XCOM 2
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PsiRebalance
   
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Tags:  gameplay
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Posted
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253.899 KB
24 Apr, 2016 @ 6:38am
27 Apr, 2016 @ 2:36pm
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PsiRebalance

Description
Rebalances the way the Psi Operative gains abilities and nerfs some of it's abilities.

Title art by https://www.facebook.com/jujibla/

The Psi Operative is a unique class in XCom 2. While I like it's unique feel, I still have some problems with it. One of Xcom's coolest features is growing attached to your soldiers as they accompany you throughout your campaign. Xcom 2 encouraged this with a plethora of customization options. However because of the way Psi Operatives are trained, this doesn't apply to them. You put a rookie into the lab, some time passes, and BAM: you suddenly have an unbeatable super soldier that you didn't get to "know" at all. This brings me to my second point: Psi Operatives are imbalanced. Even a half trained PsiOp can outshine the other classes in almost every aspect. It offers high damage without ammo limitations on a long range, has supreme crowd control and defensive skills, and is also tanky. This small mod aims to "fix" both of these problems.

Main Feature:
-Psi Operatives now need to attend missions to progress in Ranks. They still train in the Psi Lab, and they still dont earn "kill experience" like the other classes, but they have to participate in real life combat scenarios to advance their knowledge! A symbol in the Armory's Soldier List tells you, when a PsiOp can learn additional abilities (similar to the rank up symbol of other classes).

I also implemented some Nerfs:
-Stasis now ends the PsiOp's turn
-The following enemies are now immune to domination: Gatekeeper, Andromedon, Archon. You can add or remove enemies from this list in the mod's ini.
-The Damage of lategame Void Rift and Schism got nerfed
-The Proc rates of the Void Rift Insanity ability got nerfed a bit (so less mind control on void rift use, normal insanity is unaffected by this)

Ini-editing is possible! You can disable singular features of this mod, so if you only want the training feature but not the nerfs, this is possible! Have a look at the mod's XComPsiRebalance.ini for further information.

UPDATE:
The often requested feature of restricted ability choice is now an optional part of the mod. If you no longer want your PsiOp to be able to eventually learn both abilities of each rank, you can activate this feature in the mod's XComPsiRebalance.ini (last entry in the file). It is deactivated by default. However there is one exception: even with this option activated the PsiOp can still learn both Initiate-rank abilities (Stasis and Soulfire). I did this because otherwise there would be no choice at Adept rank, since both passives rely on one of these abilities.
I also suggest to raise the mission requirements for each rank with this option activated, else the training is rather short since the PsiOp can only learn 8 abilities. I added my suggestions to the ini.

Compatibility:
This mod mainly uses Screen Listeners, so there should be no issues as long as other mod creators dont override screen classes (which they shouldn't!). It also extends (not overrides!) X2StrategyElement_DefaultStaffSlots and rewrites a function of it, but i know of no mods that should conflict with this.

As of the new Update this mod now overrides UIChoosePsiAbility. This was the easiest way to implement restrictions for ability learning, and so far I know of no mod that uses this class. If you ever encounter compatibility problems because of this, just tell me, maybe I will try to find a more "compatible" way of implementing this feature.

If you encounter any bugs, just message me.
91 Comments
LeaderEnemyBoss  [author] 25 Mar, 2018 @ 6:00am 
Lehemoth 15 Feb, 2018 @ 12:01am 
Hoping you find the time to update this great mod for WOTC. Game should have been like this to begin with
Wonka Wonka 22 Jan, 2018 @ 12:51pm 
In the SDK upon building it says unknown macro 'DifficultySetting'. Changing it to 'CampaignDifficultySetting' as defined in the Globals.uci instead prompts 7 other errors. If I was a coder I'd fix this myself, but alas..
LeaderEnemyBoss  [author] 13 Sep, 2017 @ 10:16am 
thats a pity, thanks for your science efforts tho ;)
Zenteck 13 Sep, 2017 @ 9:49am 
I've tested it, it's not working unfortunately. The game starts and I was able to load an endgame save file (after I had removed by psi-lab). As soon as I click to build a new one the game crashes. Tested twice, and again with this mod disabled where it worked fine. I doubt it's a conflict, most of my other mods are aesthetic.
I look forward to when and if you can update your mods. I considered this and the LW2 version mandatory last year.
LeaderEnemyBoss  [author] 11 Sep, 2017 @ 9:24am 
Currently i have no time for modding. However since the changes to psiops in WoTC are miniscule it is possible that this mod is still compatible. Someone has to play labrat tho :p
Atraignis 10 Sep, 2017 @ 4:14am 
Any chance this will get updated to WoTC? It's a much more sensible way of implementing Psi Ops than the base game. At the moment my Psi Op is eclypsing even my faction heroes and she's only actually been on about 3 missions!
TamTroll 11 Aug, 2017 @ 11:31am 
Awsome, i will deffinately give it a try then. thank you!
LeaderEnemyBoss  [author] 11 Aug, 2017 @ 10:22am 
This mod will not work with lw2 at all, its intended to be played with vanilla xcom. It will also work with already trained psiops
TamTroll 11 Aug, 2017 @ 9:14am 
and also will this work for psi-ops that already have a few levels? my oprative already has one ability from the lab, and is currently working towards a seccond. will adding this mod interrupt this skill-gaining at all or no?