XCOM 2
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Allies Unknown Species(?) Mod: HK-Series Droids
   
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55.198 MB
13 Dec, 2016 @ 9:51pm
10 Feb, 2017 @ 9:09am
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Allies Unknown Species(?) Mod: HK-Series Droids

In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 items
Description
The meatbag-insulting droids from a galaxy far, far away (or the one we live in in the context of this mod) can now be utilized and constructed by XCOM for their guerilla operations.

Latest Update
Added debug mode to bypass stacks mechanic in .ini, added rebuilding functionality to Build HK tech. Fixed some errors in how Assassination Protocol worked

Unlike most AU mods, HK Units do not have the option to be recruited through the Avenger, instead to replace that, they can be built in the Proving Grounds after researching the Mechanical Assassins tech, unlocked after you have researched/unlocked SPARKs or instantly if you do not have Shen's Last Gift installed.

Destroyed HK units can also be rebuilt via the Build HK tech.

Stats
HK Units have access to Assassination Protocol, a Mark-like skill with one charge by default (and lasts for your turn) that will let you do half HP damage to a normal target, or get bonus damage if you're fighting a ruler or an enemy below 50% HP.

However, unlike a Mark, Assassination Protocol requires 3 stacks of Information Gathering to be used, which are gained whenever a HK Unit attacks a hostile target with either regular gunfire, or a hostile ability like Combat Protocol.

In addition to their robotic immunities, HK Units also work on EU/EW armour rules since they don't suffer meatbag impairments like blunt force trauma incurred from their armour taking hits and have superior designs to humanity's native robots: as long as their base HP pool isn't damaged, they can be put back in the fight right after barring mods like Fatigue.

In terms of stat variations, they are identical to humans except in Aim, Crit Chance, and Armour

Rookie
HK Units have 2 armour, 70 aim, and 20 crit chance.

Veteran
HK Units have 1 armour, 70 aim, and 15 crit chance.

Commander
HK Units have 1 armour, 70 aim, and 10 crit chance.

Legend
Same as Commander


These stats can be changed in the mod's XComGameData_CharacterStats.ini

Known Issues
Cosmetic transitions can break regular soldiers' cosmetic options, use this to fix it if it's enough of an issue for you.


Thanks
DrDCB for making the X2-compatible assets this mod uses.

Wheatley ESQ for the help with making an ability that uses stacks (and for making the underlying code in general, I just butchered it, really).

Bioware for making the original assets and EA for not taking action against the mods using your property in general.
33 Comments
KrazeScreen 10 Mar @ 7:28pm 
does it work with long war of the chosen
MrShadow 10 Mar, 2023 @ 10:33am 
Would love to see more like this with other Droids. Like the IG and security droids.
jline 7 Nov, 2022 @ 9:47am 
will this mod work with the WOTC version of allies unknown?
Combat Droid 19 Jun, 2020 @ 3:28pm 
are they all sharpshooters?
A†rocious 9 Oct, 2017 @ 3:37am 
PS: HK works fine in WotC but I noticed his voice cannot be changed and he has a human voice in my game. May be a mod conflict here.
A†rocious 9 Oct, 2017 @ 3:35am 
Dear RM, we are extremely pleased with the performance of our HK unit. However, we have two comments about the Assassination Protocol:
- We think it is simply too strong; giving the XCOM team an unfair advantage over ADVENT. Perhaps you could make the mark ability turn ending, so beta strike Sectopods and Gatekeepers have at least a chance to survive a turn?
- Security Towers are exploitable: If HK takes a look at a Security Tower (but does not hack it), he still gains Information Gathering (maybe even two points at once).
Sincerely
Atrocious
Rex705 6 Aug, 2017 @ 3:58am 
Whoa. I just unlocked sparks and found in the proving grounds multiple Mechanical Assassins. After doing the Mechanical Assassins multiple HK units are listed along with the Mechanical Assassins.

I have other buildable units like Geth and a COD bot so maybe these mods are not playing nice together?
The Gaming Archaeologist 26 Jul, 2017 @ 4:44am 
Any idea what the path is for the HK file? I'd like to alter it for some buffs I have in mind.
Relzak 20 Mar, 2017 @ 10:50am 
This mod glitched out all of my default armor. Some characters can use other parts but most can only use the HK parts. I tried downloading that cosmetic transition mod but that didn't fix the issue.
Ivan Teurer 3 Feb, 2017 @ 3:06am 
should give hime a HK rifle