XCOM 2
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[WOTC] Extra Abilities for Chosen Weapons
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20 Feb, 2019 @ 5:13pm
29 May, 2021 @ 3:30pm
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[WOTC] Extra Abilities for Chosen Weapons

Description
FEATURES

This mod adds new abilities to Chosen Katana, Darklance and Disruptor Rifle.

Chosen Katana:
  • Dagger Throw - throw Chosen Assassin's dagger at a single enemy. Effective at close range.
  • Harbor Wave - launch a destructive wave of psionic energy.
  • For balancing reasons, armor piercing has been removed.
Darklance:
  • Hunter's Mark - mark target for elimination. Next shot is guaranteed to hit. Mark is lost if the player moves. Turn ending action.
  • Ambush - overwatch a narrow sector with one shot without reaction fire penalties.
  • For balancing reasons, Darklance now takes two action points to fire, just like a regular Sniper Rifle.
Disruptor Rifle:
  • Psionic Overkill - psionic units killed by this weapon will explode.

REQUIREMENTS

Requires X2 WOTC Community Highlander.

Should be safe to add mid-campaign, but I don't recommend doing it during a tactical mission just in case.

CONFIGURATION

All of the abilities are highly configurable through:
..\steamapps\workshop\content\268500\1662019265\Config\XComChosenWeaponsIRI.ini
Weapon stats can be adjusted in the XComGameData_WeaponData.ini in the same folder.

Additionally, the mod exposes configuration for these Chosen Weapons such as damage, armor pierce, number of upgrade slots, and the action cost of firing the Darklance.

Hunter's Mark can be configured to add bonus crit, bonus damage and crit damage.

KNOWN ISSUES
  • When adding the mod to a campaign in progress, it's necessary to re-equip Chosen Katana on a soldier so that Dagger Throw ability appears.
  • There seems to be an unintended interaction between Dagger Throw and Bladestorm, but I haven't been able to replicate the problem.

COMPATIBILITY

[WOTC] Assassins Katana - should be able to work alongside my mod just fine, but those Katanas will not be affected by my mod.

There seems to be a fatal conflict with Extra Weapon Upgrade Slots - WotC. I recommend to use Configure Upgrade Slots instead.

Dagger Throw ability should be compatible with [WOTC] Reusable Hunter Axe and WotC Stealth Overhaul, although I wasn't able to confirm that it actually works.

Compatible with [WOTC] Chosen Weaponry Fix, but to make sure everything works properly, you should open that mod's XComGameData_WeaponData.ini and remove or comment out the lines that change stats for XCOM versions of Chosen Weapons.

Should be fully compatible with [WOTC] Chosen Rifles.

Compatible with Chosen Reward Variety.

As a general rule, this mod should be compatible with anything that doesn't directly touch these three weapons.

CREDITS

This mod was commissioned by Reazen.

If you enjoy my mods, please consider supporting me on patreon[www.patreon.com].

Music in the mod preview video is OST Kuroko no Basuke, Yoshihiro Ike - Kaimaku.

As always, huge thanks to Team CX for their continued support.
Popular Discussions View All (2)
1
27 Nov, 2022 @ 10:19am
Extra Abilities for Chosen Weapons Chinese Translation
Erus艾鲁斯
1
21 Feb, 2019 @ 3:45am
translate Korean part
Sol-Phi
248 Comments
william09703 26 Feb @ 5:58am 
it's a very minor issue, but I see ui is showing no friendly name error for throwing dagger, despite it does have one in localization?
Iridar  [author] 10 Jan @ 3:09pm 
I'm all booked up in terms of commissions right now.
vinistrifezza 10 Jan @ 1:55pm 
wow
Do you make custom mods? I didn't know XDXD
How can I order or suggest something?
I'm really sorry, but I didn't know that XDXD
Iridar  [author] 10 Jan @ 7:58am 
This mod was a commission and I don't plan on expanding or altering it in the foreseeable future.
vinistrifezza 10 Jan @ 6:27am 
Hey master.... i really love your mods, so, thank you very much XD
I would like to ask you something... could you make some special ability for the assassin's shotgun (arashi) and the hunter's pistol (darkclaw)? I really like those weapons, and I think it's a infelicity that they are the only weapons that don't have any special abilities like the others you made for this mod.

I hate the look of the tier 3 weapons in xcom2, but I really love the look of the chosen weapons, so much so that I downloaded 2 mods that allow me to have all types of weapons in their "chosen versions" XDXD
And in all of these versions, they always have incredible unique abilities, with the exception of the darkclaw and arashi.
I would actually love that, because my campaign has been really hard, since I made things really more complicated with mods for more enemies, more powerful enemies and new types of enemies too XDXD

again, thanks for your mods and congratulations on the talent in making them
Lebowskichild 1 Jan @ 7:27am 
WOW thanks for the fast response. I will experiment to see what I can find out. I'll post my findings in the future when possible. Happy New Year.
Iridar  [author] 1 Jan @ 7:21am 
Hi. I don't know, there's no exact answer without experimentation, the game is often weird when it comes to conversion and ability radii.
Lebowskichild 1 Jan @ 7:19am 
Hello @Iridar.

The below line in the XComChosenWeaponsIRI.ini gives tile radius OR is it like other mods/vanilla config, where the value is actually meters which I believe is 1.5 meters for every tile. I would like to make the radius 5 tiles, so do I simply change the value 3 to 5, or would it need to be 8 or 9 depending on rounding?

DISRUPTOR_RIFLE_PSIONIC_DEATH_EXPLOSION_RADIUS_METERS = 3 ; Purifiers have 4

Hope this makes sense.
Iridar  [author] 10 Jun, 2024 @ 8:28pm 
No, the new ability animations do not support primary secondaries.
walt.bustamante 10 Jun, 2024 @ 8:21pm 
should the chosen katana wave ability work normally when used by the samurai class mod? i ask because is not playing the animation or the visual fx.