XCOM 2
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Bladestorm Customization WOTC
   
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20 Sep, 2019 @ 3:15pm
20 Sep, 2019 @ 3:45pm
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Bladestorm Customization WOTC

Description
This is a simple WOTC port of my Customize Bladestorm mod. It includes the Templar and Skirmisher.

It allows you to change whether Bladestorm can crit, if it triggers on movement or attack or both and if reaction fire penalties are applied to the abilities.

All 3 bladestorm versions can be configured independently so you could for example create a gentleman's Bladestorm for the Templar that does not trigger on movement and since he can never miss remove reaction fire penalties but disallow him to crit. You could also allow the Ripjack to crit and so forth.

It's not as extensive as GauravDas's version he made for LW2 based on my vanilla code, but it is much simpler and does not use a Listener so it's technically faster and more compatible. It is also free from X2Ambient hooks.

-= PARAMETERS =-

By default, all parameters are the same as vanilla. If you only sub and forget, no changes are done to your game.

You'll need to open the config file of this mod and change whatever you like.

File location:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1868288591\Config\XComCustomizeBladestorm.ini
Popular Discussions View All (1)
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24 Sep, 2022 @ 12:14pm
Spanish Translation
Kanario97
32 Comments
adsumarkus 15 Feb @ 2:26am 
; If true, the attack is subject to Reaction Fire penalties and will also be dodged by Lightning Reflexes and Shadowstep will make it not trigger
REGULAR_BLADESTORM_REACTION_PENALTY = false
; If true, just moving around the target will not trigger it.
REGULAR_BLADESTORM_MOVEMENT_TRIGGER = false
; If true, attacking the target in melee will not trigger it.
REGULAR_BLADESTORM_ATTACK_TRIGGER = false
; If true, the attack will use the regular Crit calc and bonus damage assigned to it.
REGULAR_BLADESTORM_ALLOW_CRIT = true
adsumarkus 15 Feb @ 2:26am 
Are the comments in the .ini the wrong way around?

The comments say, that inversing the settings should cause bladestorm to trigger in more situations, but the name of the variables suggests the opposite and I just had a unit caught in a bind after I deliberately parked them next to a viper
Juravis  [author] 14 May, 2022 @ 9:09pm 
There might be exceptions for reinforcements, I forget. This would be part of the base game if it does, I dont change that. I made this mod to nerf Bladestorm and only make it work on attacks personally as i felt movement bladestorm traps are annoying on both sides.
trsand98 14 May, 2022 @ 8:30pm 
Strange. I've had several instances where I put a unit with bladestorm in the center of a reinforcement pod, and it has never triggered on enemies whose first action is to move away from the unit.
Juravis  [author] 14 May, 2022 @ 8:00pm 
It detects all movement, no particular direction. Its not possible with this mod, but everything is codable. It counts movement toward and away.
trsand98 14 May, 2022 @ 7:57pm 
Would it be possible to make bladestorm be triggered by enemies moving away from the user?
Juravis  [author] 20 Apr, 2021 @ 1:11pm 
Well you are SOL then. Good thing we played when things worked
Dragon32 20 Apr, 2021 @ 2:58am 
@ADVENT Avenger
The ability to reorder mods was removed in a recent version of the AML. All that function did was rejigger the order mod names were written into XComModOptions.ini, and that had no effect on how the game processed them.

robojumper's got a blog piece about load order in XCOM 2. It's... complex
https://robojumper.github.io/too-real/load-order/
Juravis  [author] 19 Apr, 2021 @ 8:54pm 
If it does work, ensure you use the Alternative Mod Launcher and put this mod AFTER RPGO.
Mr.Smiles 19 Apr, 2021 @ 8:53pm 
@ADVENT Avenger, hopefully he can get around to it, I haven't had any luck getting a concrete answer on this anywhere, even with the mod author of those mods X_X oh well, thanks for your time.