XCOM 2
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Lost Bladestorm
   
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14 Jan, 2018 @ 5:39pm
15 Jan, 2018 @ 8:10pm
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Lost Bladestorm

Description
This mod gives the Bladestorm ability to all Lost. It does not equip them with swords, it just gives them a Bladestorm reaction attack using their normal melee attack.

I got the idea from a suggestion on the /r/xcom2mods subreddit by Cryptix123 https://www.reddit.com/r/xcom2mods/comments/7l2fio/mod_request_lost_have_bladestorm/

Balance

- In my limited testing this makes the Lost more dangerous and makes encountering them more interesting. I'm not sure how significant a buff it is as I have not play tested it extensively. It may be overpowered and needs additional balancing of some kind, so if you have ideas on how to adjust it and improve it please post a comment.

Changelog

- Added descriptions for the Lost Bladestorm ability so it will appear in "Yet Another F1"
- Disabled the trigger for attacking from melee range. Lost will now only trigger Bladestorm for movement. This can be re-enabled via Mod Config Menu.

Known bugs

- There's no alert indicating that a given attack was triggered by Bladestorm, unlike the Ranger's normal Bladestorm
- There's something wrong with animations. For example, in the first video the Sharpshooter uses her pistol, which triggers a reaction, but the animation when she resumes is a rifle shot. I think this is just a cosmetic bug and the game logic is not affected (note that in the example the rifle shot did not use any ammo)
- The Lost will not react to any other unit that has Bladestorm. This means if a Ranger with Bladestorm walks past a Lost, they are immune to the Lost's Bladestorm. This is an intentional hack to avoid the game getting into a glitched state I observed while testing when actions and reactions pile up. Note in the comments that someone said this is not fixed in some cases.
- The Lost will react to a unit which starts their turn in melee range and then moves away. I thought this was a change in behavior compared to the normal Ranger Bladestorm, but apparently not.

There are probably more. Please let me know if you encounter any, but in the meantime don't play with this mod enabled on your favorite Ironman campaign. If anyone is knowledgeable about the Bladestorm code or the related systems and wants to help fix it, please post a comment!

https://github.com/spacemanaki/xcom2mods/tree/master/LostBladestorm
67 Comments
Bawkdragon 13 Feb @ 7:46pm 
Does lost blade storm not triggering on ranger bladestorm work both ways. Seems like that would be the most balanced way to do it. Prehaps have melee attacks only not trigger lost bladestorm.
uberjammer 29 Dec, 2024 @ 5:07am 
(Hopefully I understand the bladestorm mechanic properly)
uberjammer 29 Dec, 2024 @ 4:55am 
Erm... ok, you did say you didn't know how powerful it would be. Incredibly powerful, I'd say. If they attacked *after* you attacked them, it would be fine and balanced, but beforehand? The lost are based on a particular mechanic - 2 AP away and they are "chasing" you but not attacking. 1 AP away, and they attack you. That's their whole thing - you'd have to change map sizes and view distances and overwatch distance to fix it.
javiermvia 18 Oct, 2024 @ 11:34am 
Is it possible to make bladestorm avaliable also to zombies?
Ive been searching for it but there is not such mod in the store :(
If someone does it please answer in this comment section pls ^^
Talon 17 Jul, 2024 @ 6:20am 
@Lute the Goblin I personally use [WotC] The Flood: Replace the Lost BETA. Its still got swarming weaklings mechanics by reskinning dashers, howlers, and normal lost as Flood forms, but it also adds Infection forms at higher CR's that can possess your units, Tank Pure Forms to replace Brutes, and Carrier forms that carry Infection forms and explode releasing them when damaged.

I combine that with No Lost Headshots, Limited Reloads, Poisonous Lost, and Fair Lost Targeting.

Engaging the Lost in melee becomes actually somewhat dangerous unless you've got Bladestorm, but even then, once Carrier forms and Infection Forms get involved you can't rely solely on your Bladestorm Templar or they'll end up possessed.

You ABSOLUTELY need to have some kind of flamethrower access, however, to use this setup of mine; Personally I use the Alchemist class mod, but I've heard good things about the Burner class mod.
Dragon32 25 Apr, 2024 @ 2:33pm 
@Lûte the Goblin
AFAIK World War L is the main Lost-affecting mod. That does some balance tweaks but is mainly cosmetic. Honestly, I think the Lost rely more on numbers than individual power. There maybe some tweaks to them in A Better ADVENT but that's not a mod I've used.
Lûte the Goblin 25 Apr, 2024 @ 1:36pm 
Any suggestions for alternative mods to this one to make the Lost a bit more of a threat in close quarters?
Lûte the Goblin 25 Apr, 2024 @ 1:36pm 
I've had to disable this mod as it frequently caused the game to get stuck in an infinite loading loop after a Skirmisher executes a Retribution attack when running past any Lost.
https://i.imgur.com/CJHlSJV.jpeg
Rtma Eros Paragon 18 Feb, 2024 @ 3:33am 
I can confirm a Templar with bladestorm, attempting to move past lost will get stuck in a moving state/soft lock, can you fix this please? you mention about rangers not triggering bladestorm from lost, can you make an exception to Templar and I assume Skirmisher also?
Rtma Eros Paragon 11 Feb, 2024 @ 11:35pm 
Personally I prefer it not to show the bladestorm perk as they just swing at their target without a blade to speak of.