XCOM 2
56 ratings
Human Creativity Mod
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.484 MB
21 Mar, 2016 @ 3:31pm
12 Oct, 2016 @ 12:02pm
8 Change Notes ( view )

Subscribe to download
Human Creativity Mod

Description
Most Recent Update: Added GTS Ability and Modified Ability

Ability for Barrel Extension changed:
Basic Barrel Extension: +2 aim, +1/6 squadsight aim, -2 mobility, +5 crit
Advanced Barrel Extension: +4 aim, +1/3 squadsight aim, -2 mobility, +10 crit
Superior Barrel Extension: +6 aim, +1/2 squadsight aim, -2 mobility, +15 crit

Abilitt Added for GTS: From The Shadows - Adds +10 Aim & +10 Crit for an soldier with rank equal to or below corporal, to lower difficulty for early game.

________________________________________

It is time for the aliens to know of our strength. We may not have the technology that the invaders do. But they know not the unbridled creativity that humans pocess. It is time to show the aliens the sheer power of Human Creativity. I'm trying to building atmosphere, but feel free to skip this blurb.

Human Creativity Mod : You will have to start a new game to play this mod. My apologies.

Similar to Shen's Legacy Mod, HC is a mod that introduces items that decrease the early game difficulty. However, what is different is that HC also adds gameplay balancing for the 2 diffent trees in each class (in the form of additional GTS abilities) for the sake of powering them up.

HC wishes to make a slew of interesting items in order to make XCOM 2 more fun. Also balance out the classes so there isn't only one way which is clearly OP.

With the goals of this mod being to introduce many items so that, like LW before, you would have many ways of solving a problem instead of having only one way (Which is to destroy cover then kill) to survive higher level difficulties.

Special Thanks to /u/Kwahn & /u/fxsjosh for their help with abilities, and the support of the /r/XCom2Mods community.

Also thanks to many mods whose codes I plagiarized from viewed through to make this mod. Including: Upgrade Reminders, Tech Armor, SMG Mod (by LWS team) and more that I don't remember. If you cannot take a joke, please realize that the above was a joke and more than 90% of the code I wrote myself and have no intention of stealing anyones creation. :)

If you like this mod, please check out Shen's Legacy made by Teh V & Kwahn.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/635598252

I also like: Tech Vest & Psionic Grenade (because they also added interesting items.

To experience this mod to its fullest, you will likely need difficulty increasing mods such as:
- Improved AI
- Better Advent
- Haven Defense
- More Gatekeepers & Sectopods
- More Dark Events

____________________
Researchable Techs:

I didn't want to clutter the mod with a bunch of techs you have to research to get this stuff so there is only 1 Tech called Human Creativity that you research in the beginning and the rest is dependent on default research items.

I might add more Techs if people want me to do so, but so far I have no plans.

____________________
Weapon Attachments: Manufactured under weapons tab in Engineering/Items

Basic Barrel Extension: +2 aim, +1/6 squadsight aim, -2 mobility,
Advanced Barrel Extension: +4 aim, +1/3 squadsight aim, -2 mobility
Superior Barrel Extension: +6 aim, +1/2 squadsight aim, -2 mobility
//This is meant to power up snipers early game at penalty of mobility (HINT: you can cancel it out with lightening strike)

Cocentric Magnoburst: If unit has Chain Shot, Chain Shot has no cooldown
//This item does NOT work with non-cannon (Primary Weapon) weilding units
//This is meant to power up grenadiers' Heavy Gunner tree at mid-game to late-game

____________________
Items: Manufactured under item tab in Engineering/Items

Camoflauge Spray: Gives unit two conceal charges, require 1 faceless corpse
//This is for those who think mimic beacons are too OP take; take this instead and have fun stealthing.

Magnum Overlay: +1 pistol damage, -1 movement
Upgraded Magnum Overlay: +2 pistol damage, -1 movement
//This item does NOT work with Plasma Pistols (too OP)
//This is to power up pistoleers in early game, useless late game since it will not work on Beam Pistols.

Walker Servos: +1 movement
Advanced Walker Servos: +2 movement
Superior Walker Servos: +3 movement
//Used to cancel out the all the movement penalties I keep giving all these items XD

____________________
Armors: Manufactured under armor tab in Engineering/Items

Basic Magnetic Core Enhancer: +1 sword damage, -1 movement, gives ability: WhirlWind Slash (2 turn cooldown)
Advanced Magnetic Core Enhancer: +2 sword damage, +0 movement, gives ability: WhirlWind Slash (1 turn cooldown)
Superior Magnetic Core Enhancer: +3 sword damage, +1 movement, gives ability: WhirlWind Slash (no cooldown)
//This item does NOT work with non-sword (Secondary Weapon) weilding units
//Whirlwins Slash is a sword attack that costs 1 AP instead of 2.
//Used to cancel out how bad sword Rangers are penalized. for close range attacks.

