prevents movement for the rest of it.
- Void Conduit can no longer be used on enemies with immunity to psionic effects.
- Mobility bonus from Reaper's Shadow no longer stacks with itself.
- All Reaper abilities related to deploying Claymores now end the turn.
- Muton bayonet attacks now benefit from +20 melee accuracy bonus.
- Chosen Hunter's Tracking Shot now actually has a chance to miss instead of being guaranteed to hit.
- Flamethrowers and Hellfire Projectors can now set targets on fire.
- SPARK weapons can no longer be upgraded.
- All pistols except Shadowkeepers now use 'Medium' accuracy profile (same as assault rifles).
- Shadowkeepers, Templar sidearms, Bullpups and Arashi now use 'SMG' accuracy profile which is a softer version of 'Short' (shotgun) profile.
- Hunker Down ability is added to all humanoid ADVENT units and Bradford (on DLC mission).
- Maximum number of faction soldiers the player is allowed to have at the same time is now unlimited for every faction.
Zuletzt bearbeitet von Nider001; 1. März 2022 um 23:01