XCOM 2
Second Wave: Delta Strike [Standalone]
134 Comments
RolandJ 4 Apr, 2022 @ 7:51am 
Could someone make a fork of this mod that doesn't have the forcefield-log-spam game-slowdown issue? It looks like the original author is long gone - their last comment is from 2017 - but this mod is so good that it'd be nice to see it get a bugfix for this issue.
Kane 19 Mar, 2022 @ 11:46am 
Are the Chosen supposed to have 50 HP and five armor at the very start of the game or is there something screwy happening with my install?
Brain_is_Back 17 May, 2021 @ 7:24am 
HELLOW, BROTHER. i just translated this mod into Korean. I want you to add this file to the mod.

https://drive.google.com/file/d/1rGgp-ozLIoi4dmQjX-62-5_z1_BVDKjW/view?usp=sharing
pabloaram2011 17 Apr, 2021 @ 6:13pm 
Hello
This mod work with aba and proficency class?
Jon Phones 27 Feb, 2021 @ 12:10pm 
I never get the pop up to activate this midcampaign. My soldiers get the buff, Advent does not.
Sir Sunkruhm 15 Aug, 2020 @ 10:29pm 
If you have a LOT of enemy units, then yes, it'll still cause slowdowns. I don't know about theta strike, but it's specifically the forcefield accuracy cut and it does it even if you've commented it out. :/
onestrongbow GocleCD 6 Jul, 2020 @ 5:18am 
@PM_Zigg Price
when did this mod cause any lags ? never noticed anything like this
Zigg Price 18 Apr, 2020 @ 11:54pm 
Is this mod still causing slow down due to excessive resource usage?

And does this behavior appear in Theta Strike, as well?
[CN]突击队队员 25 Nov, 2019 @ 8:10pm 
this mod make game high lag in combat
too much log out put when moving unit
Cliff Excellent 13 Nov, 2019 @ 1:29pm 
The Chosen having 39 HP and 9 Armour right from the start feels a little bit unreasonable
Robot Autism 10 Nov, 2019 @ 5:32am 
Does this work properly with a better advent?
onestrongbow GocleCD 19 Oct, 2019 @ 2:13am 
the regen isn't working , i'm i the only one with this issu
darkdill 14 May, 2019 @ 11:28pm 
Yeah, this mod is in need of an update. It seems to have several issues with it that can lag/crash a game. A shame, because this is a good one otherwise.
Brohan Creates 8 May, 2019 @ 8:21pm 
Ok I have no idea why its doing this but when I have this mod installed my game keeps crashing. Like it will not start it just crashes but when I don't have it installed, my game loads fine. Is there a mod I have installed already that is conflicting with this mod from working?
darkdill 6 May, 2019 @ 7:41pm 
Also, this doesn't appear to affect extra factions. For example, MOCX, Marauders, etc.
darkdill 6 May, 2019 @ 5:36pm 
Think you could add some more settings for stuff like giving the ADVENT troopers more health if we wanted to? You could keep the values at 0 in the default settings, but allowing us to change it as we wish would allow more flexibility.
MrGuySenpai 1 May, 2019 @ 7:52pm 
Hey, dunno if you still check this mod, but I'm noticing in my campaign that during battles, the Forcefield modifier for psionic shielded units is being called or checked an extreme amount of times per turn, so much to the point where it's slowing down my game. I assume it's some sort of conflict? But I'm not sure with what exactly, since my launcher isn't telling me. Any help on the subject?
s2pilman 22 Apr, 2019 @ 12:39am 
Hi, is there any way to edit values of specific alien types? or move them to different stat group in the .ini?because I play with Bio beast and Omega besrserker and these guys are treated as mutons by your mod and not as regular berserkers (meaning that instead of getting 75% hp more they get 50% hp more, which is fine, but also they getetra 15 armor... so it'ssimply impossible to deal with 5 of them in one single pod -.-)
SuspiciousSeal 8 Apr, 2019 @ 9:20am 
Answered my own question, yes it does.
SuspiciousSeal 8 Apr, 2019 @ 9:04am 
2nd question, does this use the beta strike multipler from the base config files to determene all of its own calculations, or does it have its own?
SuspiciousSeal 8 Apr, 2019 @ 6:14am 
Can just comment out any lines I dont want active? Say, the Alien ruller lines. I have other mods I want to mess with their stats.
Boboromir 2 Feb, 2019 @ 4:58pm 
Weird thing, I don't get the bonus to health from the predator and power armor, but it does increase the armor and shield. Any idea what causes this? Or how to fix it?
DERPKING1991 6 Sep, 2018 @ 5:01am 
Yeah I think MCM would really help this up more than anything.
spiro9 | peef 16 Jun, 2018 @ 1:45pm 
Does this have compatibility with the Mod Config Menu?
eyeburn101 14 May, 2018 @ 8:56am 
To add to my previous comment (1000 character limit)

I've reached *normal* sectopods and they have 11 armour, certainly able to kill them easily but takes planning if you don't have your A team out.

