XCOM 2
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Old War Abilities
   
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16 Mar, 2016 @ 11:31am
23 Mar, 2016 @ 1:29pm
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Old War Abilities

Description
***Note: Should still work with Shen's Last Gift & Alien Hunters DLC releases, but not being updated/supported at this time***

Author: Charmed
Mod ID: 646510470

Old War Abilities adds abilities to the AWC ability pool from prior titles, joining the lonely lightning reflexes. The mod serves to increase the variety of your soldiers and campaigns without significantly altering class balance or causing compatibility problems. The properties of the abilities are customizable, as well as which are used.

Current list:
Flush
Disabling Shot
Executioner

'Flush' is a shot that forces the enemy to move on hit. The cooldown, aim bonus/malus, ammo cost, damage multiplier, behavior tree, and optionally the perk it replaces are customizable via ini.
'Disabling Shot' is a shot that causes the enemy's weapon to malfunction, necessitating a reload before it can be fired again. The ammo cost, damage multiplier, aim bonus/malus, and whether it also adds a stun are customizable via ini.
'Executioner' is a passive perk improving aim and crit against enemies below 50% health. Target health ratio, and the aim and crit boni, are customizable.

By default, these abilities are only added to the AWC pool. They can also be used as replacement abilities for any class. An example of such a change is in the xcomclassdata.ini, commented out. NOTE: The commented out version is out of date, use OWA_ prefix.

Compatibility: This mod doesn't override any classes.
39 Comments
iisnothere 31 Aug, 2019 @ 1:49am 
do these abilities take advantage of squadsight with sharpshooters?
What's An Airport? 20 Dec, 2017 @ 7:26pm 
And two of these abilites returned in long war and disabling shot was a bit to OP in my eyes. It's like statis for not PSI operatives.
Iridar 29 Aug, 2016 @ 11:54am 
@Charmed

I tried, but then my XCOM would crash on launch.

@Dragon32

Seems to be the case. I tried editing Flush.uc in Src folder, but it didn't change anything, seems the mod author needs to manually recompile it.

I thought maybe deleting Flush.u would force the game to recompile it from source, but that just deleted the ability from the game.
Dragon32 29 Aug, 2016 @ 9:26am 
And cool mod, btw! Been using it for a while now for some more AWC randomness.
Dragon32 29 Aug, 2016 @ 9:25am 
Pretty sure that the file used in the game by a mod user is Script\Flush.u

That looks (to me) like it's compiled from the .uc files in Src\Flush\Classes

AFAIK a mod user can't edit the .u
Charmed  [author] 29 Aug, 2016 @ 9:15am 
@Iridar

Did you also get the variable ActionPointCost.bConsumeAllPoints = true; (change to false)?
Iridar 21 Aug, 2016 @ 8:30am 
Hey I'm using the standalone Flush mod: http://xcom2.smods.ru/archives/359

I've replaced Walk Fire from Long War Per Pack with it, and it works great, my only problem is that Flush requires both actions, which is unreasonable, in my opinion. How do I make Flush cost only one action? I tried editing Flush.u script to set ActionPointCost.iNumPoints = 1, but it doesn't seem to work.
Drake 12 Aug, 2016 @ 7:09pm 
Any updates for Long War packs?
Drake 2 Jul, 2016 @ 8:31pm 
Any plans for adding extra Old Long War skills to the mix?
MrShadow 30 May, 2016 @ 2:55pm 
Any chance to add in the deep pockets and smoke and mirrors soon?