Xenonauts

Xenonauts

psionyze this
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Update: 26 Jan, 2016 @ 11:30am

Updated "psionyze this.txt" a bit.

Update: 26 Jan, 2016 @ 11:02am

Fixed typos in psionyze this.txt. Which is now included in the mod and provides all the details mentioned in "Description" and "Change Notes" tabs.

Update: 26 Jan, 2016 @ 10:34am

Version 2.0

** UPDATE 2.0 **
- Given benign Fear PSI attack (only one which causes panic) to all PSI capable aliens to help level up bravery earlier and faster, so they come somewhat prepared for Caesan leaders and Preators on time. This was the "necessary evil" since Panic from PSI attack is the most effective way to raise bravery stat unlike Panic from mass casualties or testing your patience getting very time consuming and limited in quantity medals.
- Revised PsionicPower=XX values again so they are closer to 1.0 version. It makes Fear effective way to raise Bravery. Mindcontrol is used less often as an unexpected but welcome side effect.
- Fear causes marginally more morale loss than 1.5 to induce Panic (but not always)
- Raised max Bravery gain from 1 to 2 per mission (requires two Panic events on same soldier).
- Each type of PSI attack received its own color: Fear - BLACK; Paralyze - GREEN; Bezerk - RED; MindControl - PURPLE (UFO:EU, XCOM:TFTD ftw).

Reasoning behind lowering PSI powers in 1.5 was to prevent rampant mindcontrol RNG that still prevailed in 1.0. The 1.0 probably didn't work to full extent as I intended. PSI powers probably worked as in vanilla, NOT -25%, due to me making changes in a wrong way. Discovering that after releasing 1.5 (in which changes were made correctly) made me realize I have lowered PSI powers in 1.5 too much. After giving Fear to every PSI capable aliens in 2.0 I found out they prefer to use it over mindcontrol but its PSI attacks were too ineffective so I raised PSI powers again for 2.0.
Now it finally makes you believe you are still fighting against PSI but in a much more pleasant way. Raising bravery to counteract mindcontrol feels like a worthwhile and achievable goal now.

Update: 16 Jan, 2016 @ 9:52am

Version 1.5

**UPDATE 1.5**

- Field combat results showed watching only first movie is insufficient. All soldiers required to watch the sequel as well - "Analyze that". Results in additional PSI resistance.

Rebalanced PSI combat:
XX values reduced even further, up to 40% from vanila,
PSI attacks cost more AP (action points) and cause less morale loss (Fear),
Increased PSI ranges of benign attacks closer to original values to help level up bravery early.

Will result in less annoying PSI shenanigans when 25% reduction still wasn't enough, less "spamy" and more gradual as you approach the higher level aliens inside the ship. It also allows for low bravery soldiers to experience harmless PSI attacks and survive it - event which raises their bravery after the mission and makes them more resilient over time.

Removed all entries from "aiprops.xml" except PSI changes. Mod is now compatible with other alien attribute changing mods which do not change PSI. In case they do simply make my mod have more priority in the "Modding Tools" section of the launcher.

Update: 15 Oct, 2015 @ 8:59am

Version 1.00

Original upload.

This mod makes all your soldier recruits watch "Analyze this" movie during their flight to your base. As a result all alien PSI attacks are 25% less effective. Who knew. Also reduced effective ranges of the PSI attacks which should hopefully stop attacks across the map.

Files changed:
aiprops.xml - "PsionicPower=XX" original XX values reduced by 25%;
psionicpowers_gc.xml - reduced ranges and info messages screen time.

Got my ideas from this thread:
http://www.goldhawkinteractive.com/forums/showthread.php/11291-Any-way-to-turn-off-psi