XCOM: Chimera Squad

XCOM: Chimera Squad

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A Better Agent (LITE)
   
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30 Apr, 2020 @ 11:26pm
3 May, 2020 @ 7:12pm
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A Better Agent (LITE)

In 1 collection by Scuba Steve
A Better Start | Agent | Arsenal + (LITE)
6 items
Description
Give your squad a mild upgrade. Increased agent traits of health, mobility, offense, etc. Abilities are more powerful with shorter cool downs. Training time reduced and buffs increased.


How is it that a mythical named squad would have anything less than the most elite fully skilled agents? Sure HQ has superior training facilities but it is not an academy for rosy cheeked cadets. Chimera Squad should be staffed with agents already hardened with experience and conditioning that are a force of nature from the first breach to the farewell drive in the APC. Chimera Squad deserves more.. it deserves A Better Agent.


A Better Agent (LITE) overrides the game's default values that pertain to the agent. Core stats of HP, mobility, defense, offense, will, etc have been increased. The skill tree abilities are more powerful, further reaching, and quicker to reuse. As the stats and abilities are tied to training the training management at HQ is also part of this mod (and not A Better Start). Training durations have been reduced and every training session now has additional stat bumps over and above the single stat improvement. The first HP buff grants HP, will, mobility, dodge, and utility item, for example.

For the detail folks below are the conventions used in increasing each stat.
: [XComEntity X2CharacterTemplate] Full Ver | Lite Ver ------------------------------------------------------|------------ CharacterBaseStats[eStat_HP]= +2 | +1 CharacterBaseStats[eStat_ArmorMitigation]= +2 | +1 CharacterBaseStats[eStat_ArmorChance]= +30 | +20 CharacterBaseStats[eStat_Dodge]= +20 | +10 CharacterBaseStats[eStat_Defense]= +5 | +2 CharacterBaseStats[eStat_Mobility]= +5 | +2 CharacterBaseStats[eStat_Initiative]= +0 | +0 CharacterBaseStats[eStat_Offense]= +30 | +10 CharacterBaseStats[eStat_CritChance]= +30 | +10 CharacterBaseStats[eStat_FlankingCritChance] +40 | +10 CharacterBaseStats[eStat_Will]= +50 | +20 CharacterBaseStats[eStat_PsiOffense]= +20 | +10 CharacterBaseStats[eStat_Hacking]= +20 | +5 CharacterBaseStats[eStat_HackDefense]= +10 | +5 CharacterBaseStats[eStat_Strength]= +30 | +10 CharacterBaseStats[eStat_UtilityItems]= +1 | +0 CharacterBaseStats[eStat_SightRadius]= +30 | +10 CharacterBaseStats[eStat_DetectionRadius]= +0 | +0 CharacterBaseStats[eStat_BackpackSize]= +1 | +0 CharacterBaseStats[eStat_AlertLevel]= +0 | +0 ------------------------------------------------------|------------ Ability Cool down (*never < 1 turn.) -2 | -1 Ability damage, pierce, shred +2, +0-1, +0-1 | +1, +0, +0 Ability chance for positive outcome +30%-+50% | +10% Ability ranges +30%-50% | +10% Ability radiuses +30% | +10% Ability charges +1-+2 | +0-+1 ------------------------------------------------------|------------ Training Durations -2--5 | -1--2 Training learned stats +30% | +10% *fullv. gets 2 additional stats bumps per training.|
These were not strictly followed where they did not make sense to adjust to that amount.




All of my "A Better *" Mods are nothing more than config file overrides. There is no actual compiled code in these mods. If you like the mod but wished there was one thing changed about it please leave me feedback. However, if you want to make your own tweaks then follow the file paths below and open them up. I have placed comments to describe the changes I have made. A lot of the variables are pretty straight forward and verbose.
C:\Program Files (x86)\Steam\steamapps\workshop\content\882100\2080067918\Config XComCharacterSkills.ini XComSoldierSkills.ini XComStrategyTuning.ini

* Most of the buffs can only be applied at the start of a new game. You can load this on a save but you will see only a few improvements to stats that are a result of actions that happen after the mod is loaded

22 Comments
Element UK 1 Feb, 2021 @ 2:08am 
I think you need to make 'A better agent EXTRA lite'. This makes playing 'impossible' easy
AndyXH3 15 Aug, 2020 @ 10:25pm 
can you make a mod that make assembly, spec ops, and training 2x faster?
FreeFormSage 2 Jun, 2020 @ 2:14pm 
OOooooo. So there's an unused stat that determines a % chance for armor /to/ work?

That would go a long way to balancing some of the higher amounts, and even justify early game armor...AND do a fair job of representing what you said, the odd shot to the face dipping on a vest.

Vveeerrryyy interrrreesstting.....

Thanks for another bit of insight, Scuba.
Scuba Steve  [author] 29 May, 2020 @ 6:30pm 
I included the other variables with no change so I had the complete list and the fact that I was not completely sure what adjusting those values would do to the character. Make them more noticable or allow them to detect bad guys sooner. Increasing their sight range had the effect of uncovering enemies sooner so again I wasn't sure.
Scuba Steve  [author] 29 May, 2020 @ 5:47pm 
Hey Thanks Zero! So armor chance is the chance that your armor will mitigate the damage. You would think it would be 100% if wearing anything that gave you the gold hexs. I believe they use it as a way to provide different tiers of protection. What I've seen in the files is that any character that is robotic their armor chance is 100%. I guess the way to look at it is that you can have great armor on but still die from a shot to the face. Defense is actually a factor for a few things. It is used like scalar to differentiate classes (again my guess).

I'll explain the other stats here in with a new comment.
FreeFormSage 26 May, 2020 @ 4:13pm 
Also what's the difference between "Armor Chance" and "Defense"? I thought defense was the stat attacks were initially rolled against, right? And isn't armor just the yellow hexagons that absorb damage 1 for 1?
FreeFormSage 26 May, 2020 @ 4:12pm 
Why did you include Initiative, Detection Radius and Alert levels in your listing, when neither mod affects them? And for that matter, what to the second two do?

God I wish this game explained itself better.

At any rate, I adore your Better X mods. Love them. Given me hours of fantastic play time. Thank you, sincerely.
Scuba Steve  [author] 5 May, 2020 @ 1:07pm 
Still, thanks for the feedback. :-)
Cahos Rahne Veloza 4 May, 2020 @ 9:27pm 
Nevermind, I see we can edit the mod's config .ini if we needed too :)
Cahos Rahne Veloza 4 May, 2020 @ 9:08pm 
I know most people disable the tutorial once we had our first go at it, but it is kind of fun to go through it for story/lore purposes.

And in the tutorial Cherub is supposed to go down so yeah, I feel his Hit points needs to be kept at eight (8) HP so his scripted "down time" still triggers. The tutorial does still continue even if Cherub doesn't go down though.