XCOM 2
[WOTC] Paladin Shield Bursters
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Update: 25 Jan @ 11:07am

v2.2

BUGFIX: Finally fixed the disco-epiletic nature of the shield effect on the caster unit. This was caused by a reset-node in the animation/particle effect making it cycle every 0.1 seconds!!

Update: 5 Aug, 2024 @ 9:14pm

v2.1

BUGFIX: So it turns out for the last year or so the shield bash/burst from these was incorrectly coded, I accidently put their damage-spread as the duration and the duration as spread...

Now, I'm surprised there was very few mentions of this and the ones that were mentioned I passed off as being caused by other mods/stacking effects. Sorry. However people mentioning (in particular) that they were getting single-point-acid-splash damage of ~7 was always on my mind, I'd look at the code : 1damage, 2spread, over 5turns .... looks fine.

Not fine! The actual code inputs are Turns, Damage, Spread... so these have been doing 0-7damage, over 1turn .... .... This is now fixed. ( 0-3 damage over 5 turns)

I've also done a minor balance pass on all their stats too.

Update: 6 May, 2023 @ 8:20am

v1.9

UPDATE: Korean translation provided by Kei, thankyou!

v2.0

UPDATE: Mod is cooked using the X2ModBuildCommon [github.com] builder

The astute might notice that I've gone direct to v2.0 with TWO updates in one, well yes... I just felt like having the cooked version as a 2.0.. lol ... 237MB > 106MB

Update: 4 Oct, 2022 @ 9:18pm

v1.8

UPDATE: I made some adjustments to the weight painting on the new models, particularly in the crutch/thighs area to stop it from deforming so much.
Yet again increased the brightness of the emissive and adjusted the flow map slightly to include the pipework. No major code or gameplay changes.

Update: 16 Sep, 2022 @ 2:51am

v1.7

BUGFIX: Fixes an issue with the shield burst anim not giving the shields back. Made the emissive lights a bit brighter on the new models.

Update: 14 Sep, 2022 @ 9:35pm

v1.6

UPDATE:New Enemy Model from Asthye and tastiger841's Bureau Muton Outfits which I merged into a new Advent enemy design

HUGE Thanks to Kexx and ObelixDK for Blender and Animation assistance.

No gameplay or code or balance edits.

Update: 7 Feb, 2022 @ 4:10pm

v1.5

BUGFIX: Hopefully fixed the issue with the Double Agent Paladins not correctly ending turns when they have no actions left

BUGFIX: Correctly remembered to set the config flag for the Paladins to be Immune to their own element.

Update: 23 Dec, 2021 @ 2:14am

v1.4

BUGFIX: Fixed an issue where Iridars Advent Arsenal changed the weapon to the Sonic Cannon visually .. these guys will now use the Advent Shotgun from that mod if it is installed, or a normal Advent Rifle if it is not.

This is cosmetic difference only the weapons themselves still use the exact same stats as the Shieldbearer M2/M3 weapons respectively.

Many thanks to Deadput for highlighting this issue.

Update: 19 Nov, 2021 @ 7:44pm

v1.3

BUGFIX: Fixed some config typos that should help these guys to not show up alone in pods of 1.

Added them to a few more encounter lists (Terror Leaders, the Psi Storm Sitrep gets the Psi Unit Version)

Update: 10 Oct, 2021 @ 6:41pm

v1.2

BUGFIX: Fixed a typo in the Ai tree that was an incorrect index. Obviously I can't count to 6, lol .. ..