XCOM 2
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[WOTC] TurboSkirmisher
   
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26 Aug, 2018 @ 2:10am
15 Sep, 2018 @ 10:32am
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[WOTC] TurboSkirmisher

Description
Initially, i did this mod for myself since vanilla game does not provide a decent customization via ini files for skirmishers. After several moments of making process itself i decided to share this mod for all, maybe someone will find in it something interesting.

This mod adds 5 new abilities focused on melee attacks, 3 just for fun and improve some abilities of the skirmishers.

New abilities will be applied only for new skirmishers in mid-campaign. Or you can refresh their ability tree via console command using this mod [WOTC] Additional Soldier Console Commands. Other changes works fine on old soldiers.

Mod provides base customization for all skills below. Cooldowns, actions cost, bonus numbers and other things are possible to change at will via ini file:
...\Steam\steamapps\workshop\content\268500\1493425910\Config\XComTurboSkirmisher.ini

General

Charges from all abilities replaced by cooldowns.

Reckoning - now active from start by default, cooldown reduced from 5 to 1 turn (1 use per turn), costs 1 action, does not end turn.

Three new skills for increase the melee potential of the skirmishers:
  • Rend - Ripjack attacks grants an additional +1 bonus damage and have a 35% chance to inflict bleed on an organic target. Unlocks at rank corporal.

  • Judge - Removes cooldown from the Ripjack Slash attack, and grants Ripjack attacks an additional 25% chance to critically hit. Unlocks at rank sergeant.
              - Reduce damage on second hits by 35% if first did not missed.

  • Tribunal - Ripjack attacks gain +1 bonus damage on critical hits and can pierce 2 armor. Unlocks at rank lieutenant.
Since abilities affects melee weapons this trio provides additional boost for Reckoning, Justice, Wrath and Retribution.

  • Executor - Successful Ripjack Slash attacks have 20% chance to restore 1 action. Unlocks at rank colonel.

  • Juggernaut - Successful Justice or Wrath attacks gain 50% chance to stun organic targets, but have their cooldown increased by 2 turns. Unlocks at rank lieutenant, requires Wrath.

  • Impulse - All damage shreds 1 armor, stacking with base shred. Free cost. 5 turn cooldown. Unlocks at rank major.
              - Any ability shred +1 armor while Impulse is active.
              - Can be set as passive effect via ini.

  • Evasive Fire - Standard shot at target, if it hits grants a bonus move. Cost 1 action, 1 ammo. 4 turn cooldown. Unlocks at rank sergeant.
              - Replaces Return Fire ability from xcom random deck for this class.

  • Preparation - Ends turn. Gain extra +15% critical hit chance and +15% aim bonus on the next turn. No cooldown. Unlocks at rank lieutenant.
              - Affects all abilities.

Other changes

Any of the changes below can be disabled via ini file.
  • Total Combat - Throwing a grenade or using an item no longer ends the turn. Provides an extra inventory slot that may only be used for grenades. Grenades deal +1 more damage and have 25% chance to critically hit.
              - Stacking with Volatile Mix.

  • Reflex - Added activation once per turn instead of once per mission.

  • Whiplash - Added 25% chance to shutdown robotic enemies. Cost 1 action. 4 turn cooldown.

  • Full Throttle - Increase mobility by 50% until end of this turn. Free cost. 4 turn cooldown.
              - Ability reworked, this is no longer a passive.
              - Bonus dodge can be added via ini. [was disabled by default]

  • Interrupt - A powerful form of Overwatch. Instead of firing automatically, perform any single action. While Interrupt is active regular shot gain +1 bonus damage and +10% aim bonus. 3 turn cooldown.

  • Waylay - Crits allowed during overwatch in addition.
              - Aim bonus can be added via ini. [was disabled by default]

  • Manual Override - Lower all ability cooldowns by 2 instead of 1. Cost 1 action. 1 turn cooldown (1 use per turn).

  • Battlelord - Added 5 turn cooldown, unlimited reactions instead of only 2.

