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[WOTC] Styr's Old Species Modules Rebalance
   
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30 Jun @ 10:51pm
15 Jul @ 7:30am
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[WOTC] Styr's Old Species Modules Rebalance

Description
After playing some amount of time with AU aliens, and making a handful of my own species modules, I've noticed that a couple of the old modules from RealityMachina missed the mark a little bit. Some of them just had overtuned stats (Twi'leks and Asari), others were way overpowered (Salarians), and one of them just didn't bring any new gameplay features (Turians). So, after noticing that I was half-considering dropping these species for my next run, I decided to, instead, fix them myself.

I'll go over each species and mention what sort of stats they ended up with and what abilities they get, as well as what changed from the "regular" RM's version of them.

You do not need to have all the supported modules installed to use this.

Species Changed
The Asari were pretty solid overall. My two minor nitpicks were: 1. The 2 ShieldHP was supposed to even out to the 4 HP a rookie regularly has; however, this was not the case unless you were playing on Legendary difficulty. I've normalized their HP so that, at mission start, they have the same amount of HP as a rookie; through their shield regeneration, they'll get more HP long-term. 2. 20 PsiOffense is. Insane. I've still kept it pretty high, but I've squashed it down to a more reasonable 15 at the higher difficulties.

Let's get straight to the point: Ready For Anything given out for free at rookie is beyond busted--so that's out--, and so is the other ability they get; let's start fresh.
So, abilities: the salarians get 1 ability now, still called Salarian Reflexes, that grants them a +15 Aim bonus to reaction fire, as well as dodge based on their distance from the attacker, up to 25 dodge. Stat-Wise: our little amphibian friends have average aim, slightly higher mobility (13) some base dodge (that stacks with the dodge given by Salarian Reflexes), and 20 hack stat to reflect their superior intellect. They kept their lower will when compared to humans, and got a defense stat of -5, to counter all that dodge they can stockpile (defense penalty absent at lower difficulties).

Turians were the reason this project started. Plain and simple: they were boring--and that's much greater a sin than being overpowered. They played the same as humans, but they had higher stats. Let's start from scratch.
Abilities: Turians now have two (2) whole abilities well, actually, one ability that does two things but I digress. Their iron will and military training makes them immune to Panic; and, whenever they are fighting side-by-side with the rest of their squad (i.e. they are adjacent to an ally), they gain a +10 Aim bonus and reduces the chance that either one of them will be critically hit by -20%. Stat-Wise: the only difference our murderous avians have when compared to humans is their unshakeable will--reflected by a much higher Will Stat (upwards of 13 more points on average).

The reasoning behind this one was two-fold: 1. 20 dodge (or even more at lower difficulties) is OP. I've knocked it down to a more sensible 10. 2. Other than the dodge, the rest of their kit was in a weird limbo. The one-turn stealth was either amazing if you had Shadowstrike, or completely pointless. So I've given them a second ability to make up for the lower stats. They now get Encourage a NTE action that gives an ally the Twi'lek can see a+15 Aim bonus for the rest of the turn--and an even greater bonus if used on a fellow Twi'lek. It's also situational, but hopefully less pointless for the vast majority of builds than the one-turn stealth.

It's all configurable
Well, most of it is. The numbers on the abilities and even if the active ones are NTE or not can be changed through config.

If you liked some of my reworks but not all of them, it is possible to disable the ability-replacement too (though you'll have to comment out the stat changes yourself if you want those gone).

Is it safe to add mid-campaign?
Safe? Yes. It should seamlessly apply to any newly generated aliens. Will the changes retroactively apply to existing aliens? Short answer: not a clue. Feel free to test it, if you want to be a trailblazer, or just keep this one aside til you start up your next campaign.

I hate species module X please rework it!
I might get to it, I might not. We'll see. These are the species I've used and felt as though they needed another pass. If I try out some other old ones, and I feel like they need it, they might be reworked in the future.

If you play LWOTC...
If you play LWOTC with Allies Unknown (for the love of gods with the appropriate bridge mod). I have added a bonus to infiltration time to both the Twi'leks and the Salarians. Enjoy :)


Thanks
Many thanks to RealityMachina for everything he has done for the community and for creating these modules in the first place (as well as Allies Unknown in general). And thanks to EvilBob, although this time the ability icons are of my own making, he always helps brainstorm designs or ways to improve them. Special shout-out to Fancyneer for the awesome pose pack I've used to make the thumbnail.

If you don't already have it, grab Allies Unknown Redux² it's full of bugfixes and stuff, check it out :)
6 Comments
Ironmonk 8 Jul @ 6:30am 
And if necessary to achieve the ideal less than 100mb or maximum of 150mb I think its valid even to reduce the texture quality... in some cases you can lower it and not tell the difference, and even if you can, the reduction in file size is so big that its worth it.
Styrium  [author] 8 Jul @ 4:18am 
I feel weird about repackaging other people's cosmetics. But we'll see..
I think all the ME ones are made by Kexx anyway, so maybe I can convince him to cook them and have them as a prereq like all of my other modules.
jahsinha 8 Jul @ 12:34am 
Agreed. The moment a modder uploads a cooked version of these, they will be an instant download. Until then, hedging, as I'm constantly trying to figure out what mods to remove so I can try - and that is harder nowadays, especially, with some chunkers I already have.
Ironmonk 2 Jul @ 9:37am 
Thanks for the good work!

Still, I think the most glaring problem with some of the RM species (Turian, Sangheili, Asari and Krogan) is the file size... it should be 150mb at the most and ideally below 100mb each.

So, yeah, we need a Re-Redux version with cooked files to reduce file sizes. This way it would be possible to have many races installed simultaneously without a huge hit on performance/loading.
Liarzax 1 Jul @ 8:52pm 
Will you be doing the Elite and other Races too?
Max 1 Jul @ 12:12am 
your genetic experiments have been called "controversial" by various ethics committees, but honestly, i think this was for their own good. excellent work, dr. vahlen styrium