I am playing on veteran difficulty, so seems to be about right in terms of armour, gatekeepers are on equal footing to sectopods.

The viper king and archon king appears to be buggy. Yes they return with their 100 hp and 29 armour (at veteran difficulty, what?) but they come back with different values.

In random missions such as council missions or when you try to block dark events they come with the 100 hp and 29 armour

However, whenever you assault an alien facility, I saw that the viper king had 11 armour instead and 50 hp. Something tells me that these alien rulers are bugged whenever they are encountered outside of an alien facility assault.
eyeburn101 13 May, 2018 @ 5:16pm 
And so I started a new campaign with the option "Theta Strike"

Julian's Sectopod at the end of this DLC mission had 50 HP and 29 armour, wait, what? Oh, and on a mission so early in the game that you only have ballistics.

Later on in the campaign the Viper and Archon each had 100 HP and 29 armour. They ran, but when I saw them again they had fully healed themselves.... 100 hp 29 armour again.

The rest of the campaign, however, looks pretty good. I'm up to gatekeepers now with their 11 armour and they are a pain to deal with but you can still kill them in one turn. I have yet to meet a sectopod....

Julian's Sectopod needs tweaking, also the two alien rulers needs tweaking as well... if they just simply carry over their vanilla behavior and not regenerate their hp/armour after escaping...
Type1Ninja 8 May, 2018 @ 4:29pm 
Yes to Chosen and Alien Rulers; they get shields and armor and possibly extra health. I don't think the Lost are affected.
Starsaver 8 May, 2018 @ 8:35am 
Like this idea here. Does this affect The Chosen, Alien Rulers, or The Lost?
p6kocka 7 Mar, 2018 @ 3:24pm 
Could somebody explain me how to edit the mods ini? I want ONLY enhanced xcom soldiers armor and WON'T touch the armor and HP of enemy. How to do that pls
p6kocka 7 Mar, 2018 @ 2:39pm 
@GFD
Delete XComGameData_SoldierSkills.ini in modś config
Reddy Hoody Merc 26 Feb, 2018 @ 1:32pm 
i just wanted some sheilds and armor while also having normal health but not to decrease weapon damages and boost high health enemies with armor and sheilds like rulers and sectopods, can anyone help me?
FriendGaru 16 Feb, 2018 @ 5:25am 
I started a campaign with Delta Strike and really liked it at first. For those early enemies, it struck a really good balance as an alternative to Beta Strike. But around midway through the campaign the enemy armors just started scaling up way too much, especially with the alien rulers. It feels like I need to dedicate my entire team to shredding to have any sort of chance. I didn't mess around with the .ini settings. I like a lot of what the mod is doing, but it definitely needs some tweaking, I think. Things start getting a little goofy when armor is absorbing more than half of an attacks damage.
pauloel7 4 Feb, 2018 @ 10:34am 
Also, talking about armour, looks like dodge stats on the viper armour MK1 and MK2 are adding together, instead of MK2 (SWDS_Light_Alien_MK2_Dodge=50) substituing MK1 (SWDS_Light_Alien_Dodge=40) like it should. As a result MK2 dodge is now 90!!!
pauloel7 4 Feb, 2018 @ 10:31am 
Agree, it feels some HP and specially armour could use some scaling up.
HelsDottir 3 Feb, 2018 @ 1:55am 
Just started a Commander Ironman campaign with just this mod and the cover damage reduction mod (nobody likes being crit striked out of full cover, it really shouldn't happen).

Gatecrasher went well, mainly thanks to a lucky alpha strike on the first pod by my reaper with a claymore, and I beat the timer by the skin of my teeth on my first guerilla mission. (extended timers on btw)

So far I’m enjoying the extra challenge and it feels fair but then I get the first haven mission and the Chosen hunter turns up. He’s got 26 HP, 6 Armour and, as I find out a bit later also has HP regen. I’ve got 2 grenades left and I may as well throw rocks at him. My shots can’t get past his armour and if I do get a lucky crit he just regens to full health at the end of the turn. The mission is suddenly un-winable and a failed mission this early in an ironman is game over.