____________________
GTS Abilities: Designed for balancing, since there is originally only 4 abilitis for each class.
//Added 4 more abilities to balance the tree in each class.

Brute Force: Gives -30 Aim penalty for rest of the mission, +50 tech (+15% hack chance) for 2 turns.
//Meant to balance how Specialists rarely are used for hacking, this gives Specialist a better hack chance.
//Think of it as an emergency ability to save your ass with a higher hack chance. Just don't get greedy or you might still die horribly.
//Used to counter how Specialists are essentially overwatch dogs and rarely used for hacking. Also for the fact that people don't use hacking as an emergency save, something I think the original authors intended it to be.

Gun Kata: Gives Sharpshooter +20 dodge and +1 mobility bonus & +1 Armor pierce.
//Meant to make Pistoleers a bit more powerful

More Dakka / Volume Fire: Gives Grenadiers +16 aim against units in cover, +8 aim and +1 damage against units out of cover. Gives +1 shred to either case.
//Meant to balance out the horrible aim on Grenadiers, making them unsuited for Heavy Gunner.

Soul Blade: Gives Rangers +2 Armor Pierce, +20% crit if Ranger has Blademaster, + 15% aim if Ranger has Bladestorm.
//Meant to balance out all the disabilities of Sword weilding, including low crit, and low aim.

//With these 4 abilities, GTS now has 1 ability for each tree that each class can take to buff them up!!

____________________
Version Control: The bolded version is the current version. Talk about how this got developed and what will be added.

V 1.0 Finished all Initial Items: BarrelExtension, MagnumOverlay, & WalkerServos

V 1.0~1.3 Added more items: CamoflaugeSpray, MagneticCoreEnhancer, started idea for 1 action blade.

V 1.3~1.6 Working on GTS Abilities for Gameplay Balance

V 1.6 Working Build now with all 4 Guerilla Tactics School Abilities

v 1.7 Re-vamped the 4 GTS Abilities for balance, MoreDakka's extra Ability is moved to Cocentric Magnoburst Item

v 1.7.4 Fixed items not requiring corpses and supplies. Walker Servos now with +5 dodge per level, Barrel Extension adds +5 crit per level & Added GTS Ability: From The Shadows

v 1.7.5 Fixed items reverting to lower level items after hitting max level

v 1.8~2.0 Add 2-3 more interesting items for balance if necessary
32 Comments
Itwas acthually30million 28 May, 2017 @ 9:32pm 
any chance of long war 2 compat. i don't care bout balance just want it to work.
Landar486 6 Apr, 2017 @ 5:16pm 
I know it's been awhile, but i really liked this mod. wonder if there's a plan for this to pop up in long war 2 in some fashion?
jbrandyman  [author] 12 Oct, 2016 @ 12:01pm 
I have updated with a fix for the problem with walker servos and other items still revert to lower levels.

Please let me know if the problem still exists. Thanks!
jbrandyman  [author] 12 Oct, 2016 @ 9:46am 
Hey guys, I am currently trying to address the issues found, but on compatibility with DLC, I don't really have an idea what's causing the error. The item reverting back to previous builds seem to rest with the UpgradeItem function and BaseItem function which the authors used one or the other depending on which update you have...I'll try to resolve the problem, but it may take some time.
Weimond 8 Sep, 2016 @ 8:01am 
I love this mod but I encountered a bug when I finally was able to make the ultimate walker servos and suddenly I found my self only bing able to build the basic one from advent exosceleton.
Ginger 10 Jul, 2016 @ 1:26pm 
Dunno if the author is going to update this for the Armory change on the Avenger, so that the ruler armor introductions work, but a good place to start looking for the bug would be one of: X2StrategyElement_DefaultFacilities
X2StrategyElement_DefaultStaffSlots
X2StrategyElement_DefaultTechs
Those are apparently what Scientist Staff Slots overrides and it has the same problem.
Doc |♚STONE♚| 1 Jun, 2016 @ 9:38pm 
The issue I found so far is that this mod makes the Avenger's trophy-room from Hunter's DLC revert back to the old armory style....
Landar486 19 May, 2016 @ 5:10pm 
I have an issue where I go to upgrade items, then when i go to build them later, the workshop reverts them to only build the basic item. (i.e. upgrading the barrel extension to advanced, then later only able to build basics again)
hambil 18 May, 2016 @ 8:26am 
@Gh0stmak3r I have the same issue. After a LOT of testing I can confirm that it is this mod, not Shen's Legacy.
Gh0stmak3r 13 May, 2016 @ 11:43pm 
It is either this mod or Shen's legacy which is causing my game to freeze when equipping the ALien hunter armor...any idea what's going on?