XCOM: Chimera Squad

XCOM: Chimera Squad

Grobo's Tactical Fun Overhaul
Showing 11-20 of 23 entries
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Update: 25 Feb, 2022 @ 9:49am

Fixed Axiom's training being wrong

Update: 25 Feb, 2022 @ 9:30am

Infighter dodge back to 40 from 50 - Mach weave was too strong

Update: 25 Feb, 2022 @ 7:00am

- Axiom's berserker rage will get removed on standard shots, and even when the smash misses

Update: 18 Feb, 2022 @ 7:45am

Fixed Cherub getting more focus from generator than intended

Update: 17 Feb, 2022 @ 2:04pm

- Fixed Axiom not getting his rage smash hit reduction

Update: 15 Feb, 2022 @ 1:55pm

- Fixed a newly created bug when cherub only got 1 damage per focus from 2
- Updated mach weave description with buffed 50 dodge infighter

Update: 15 Feb, 2022 @ 12:12pm

- Terminal's pin down is now turn ending - nerf to the operator, makes sustain a slightly more viable alternative
- Axiom's rage smash aim malus to -90 from -70 - I forgot he gets automatic +20 aim from berserk state

Faceless loses Impact Compensation and gains a new ability - kinetic damping - gain 5% damage reduction against an enemy attack for every tile against an attacker - makes them overall more threatening, makes faceless better when they're far away
- berserkers lose brawler - bladestorm already makes them dangerous enough for close range units
- Berserkers gain impact compensation in act 3 instead of psychotic rage, but gain 0 hp in act 3 from 4
- muton legionare base hp to 7 but gains lightning reflexes
- adder base HP to 7 and gain additional 5 aim - they were too weak

- Yarvo instead of avenger gains mind shield and return fire, and his stats are increased - avenger is a very buggy ability anyway, this makes him more consistent
- Sacred coil leader gains mind shield - makes him slightly stronger as a boss
- Progeny leader (violet) gains more hp per act, Ready for anything, and formidable - makes her very durable
- Sovereign gains +5 hp, formidable, and mind shield - makes the final boss a much bigger of a deal

- Android research to 1 turn from 2 - helps access androids a mission earlier

Update: 13 Feb, 2022 @ 12:13pm

FUNDAMENTAL CHANGES:
- global +2 hp training moved down to +1 hp training - that training was simply too good
- Chance to get an injury when under 50% hp decreased to 10% from 40% - Ultimately, it was the most relevant when it didn't need to be
- Added the fatigue's scarring to the recommended mods - it's now intended to play with that mod

- Removed the operator's selection of primary weapons, now every op has 1 primary weapon again
verge - AR
patchwork - AR
terminal - AR
axiom - shotgun
godmother - shotgun
torque - smg
shelter - smg
claymore - smg
cherub - pistol
blueblood - pistol
zephyr - gauntlet

- The ability damage upgrades most operators have are no longer gained by upgrading armor, but by upgrading their respective weapons- this means that you now need to upgrade the unit's weapon to upgrade their abilities, rather than everyone getting an upgrade at the same time with armor

- Rescaled the costs of weapon research

- Medikits no longer grant poison immunity
- Poison Aim debuff to 15 from 25 - it was too effective as CC on top of being a DoT

- Infighter dodge to 50 from 40
- Brawler to DR and infighter now are trigger on melee attacks regardless of the initiation point

BLUEBLOOD CHANGES:
- Blueblood's training is back to 15 crit (from 10)
- Blueblood gains 5 aim
- Blueblood's phase lance now scales with weapon upgrades (+1 with enhanced, and additional +1 with mastercrafted)
AXIOM CHANGES:
- Axiom's unlock potential no longer grants +1 armor, but +2 mobility instead
- Axiom's rage smash now has a -70% aim penalty - it's supposed to a danger, a downside, not a free kill!
- Axiom's chance to rage decreased by 20% - it triggered a tad too often
- Axion's base mobility increased by 2

GODMOTHER CHANGES
- Close combat specialist now costs 2 ammo and can only trigger once per turn - nerf to godmother's room clearing capabilities, makes untouchable more competitive
- Scattershot's cone length increased by 1 - makes godmother better early game, compensation for CCS nerf
- Godmother's aim increased by 10

TORQUE CHANGES:
- Torque's base dodge to 0 from 20 - nerf to her survivability
- Torque's poison spit and the breach ability now scales with weapons (+1 damage on mastercrafted)
- Torque mobility reduced to 9 from 11
- Torque's aim reduced by 5

SHELTER CHANGES:

- Shelter's exchange is now a free action, but has a 2 turn cooldown - previously on its own it was the worst squaddie ability in the game
- Shelter's exchange defense upgrade to +30 from +50 - was too strong
- shelter's soulfire can now scale with weapons (+1 damage on enhanced, +1 additional damage on mastercrafted)
- Shelter's dodge to 0 from 25
- Shelter gains 5 aim

