XCOM 2
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[WOTC] Odd Tweaks Season 7
   
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24 Dec, 2021 @ 4:41pm
12 May, 2022 @ 4:29am
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[WOTC] Odd Tweaks Season 7

Description
Compilation of tweaks regarding Season 7 ChristopherOdd modlist:

Vanilla changes
  • rewarded soldiers cap at Captain. Corporal, Sergeant, Lieutenant, Captain are respectively unlocked at FL 1, 5, 10, 15
  • increase turns in most missions
  • apply Chosen HP buffs as followed:

    Level
    Assassin HP
    Hunter HP
    Warlock HP
    HP increase
    1
    28
    26
    31
    5%
    2
    40
    39
    44
    10%
    3
    61
    59
    65
    30%
    4
    93
    90
    98
    50%

  • Renaming of units
    • all Vipers to "Snek"
    • all Mutons to "Mooton"
    • Gatekeeper becomes "Space Egg From The 7th Dimension"
  • change starting recruits from 10 to 2
  • reduce Ultrasonic Lure duration from 8 to 3
  • increase Dodge and add Shield HP to the Avatar
  • give Avatar Layered Armour, Adaptive Alloy Plating, Cloista Kinetic Plating, Fortress abilities
  • give Commander Avatar Layered Armour, Adaptive Alloy Plating, Fortress abilities
  • tweak boss pods in phase one of Fortress
  • increase squad size on Leviathan to 8
  • increase unit cap

Point-Based Not Created Equal
  • change initial points from 85 to 99
  • mobility range between 11-13
  • enable PsiOffense stat roll

Advent Purifier Revamp
  • AI tweak to prevent units to only use pistol
  • now carry fire ammos

Hide "perfect information" dialogues from EU Aim Rolls

Diverse Aliens By Force Level
  • Avenger Defense and Chosen Avenger Defense are not affected
  • pod sizes rules changes:
    • at FL 5 15% to get one more enemy (total possible addition 1)
    • PLUS at FL 10 25% to get one more enemy (total possible addition 2)
    • PLUS at FL 15 50% to get one more enemy (total possible addition 3)
    • PLUS at FL 20 75% to get one more enemy (total possible addition 3)
  • reinforcement sizes rules changes:
    • at FL 5 15% to get one more enemy (total addition 1)
    • at FL 10 25% to get one more enemy (total addition 1)
    • at FL 15 50% to get one more enemy (total addition 1)
    • at FL 20 75% to get two more enemies (total addition 2)

Yellow Alert Gameplay V2.0
  • reinforcement won't have offensive action on spawn
  • enemies outside of XCOM's sight won't be activated

Revert stat debuff from A Better Chosen

Add upgrade slots to secondary weapons using Weapon Skin Replacer

Enable analog mode and tweak camera settings from Free Camera Rotation

Remove Lifetime Stats information from Tactical HUD

Colonel requirement for Covert Action in Recover Fallen Hero

Remove Rescue Haven Survivors from Additional Mission Types

Only psi trained units can equip a Psi Amp in Psionics Ex Machina Psionics Ex Machina

Set choice selection at 2 in Choose My Class

Localization change to Nice Mission Debriefing: "Wanton Destruction" becomes "Wang-Fu Destruction"

Reduce HP, Armor and Mobility from The Very Angry Sectopod

Reduce HP and Mobility from Return of the space egg from the 8th dimension!

Don't display XP from Soldier Info Redux

Remove Gatekeeper and Cryokeeper weakness to Bluescreen Rounds using Redefine Units

Remove utility items drops from Lost in World War Lost

MOCX customisation to use entire appearance for Dark VIP units

MOCX Customizer+ don't pull from VIP pool

Change stun duration from 4 to 3 turns in Non Lethal Combat

Don't display CharacterPool class or Psi stat in recruit screen from Rustys Recruits Redux

Give one turn delay to Viper children reinforcements and remove damage due to Death Explosion in Children of the King 2.0

Change description of Shield Bash from Ballistic Shields
to better notify the disorient effect

Lower chances for ADVENT Warlock (renamed Psion) to rise after death from 100% to 66%

Increase chances to spawn Gather Survivors, Recover Expedition, and Extract Operative missions in Covert Infiltration

Enable Box mod in Dynamic Encounter Zones

Reduce by one reinforcements in Populated Chosen Chambers

Neaye integration as Denmother
Popular Discussions View All (1)
0
5 Aug, 2022 @ 10:51am
Using the mod without "A Harder War: Advanced Aliens" mod
Boundir
85 Comments
RustyDios 8 Mar, 2024 @ 12:03pm 
Localisation\xcomgame.int
oldguyplays1969 8 Mar, 2024 @ 12:36am 
I cannot find the file that was edited for WANG-FU Destruction any help with that TIA
RustyDios 27 Nov, 2023 @ 12:38pm 
Join Odd's discord and come to the XCOM2 section.
Balfour 27 Nov, 2023 @ 12:00pm 
anyway to download your Character Pool?
Greenmaster1967 31 Jul, 2023 @ 9:29pm 
old man jenkins, the mod is called "Dont Move A Muscle wotc" un sub and away ya go cheers
Old Man Jenkins 22 Jul, 2023 @ 7:45pm 
Where is the option/mod that changes The Assassin's tracking shot behavior? Love that idea but I don't really want most of the tweaks because I'm not that good.
RustyDios 15 Jun, 2023 @ 7:20pm 
Running on a lower difficulty would be fine, but most of the adjustments here were made for legend difficulty .... in the configs, anywhere you see "_Diff_3" is where it was adjusted specifically for legend... you might want to mirror/copy those to the other difficulties ("_Diff_2" etc)

The campaign worked with the modlist, and no extra mods. When the AML complains about "mod dependencies missing" they can be safely ignored as the modpack covers those mods by using others.

As you can see from the playthrough the campaign ran right to completion :)
azairvine 15 Jun, 2023 @ 7:14pm 
Seems as though the DLCs are in a bundle sale so might as well just buy them and run the full Season 7 modpack yeah?

I don't have any experience with Season 6 or Season 7 of Odd's play throughs other than the first few eps. Are you able to advise so I don't sink 200hrs onto a lost cause? 😬

I'm not sure I'm up to Legend status - would running a lower difficulty still be playable or would it be broken without your config adjustments?
Boundir  [author] 15 Jun, 2023 @ 7:59am 
We made changes to Very Angry Sectopod mod to reduce HP, armor and mobility (on legend only iirc). You could check but I think we put vanilla values. So either remove the lines regarding the Sectopod or put yours.
I didn't follow the evolution of the associated mods nor did I see authors comments. You can use the mod fully or use parts of it. Totally up to you 😉
azairvine 15 Jun, 2023 @ 5:31am 
Can I use this mod if I'm not installing ALL of the mods from Season 7? For example I haven't installed Very Angry Sectopod - will the code in the XComGameData_CharacterStats.ini be ignored, or will it throw an error looking for that mod?

Also wondering whether it's better to NOT use this mod based on the authors comments about changes to mods since the start of the campaign (potentially causing balance issues). I could imagine it would be a nightmare to double check what may have been updated, and any balance issues wouldn't be obvious until a mid-game encounter?