XCOM: Chimera Squad

XCOM: Chimera Squad

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Perfectly Reasonable House Rules
   
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Tags: Balance
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205.688 KB
27 Apr, 2020 @ 8:38pm
17 May, 2020 @ 10:32am
15 Change Notes ( view )

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Perfectly Reasonable House Rules

Description
A collection of gameplay tweaks I'm adding to as I play. All can be configured or disabled with ini edits so you can pick and choose among them.

Agents
  • Axiom's Psych Up ability: Adds 5 rage per use while Adrenal Surge is active.

  • Blueblood's Deadeye ability: Can only target units.

  • Cherub starts with the Shoot to Wound perk, which makes any finishing blows from his pistol render the target Unconscious. It also allows him to shoot as a first action without ending the turn.
  • Cherub's Kinetic Armor ability: Effect duration lowered from the end of the encounter to the beginning of Cherub's next turn.
  • Cherub's Generator ability: Triggers on the start of every turn rather than the end of each encounter.
  • Cherub's Phalanx ability: Unlimited uses per mission.

  • Claymore's Shrapnel Bomb ability: Gets 2 charges on mission start. 75% chance of restocking a charge at the end of an encounter.
  • Claymore's Sticky Grenade ability: Gets 1 charge on mission start. 50% chance of restocking a charge at the end of an encounter. Cooldown decreased from 3 turns to 1 turn.

  • Patchwork's Chaining Jolt ability: No longer ends the turn if used first. Cooldown increased by 1 turn.

  • Terminal gets Aid Protocol reapplied to her when her GREMLIN returns at the end of each encounter, instead of just on mission start.
  • Terminal's Pin Down ability: Cooldown decreased from 3 turns to 1 turn. Ammo cost increased from 1 to 3.

  • Torque's Hard Target ability: Dodge bonus decreased from 30% to 10%.

  • Shelter starts with the Overclock ability, a free action that makes Relocate a free action for the rest of the turn. 3-turn cooldown.

  • Verge's Stupor and Battle Madness abilities: Base accuracy lowered from 100% to 80%. (Gaining +8% per level as Psi Offence increases per vanilla rules.)

Hostiles
  • Radial Overwatch range increased from 3.5 to 5 tiles for Sacred Coil turrets and 2.5 to 4 tiles for Shrike Hitmen.
Equipment
  • Grenades and utility items are no longer free actions.
  • Assault rifles get +1 pierce.
  • Mach Weave dodge bonus decreased from 50% to 20%.
Combat
  • Firing during the breach phase consumes 1 ammo.
  • The Team Up ability can only be used on units with an upcoming turn in the current round.
  • Low Cover bonus increased from 20 to 30. High Cover bonus increased from 30 to 45.
  • A squadmember's chance of receiving a scar if they dropped below 50% HP during a mission increased from 10% to 40%.

Configuration
To enable or disable components of this mod, use a text editor to open the files at your local equivalent of steamapps > workshop > content > 882100 > 2076698865 > Config

Pairs well with:
Take the Loss: No Campaign Failure in Combat - Remote Medkit Use for Specialists
54 Comments
dskdev 20 Sep, 2023 @ 8:13pm 
The dev didn't like the idea on paper so they removed it. People will install the mod, play like 2 missions, and dip again lol Nobody plays Chimera Squad
Mofire 17 Sep, 2023 @ 1:33am 
Making utility items not free actions is horrible. Having strong utility is what makes the harder difficulties actually manageable. You WILL be outnumbered and cannot win without making your actions and equipment efficient. The game is designed around them being free and changing that acts as if it was a mistake.
Pencey  [author] 27 Jul, 2020 @ 4:46pm 
You can tune that following the 'Configuration' steps listed above.
MightyMouse 7 Jul, 2020 @ 7:00am 
The 40% chance of scarring at 50% hp is just too much. I love this mod, but I never have time to do anything other than scar removal in the training area. Any chance of scaling back either the rate or the threshold?
Pencey  [author] 26 May, 2020 @ 6:58pm 
When a unit already has a scar and they reach the conditions where they would receive another, the original scar is 'deepened,' and the debuff value is increased.
Kwic 26 May, 2020 @ 6:05pm 
I meant : -9MP
Kwic 26 May, 2020 @ 6:04pm 
is that intended that scars are ; -7hp, -9hp, -30 hit chances and so on !!!
Agents have 7-8 Hp; ennemy hit is 4HP (if they dont crit); means 2 hits and scars arrive !
I wanted challenge (Impossible/ironman/no heal, dont show ennemy health, not allowed to have Blueblood and Patchork in team) , but it is not playable with that kind of scars !. I will reduce scars chances and increase it mid to end game.
Kwic 25 May, 2020 @ 4:16pm 
Nice one. I wanted somthing to make the game harder. Is there anyway to modify ennemy health? So that they could have more health ?
FreeFormSage 21 May, 2020 @ 10:57am 
Love a lot of this, especially the change to Cherub's generator.
LordLancelot 15 May, 2020 @ 7:06am 
I did the test with nanomed kit, bubble grenade and Motile inducer.
They cost 1 action and do not end turn.

Working ! good job.