So... Is there any way to turn off these buffs for the Chosen and the Alien rulers?
Tom Cormie 26 Jan, 2018 @ 9:55am 
LoL! Viper King with armor 19 :)
Blastom 12 Dec, 2017 @ 9:31pm 
Hello. I've submitted the log into the Debugging discussion.
The log was generated with only Mint, Community Highlander and Ability Panel mods.

Could you help me on what happened?
pauloel7 30 Nov, 2017 @ 10:58am 
Awesome mod, love it. Quick questions though:

What about overdrive serum? I noted no armor is applied when you use it, as opposed to as in vanilla game. Have you changed it? Which .ini, or elsewhere?

Also, about sparks, the .ini file says it might not work (?)... how do one change its stats, like HP?
Waves 12 Nov, 2017 @ 8:32am 
So there are options for Beta, Delta, or Theta strike. I can have Beta + 1 of the other's if I understand correctly.

Is it possible to have all three on? (The options say don't try it) If so, what happens?

Also, does this affect Sparks? (Custom class sparks)
albamuth 11 Nov, 2017 @ 5:58pm 
@Type1Ninja - yes, though my point was that Delta adds armor to the game so making the weapon upgrades get armor mitigation properties while rectifying lasers would be nice. I totally agree the game is too short for lasers and coilguns (if we ever get those back in) to be a linear stepping tier.

As a standalone mod the suggestions I made might be too OP without Delta Strike.
Type1Ninja 11 Nov, 2017 @ 4:06pm 
That sounds like a problem with lasers more than a problem with anything at all here. The actual problem with lasers is that XCOM 2 is too short for them to fit. A branching tech tree might fix that, but that needs to be a standalone mod. IIRC there is already a mod that makes conventional, mag, and plasma weapons sidegrades, but you'll have to find it yourself as I don't remember what it was called. Something about vanilla and balance, maybe?
albamuth 11 Nov, 2017 @ 3:20pm 
Lasers and balance:

I know this only tweaks armors, and you're using Classless:MINT to balance with the shredding/piercing, but here's a suggestion for balancing lasers:

-- Make all Mag weapons pierce +2, and all Lasers shred +2, but both do the same base damage. Tweak the tech tree so they can be researched at the same point in the game, but present a branching, strategic choice.

If we ever get Long War of the Chosen, and have Coil weapons again, then I imagine ballistic weapons are one branch of a tech tree and energy another, so coilguns would be +4 piercing and plasma +4 shredding, but both also have the same base damage.

The reason for this is that near the lategame, you barely have lasers researched before you get to research plasma, so economically, it makes sense to leapfrog straight to plasma without blowing loads of supplies on obtaining all the laser variants.
Kim bosong 7 Nov, 2017 @ 6:44pm 
can you make this for LW2?
Blastom 6 Nov, 2017 @ 8:13am 
I had a weird bug, that the Delta Strike didn't affect my soldier, while the advent trooper has 3 hp and 1 armor under legendary.
I tried to fix this by verify integrity and reinstall the mod. None worked.
[HKG]hkwh01 3 Nov, 2017 @ 9:28am 
wotc?
_ALuX_ 27 Oct, 2017 @ 6:38am 
@Ziodyne
Thanks, I kind of like it with my ABA run. Keep up the good work.
Ziodyne  [author] 26 Oct, 2017 @ 8:03pm 
Yep, you can turn it off in the DeltaStrike ini.
_ALuX_ 26 Oct, 2017 @ 6:28pm 
I'm using classless at the moment and I'm trying to do a run without Beta, Delta, or Theta strike, but the armor and sheild bonus shows up anyway. This is supposed to happen right?
Saisher 25 Oct, 2017 @ 4:05pm 
"80 HP, 16 armor Sectopod"
That get an action every time you damage them if you have ABA.
albamuth 22 Oct, 2017 @ 10:19am 
@ziodyne, ah, I see. (I am playing with Classless) Yeah I was having a particularly tough time on a facilty/VIP mission with 3 MECs, 2 Heavy Turrets, and 1 Andromedon, plus a level-2 Hunter, having just got mags and plated armor, but not taking any cannons along, and no matter what ended up activating them all at once. ( I play with console on so I can restartmission bronzeman style). Gotta check out those ammos, though. Even with Grimy's Loot, the elerium core drops aren't enough to cover all the new Proving Ground projects, especially with all the other mods that also require elerium cores.

I didn't mean to whine, but it sounds like I should adjust my strategy (and the drop rates for Grimy's Loot). thanks!