ENEMY CHANGES:
- Berserkers lose melee resistance - unneeded with brawler change
- Removed rage from berserker - it buggs out during breach, and it's a very similiar mechanic to archon
- Berserkers gain bladestorm, and +3 more hp, and hp scaling per tier to 4 from 3

- codex gains +3 hp, and hp scaling per tier to 4
- Archon Loses 1 armor at base, but gains +2 hp, and hp scaling per tier moves from 3 hp to 4 - makes them more dangerous, and harder to kill
- Sorcerer gains +1 hp, and their hp scaling per act to 4 from 3

- Praetorians lose 1 base armor, but gain +3 base hp, and hp scaling per tier increased to +4 from +3

- Purifier's fire grenade range throw range decreased to 8 from 14

- Increased ronin's base damage by 2, Hp by 1, and they now gain +3 mobility from act 2 onwards - significantly raises the threat of ronins
- Andromedons lose 1 base armor, but gain +2 base HP and grazing fire

- Faceless aim increased by 25, and base damage increased by 1, and mobility increased by 2 - they weren't dangerous enough

- patchwork's chaining jolt now scales with weapon upgrades (+1 damage on enhanced, +1 additional damage on mastercrafted)
- Cherub's shield bash deals +1 base damage - compensation for the damage upgrades arriving later

- AI behavior when flanked should now be less suicidal

- muton legionarre gains grazing fire - Allows them do do something at range
- muton legionarre's ai is more aggressive

- Adders Gain +5 aim

- BUG FIXES
- Fixed python ai sometimes derping out
- cherub's phalanx and zephyr's packmaster should now correctly feature in character unlock
- Packmaster should now display its flyover


Update: 14 Aug, 2021 @ 3:06am

- Android Impact Gel Lining Now also grants 1 armor in addition to brawler
- Android Titanium Sheating now grants Impact Compansation Instead of Resilience
- Fixed Mach weave not working

Update: 13 Aug, 2021 @ 3:21pm

Version 1.1:
- The game now Uses LW2 Rolls instead of vanilla ones - It generally means that crit is a lot less strong, and dodge is far more stronger.
- Also Graze band is back, you can modify the value in the config.
- Reinforcements start appearing when 2/2/3/3 minimum enemies are remaining from 2/3/4/5, on normal/vet/expert/imp
There was far too much difficulty difference between RNF and not RNF missions
- Reworked the way Call android reinforcements spawns - they now spawn within a tile of a summonning unit rather than at a breach point

- Some enemies are slightly, some are significantly less suicidally aggressive

- Torque's base dodge to 20 from 30
- Godmother gains 2 mobility, 15 base critical hit chance and dodge, +1 hp
- Blueblood loses 1 mobility
- Mach weave instead of a flat dodge bonus provides infighter (+40 dodge bonus within 4 tiles)
- Extra padding to 1 hp 25 crit resistance
- Hunker down and preparation defense from 30 to 15, dodge from 50 to 40 - Considering that it boosted your initiative, it was too strong even when you or enemy flanked themselves
- Subdue damage now scales with armor upgrades
- impact frame subdue damage to +4 from +2
- Cherub shield bash pierces armor again
- Guard no longer grants 2 armor HP but 50 crit resistance instead
- Super Charge damage bonus to 3 from 2
- Ventilate range back to 8 tiles
- CrowdSource to 15 aim 20 crit from 10 aim 15 crit
- Berserkers now properly gain 6 mobility in act 2
- Infiltrator weave now grants immunity to root again
- WTS cover DR to 40% from 35%

- New ability - Pinning attacks - Your primary weapon now can cause root
- Faceless get pinning attacks at Act 2, brawler in act 3
- Turrets get pinning attacks in act 1
- Bruisers get pinning attacks in act 3

- Swapped Infernal Fury and Toxic Nightmare on Troopers and hitmen
- Sorcerers no longer get Fortress and bastion, they get Survival instinct in act 2, and soulstealer in act 3
- violet now has the same abilities as a sorcerer + Fortress
- Reaper Damage reduction to 1 from 2
- Claymore gets +1 mobility
- Low Profile gets replaced by tactical sense - gain 15 defense while in cover - low profile was too buggy
- Bruiser's shield bash now has a 3 turn cooldown
- Bruisers get -1 mobility and -5 aim
- Enemy delayed grenade throw range to 8 tiles from 14
- Shrouded now grants general 200 crit resistance from just removing the flank bonus
- Smoke targeting hopefully is less buggy now
- Flashbang radius to 5 from 4, and cost to 40 from 50
- Smoke grenade cost to 25 from 40
- Cease fire grenade cost to 40 from 35
- Tranq rounds cost to 75 from 50
- Impel is non-turn ending from being a free action
- Paladin AI adjusted to impel no longer being a free action

- Paladin gains 5 aim
- Python gains 5 aim
- Act 3 python gains packmaster instead of mind shield

- Zephyr gets +1 hp