XCOM 2
SuperSoldiers (Core)
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Update: 21 Aug, 2019 @ 1:45pm

    Ninja
  • Each tier of the "Ninja Suit" now comes equipped with one of the Ninja's iconic weapons, the kunai. By default the kunai comes with 2 abilities "Throw Kunai" and "Kunai Overwatch". The Ninja tree was tweaked to include 3 new abilities that further improve the use of the kunai. Check the google doc for more info about the new abilities.
  • Almost all Ninja Specializations have been slightly reworked.

    The Ninja Suit was the least interesting/helpful armor of all the added armors in this mod. While the armor needed to help the Ninja to survive in the battlefield it required a way without adding armor or HP to a class that was intended to be more high risk - high reward than the rest. Adding the kunai helps the Ninja survive in an offensive way that perfectly fits the concept of the class while at the same time adds some ranged attack options

    RPGO Plugin
  • Further restrictions and ability interaction improvements have been applied.
  • Improved the whole plugin experience with new icons and better descriptions to guide you when you level up the Soldier.

    Other
  • Description updates.
  • Fixed an issue where the bonus utility item in tier 1 "Ninja Suit" wasn't applied.
  • Updated the "Cybernetic Conversion" ability icon.
  • Under the hood changes and improvements.

    Ninjas will require rebuild through console command in order for the tree to be updated with the new abilities and order.
    Use "RPGO_RebuildSelectedSoldier" for the RPGO version or "RebuildSelectedSoldiersClass" (Additional Console Commands mod) for the Non-RPGO version.

Update: 21 Aug, 2019 @ 1:45pm

Update: 21 Aug, 2019 @ 1:45pm

Update: 16 Aug, 2019 @ 11:28am

  • Added options for complete RPGO integration as specializations in the RPGO tree instead of classes.
    If you want them as fully integrated RPGO specializations, simply head to the XComRPG.ini (SteamLibrary\steamapps\workshop\content\268500\1726208561\config) and turn
    bEnabled=false
    to
    bEnabled=true
    for the specializations that you want to appear in the tree. There is a guide and a "Copy-Paste" text available with all specializations enabled in the "RPGO Complete Integration.txt" file (SteamLibrary\steamapps\workshop\content\268500\1726208561).


  • Description fixes.
  • Under-the-hood changes.

Update: 16 Aug, 2019 @ 11:27am

Update: 14 Aug, 2019 @ 10:12am

  • Added a condition on the N7 Destroyer Soldier's "Adrenaline Rush" ability that prevents activating it more than once per turn. This prevents abusing the cooldown reduction mechanic by killing the Lost.

  • Description updates.

Update: 14 Aug, 2019 @ 6:56am

    SPARTAN-II
  • "SPARTAN Charge" cooldown reduction from taking damage reduced to 1 from 2. The ability now will also reduce its cooldown by 1 on kills.

    Nanosuit Operative
  • "Nanosuit" passive HP regeneration increased to 2 from 1 for the Nanosuit 2.0 and 2.0+.

    Ninja
  • "The Way of the Ninja" now grants +1 damage.

    Cyborg
  • "Cybernetic Conversion" now grants 1+ 10% increased melee damage instead of 20%. If a sword is used as a primary weapon the Cyborg deals 2+ 20% increased damage instead and ignores armor.

    The Cyborg now has a reason to drop his rifle and use the Sword as a primary weapon.

  • "Onslaught" damage increase reduced to 30% from 40%. The ability now shares a 1-turn cooldown with the "Supercharged Exo-Skeleton" ability to prevent the activation of both abilities at the same turn.
  • "Supercharged Exo-Skeleton" ability now has a 1-turn shared cooldown with the "Onslaught" ability to prevent the activation of both abilities at the same turn.

    N7 Operative

    The N7 Operative tree has been reworked to better represent the N7 Classes as they appear in the lore. N7 Destroyer Soldier and N7 Shadow Infiltrator specialization have remained the same. The N7 Demolisher Engineer has been lightly reworked to be more of an "explosions expert" he is supposed to be and less of a "tank". The "tank" role was moved to the new N7 Paladin Sentinel specialization that utilizes a Ballistic Shield in order to fulfill its purpose. The biotic specializations require the new "N7 Biotic Training" ability that, after purchased, requires one of the Biotic Specializations (Fury Adept or Slayer Vanguard are now free of cost).

  • "Adrenaline Rush" cooldown reduction from taking damage reduced to 1 from 2. The ability now will also reduce its cooldown by 1 on kills. Cooldown increased to 5 from 3.
  • N7 Shadow Infiltrator's "Stealth Strike" ability now bypasses shields.
  • "Tactical Cloak" cooldown now is also reduced when the N7 Shadow Infiltrator kills a target.
  • "Sabotage" no longer reduces its cooldown from taking damage but instead, it decreases each time the N7 Demolisher Engineer throws a grenade.
  • "Tech Mastery" auto armor buff reduced to 1 armor from 2.
  • The "Defense Matrix" moved to the N7 Paladin Sentinel specialization. Function changed accordingly to fit the new specialization's role. Its place in the N7 Demolisher Engineer specialization takes the "Grenade Generator" ability.
  • "Tech Armor" moved to the N7 Paladin Sentinel specialization. Its place in the N7 Demolisher Engineer specialization takes the "Sentry Turret" ability.
  • "N7 Fury Adept Specialization" now grants cooldown reduction between the offensive biotic abilities (Warp, Lance, Reave, Singularity) in the Adept line.
  • "N7 Slayer Vanguard Specialization" now grants cooldown reduction between the offensive biotic abilities (Charge, Nova) in the Vanguard line.

    Other
  • Lots of "under-the-hood" changes
  • Description updates/fixes
  • Minor fixes

    Cyborgs and N7 Operatives will require rebuild through console command in order for the changes to apply.
    Use "RPGO_RebuildSelectedSoldier" for the RPGO version or "RebuildSelectedSoldiersClass" (Additional Console Commands mod) for the Non-RPGO version.

Update: 14 Aug, 2019 @ 6:55am

Update: 14 Aug, 2019 @ 6:54am

Update: 11 Aug, 2019 @ 3:29am

    SPARTAN-II
  • The "SPARTAN Strike" and "SPARTAN Charge" melee attacks no longer scale based on the weapon damage. Instead, they deal a flat 3(50% plus 1) damage. To counter that change the "SPARTAN-II Program" ability now grants +1 melee damage +0.5 melee damage per rank (Max +5). This also comes with the much-needed buff on the melee damage of the SPARTAN-II to make it worth wielding the Energy Swords and deal the proper amount of damage with them (SPARTAN-IIs are pretty deadly with melee weapons).

    The change to the "SPARTAN Strike" and "SPARTAN Charge" was required along with the melee damage buff in order to make melee weapons worth equipping on SPARTAN-IIs. The change to the 2 abilities is a nerf to the shotgun carrying SPARTAN-IIs that could abuse the bonus damage they gain in melee, based on the range damage boost for carrying the shotgun instead of any other Primary weapon

    Ghost Operative
  • "Hacking Proficiency" now grants the "Cloak and Decoy" passive: Interacting with objectives will activate the cloak if the Ghost is not already cloaked, until the end of the player's turn. If already cloaked, spawn a Decoy instead, until the beginning of the next turn.

    The ability was not as useful as any other SuperSoldier ability added and most of the time it was "not worth" purchasing, so I decided to make it more fun. Depending on the status of the Ghost (cloaked or not) while it interacts with an objective the ability either grants a short escape window or a decoy for revealing its actual position