XCOM 2
Delta Strike Redux
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Update: 30 Dec, 2022 @ 1:12pm

Lowered the armor modifier for Chosen and Rulers to 0.05 from 0.25 and 0.1 respectivly.

As an example, legend difficulty Archon King starts with 120 hp and 5 armor. Before this change they would have had 150 hp, 12 shield, and 17 armor. After this change they will continue to have 150 hp and 12 shield but will be down to 11 armor.

Legend difficulty late game Assassin starts with 62 hp and 4 armor. Before this change they would have had 82 hp, 15 shield, and 19 armor. After they will still have 82 hp and 15 shield but will now have 7 armor.

Hopefully this will make them all less crazy.

Update: 29 Dec, 2022 @ 7:58am

Adding support for armor added by NightNinja54's mods (ADVENT Armor, Cerberus, CAT6).

Update: 28 Dec, 2022 @ 4:53pm

Bug that broke kevlar starting armor

Update: 28 Dec, 2022 @ 1:47pm

Attempt to fix crash on the armory screen

Update: 28 Dec, 2022 @ 7:59am

Removed some left over logging.
Added the SCP related raider groups to the config.

Update: 27 Dec, 2022 @ 2:56pm

Another overhaul of the delta strike armor logic. I've included configurations for several of the mod added armors that I know about. It should also clean up some weird UI related hiccups.

It will still give precendence to Iridar's Armor Overhaul for shield (ablative hp) values but there is a config value if you want this to overrule that. If you do that you'll start with more shield points than you would have and you can do the various upgrades for even more.

Hopefully this will be the last major change to the armor logic beyond code cleanup and possibly more default config values.

Update: 26 Dec, 2022 @ 9:39am

Delta Strike's interaction with Iridar's Armor Overhaul was complicated. At best it would functionally replicate the Overhaul's changes (HP -> shields) with the delta strike bonuses (all armor gets more armor and kevlar gets some shields) but the UI markup would get really confused between the pair. There are Theta Strike modded options but that just does the same as Armor Overhaul and has to be manually enabled in the config.

I've updated this to check for Iridar's Armor Overhaul and, if present, only add the Delta Strike bonuses. Armor Overhaul will handle the health to shield conversion. Note: Armor Overhauls's health to shield conversion is not 1-to-1, Medium Plated Armor has 4 health attached but Armor Overhaul replaces that with 1 shield point. This trade off is likely due to the way you can give shield upgrades to all armor. If you have Armor Overhaul installed I'm assuming that's the logic you want. I may make some changes going forward for more robust compatibility.

Mod added armor will generally have some extra bulk attached as Delta Strike will add it's own version of the stats without removing the originals - Armor Overhaul, on the other hand, either had specific configurations to update mod armor stats or just ignored them.

I'm currently considering what the best solution forward for mod added armors. Most likely I'll be adding manual configurations for ones I know about.

Update: 23 Dec, 2022 @ 9:55am

Missed the dodge bonus for aliens without armor, like vipers

Added configs for the Children of the King and the SPARK Ruler to use the same bonuses as the rulers.

Update: 22 Dec, 2022 @ 11:07am

Restructured and refactored the Delta Strike code, Theta Strike hasn't been touched.

Restructured the configuration variables to make it possible for users or other modders to add custom entries.

Added support for light and heavy kevlar if you have any armor that are set up like that.

Update: 20 Dec, 2022 @ 1:49pm