XCOM 2
[WOTC] XpanD's Abilities And Assets
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Update: 23 Aug, 2024 @ 6:57am

Lowered the default (config) width malus on Next-Gen Propellant from -3 to -2, making it way more usable at range. (the cone gets wider as it goes, so you can snag more targets at the far end now!)

Update: 14 Aug, 2024 @ 3:57pm

Pushed out another update to address the issue with Mitzruti's Perk Pack. (and also removed associated debug fluff)

Big thanks to KingPoncho15 for helping me test a bunch of stuff on a broken setup, and Zelfana and robojumper for the actual fix!

Update: 2 Aug, 2024 @ 11:36am

Fixed a nasty bug that caused all non-damaging canister items to also inflict status effects from the primary thrower, among other issues. (example: using a Smoke Canister on your squad and lighting them on fire in the process)

Thanks to kitdesp for the report, and Zelfana and RustyDios for helping to track down the issue.

Update: 5 Jul, 2024 @ 8:38am

Maintenance update with some nice quality-of-life tweaks.

Fixes:

  • Made higher-level abilities take precedence over lower ones if multiple are present.
  • Looked through ability/perk icon colors, and made everything match the base game.
  • Fixed some problematic Highlander interactions. (UI text logic)
Tweaks:
  • Next-Gen Propellant: Now gives the damage bonus to non-fire chemthrowers, too!
  • Enflamer/Conflagrator/Disabler: Names now show chances. (e.g. "Conflagrator (33%)")
  • Integrated Shield/Ablative Plating: Names now show tier. (e.g. "Ablative Plating (T2)")
  • Adjusted localization on a bunch of things to be clearer and more consistent.

Important: Apparently, the previous build suddenly started breaking Mitzruti's Perk Pack for some people a few weeks ago, even though it hadn't been touched for over a year. I'm hoping that the new release addresses this issue, but I've also added some debugging just in case.

If, at any point (after a Mitzruti Perk Pack update?), your perks from that mod suddenly go missing, please drop me a message on Steam or Discord and include your Launch.log file. Note that restarting the game renames and wipes the log.

(also note that reinstalling XAaA has fixed it for the two people I've seen with this issue so far, but having a broken setup to test a few things on would really help!)

Update: 17 Jun, 2023 @ 6:34am

A small update for quality of life purposes, and to make Unstoppable Force more interesting.

  • Reworded descriptions for several range tables to describe their effects better.
  • The "Vektor" table is now known as "Medium Extended", less vague. (thanks, Stukov)
  • Removed some errant debug messages.
  • Unstoppable Force: Max focus +1. Changed mobility scaling to -4/-2/0/+1/+2/+3/+4/+5.

Update: 15 Dec, 2022 @ 9:49am

New ability and some cleanup.

  • Next-Gen Propellant no longer appears if the Immolator/Chemthrower mod isn't installed.
  • Added Unstoppable Force, a focus ability that modifies mobility based on total focus.

Unstoppable Force's focus increases by one point every turn, boosting mobility accordingly. Mobility starts at -2 with an empty pool, but rises up to +4 when fully charged to 6 mana.

Inspired by (and based on) Isms' Natural Born Killer from Mitzruti's perk pack. (which is required for the ability to show up in-game)

Warning: Unstoppable Force is subject to change pending further play-testing with the upcoming Adversary Amalgamation specialization. Keep that in mind if you decide to use it somewhere!

Update: 7 Dec, 2022 @ 12:37pm

Big update! Now with a bunch of abilities based on Iridar's Supercharge/Singe mod. (with permission to adapt their code for my uses, thanks!)

Weapon abilities:

  • Enflamer/Conflagrator: 10/20/33/50/100% to inflict 1/2-damage burns on hit.
  • Disabler: 10/20/33/50/100% to stun for 2 turns on hit.

Lore-only abilities:
  • Extra Shots: Used to show ammo for sawed-off shotguns from my ME weapon overhaul.

Other changes:
  • Gave Ablative Plating and Integrated Shield new, fancier icons.
  • Weapons now show "your WEAPONNAME" instead of "the WEAPONNAME" in battles.
  • Reworked UI name logic figures names out dynamically. (and more reliably!)

To any modders: Please note that as of this update, secondary ability variants no longer exist! The slot we get called from is now figured out on the fly, so you no longer need to think about which slot a weapon will get used in.

(sorry for the 0.5 people currently making mods with perks from this pack, but this should make stuff way easier going forward, and pulls us in line with other perk packs -- just remove "_Secondary" from old ability names and you're good to go)

Update: 18 Nov, 2022 @ 1:10am

Removed package references to the chemthrower mod. Don't think the game uses them, but let's be safe in case people don't have it installed.

(also fixed a config typo)

Update: 17 Nov, 2022 @ 8:18am

Big-ish update in preparation for the Salamander specialization!

  • Now needs Ketaros' 2D Package. Makes making new abilities easier, and not often used!
  • Added two new passives (Next Gen Propellant/All Fired Up) for the Salamander spec.
  • Tiered abilities, if set to different values, now show all stats at once in a "#/#/#" format.
  • Tidied up internal code and comments, removed a bunch of leftovers.

Update: 13 Apr, 2022 @ 8:13am

Forgot to update values for the new Ablative Plating ability. (was 2/3/4, now 3/4/6)