  • Parkour - Grants +1 to mobility during mission and 10% chance for a free move after the first move of the turn.

Overrides classes: X2Effect_SkirmisherReflex, X2Effect_ManualOverride
46 Comments
T'erissk 24 Dec, 2024 @ 11:34pm 
Has anyone made a Skirmisher mod, where they jump off a ledge, and land on their feet like Advent troops do?
SupremeMorpheus 30 May, 2020 @ 9:27am 
Sorry I'm taking so long with this by the way. Am I doing something wrong? Do I need to replace the remainder of the else body or just add the new code at the start?
JimmyTheCannon 28 May, 2020 @ 8:57pm 
Okay, so this shouldn't actually remove any of the normal Skirmisher perks. Great! Given what you're saying ("I assume that...") I'm assuming myself that you've played with it and didn't have that behavior? That was what I was asking, essentially.
Lyrae  [author] 28 May, 2020 @ 8:53pm 
@JimmyTheCannon
Tiers must have different identifiers, then only base abilities (base identifiers) will affected. If they all a copypaste, then they all will be overwritten. Mod dislikes any touches to skirmisher's skill tree, this will lead to unpredictable results, I assume that brand new abilities do not appear after that
JimmyTheCannon 28 May, 2020 @ 7:35pm 
Yeah, I found Parkour later. It just wasn't on the actual Skirmisher page.

I understand the "Other Changes" section regarding standard abilities being modified. What I meant regarding 1 was, regarding the added abilities: this results in more than 3 abilities available at certain tiers. Are any default abilities replaced by new ones, or are the base abilities (modified where listed here) and all of these ones all available?

Or, are *just* the ones mentioned in this mod available and the other base abilities gone?
Lyrae  [author] 28 May, 2020 @ 7:22pm 
@JimmyTheCannon
1. Normal ones will be overwritten
2. You can modify any value from the list above, Interrupt cooldown to 0 is possible
3. Parkour is skill from Guerrilla Tactics School facility
JimmyTheCannon 28 May, 2020 @ 12:58pm 
Okay so I'm interested in this but I have some questions.

1) Are these abilities added in addition to the normal ones (Reckoning aside)?

2) Is it possible to modify things on these abilities in the ini instead of just disabling them? (Example: I'm planning to do a Marvel vs. Advent campaign and looking to use Skirmisher for Spider-Man, and since he'd have melee for his primary weapon Overatch obviously is useless but being able to Interrupt every turn would be good)

3) What's Parkour? You seem to indicate you're modifying it but I don't see it on the list of Skirmisher skills in the wiki.
Lyrae  [author] 18 May, 2020 @ 1:17am 
@SupremeMorpheus, technically it must shred 0 armor per hit and nothing more
Try to define local var (local X2Effect_GrantActionPoints GrantActionPoints;) at top of the function along with others locals and to apply changes launch a new mission
SupremeMorpheus 17 May, 2020 @ 10:11am 
Hey, so I tried adding the code and it didn't work. No grand crashes or anything, just impulse isn't giving the action point. I did change the shred value to 0, do you think that might be the cause?
Lyrae  [author] 23 Jan, 2020 @ 8:16pm 
Hi, it's been a long time since I last time launched x-com

@McGibblers, feel free on that

@SupremeMorpheus, haven't modded anything in an x-com for a long time and not sure how made weapon scale properly...
If you want bonus action you need find file in the mod folder ...\Src\TurboSkirmisher\Classes\X2Ability_SkirmisherAbilitySet_TS.uc, then open it via any text editor. Find Impulse function "static function X2AbilityTemplate Impulse_TS()", paste next text inside second conditional "else":

local X2Effect_GrantActionPoints GrantActionPoints;
GrantActionPoints = new class'X2Effect_GrantActionPoints';
GrantActionPoints.NumActionPoints = 1;
GrantActionPoints.PointType = class'X2CharacterTemplateManager'.default.MoveActionPoint;
Template.AddTargetEffect(GrantActionPoints);

For standard action change "default.MoveActionPoint" to "default.StandardActionPoint"