XCOM 2
Lost Bladestorm
67 Comments
Bawkdragon 13 Feb @ 7:46pm 
Does lost blade storm not triggering on ranger bladestorm work both ways. Seems like that would be the most balanced way to do it. Prehaps have melee attacks only not trigger lost bladestorm.
uberjammer 29 Dec, 2024 @ 5:07am 
(Hopefully I understand the bladestorm mechanic properly)
uberjammer 29 Dec, 2024 @ 4:55am 
Erm... ok, you did say you didn't know how powerful it would be. Incredibly powerful, I'd say. If they attacked *after* you attacked them, it would be fine and balanced, but beforehand? The lost are based on a particular mechanic - 2 AP away and they are "chasing" you but not attacking. 1 AP away, and they attack you. That's their whole thing - you'd have to change map sizes and view distances and overwatch distance to fix it.
javiermvia 18 Oct, 2024 @ 11:34am 
Is it possible to make bladestorm avaliable also to zombies?
Ive been searching for it but there is not such mod in the store :(
If someone does it please answer in this comment section pls ^^
Talon 17 Jul, 2024 @ 6:20am 
@Lute the Goblin I personally use [WotC] The Flood: Replace the Lost BETA. Its still got swarming weaklings mechanics by reskinning dashers, howlers, and normal lost as Flood forms, but it also adds Infection forms at higher CR's that can possess your units, Tank Pure Forms to replace Brutes, and Carrier forms that carry Infection forms and explode releasing them when damaged.

I combine that with No Lost Headshots, Limited Reloads, Poisonous Lost, and Fair Lost Targeting.

Engaging the Lost in melee becomes actually somewhat dangerous unless you've got Bladestorm, but even then, once Carrier forms and Infection Forms get involved you can't rely solely on your Bladestorm Templar or they'll end up possessed.

You ABSOLUTELY need to have some kind of flamethrower access, however, to use this setup of mine; Personally I use the Alchemist class mod, but I've heard good things about the Burner class mod.
Dragon32 25 Apr, 2024 @ 2:33pm 
@Lûte the Goblin
AFAIK World War L is the main Lost-affecting mod. That does some balance tweaks but is mainly cosmetic. Honestly, I think the Lost rely more on numbers than individual power. There maybe some tweaks to them in A Better ADVENT but that's not a mod I've used.
Lûte the Goblin 25 Apr, 2024 @ 1:36pm 
Any suggestions for alternative mods to this one to make the Lost a bit more of a threat in close quarters?
Lûte the Goblin 25 Apr, 2024 @ 1:36pm 
I've had to disable this mod as it frequently caused the game to get stuck in an infinite loading loop after a Skirmisher executes a Retribution attack when running past any Lost.
https://i.imgur.com/CJHlSJV.jpeg
Rtma Eros Paragon 18 Feb, 2024 @ 3:33am 
I can confirm a Templar with bladestorm, attempting to move past lost will get stuck in a moving state/soft lock, can you fix this please? you mention about rangers not triggering bladestorm from lost, can you make an exception to Templar and I assume Skirmisher also?
Rtma Eros Paragon 11 Feb, 2024 @ 11:35pm 
Personally I prefer it not to show the bladestorm perk as they just swing at their target without a blade to speak of.
cowardlykings 27 Dec, 2023 @ 9:42am 
This really makes the lost scarier and more fun.
Moisesjns 29 Dec, 2022 @ 5:06am 
found some issues with this mod, i noticed if player has units that have Bladestorm, or any of the melee Counter attack abilities that when they run past a LOST, they will be attacked by the lost, but first they attack before the enemy, so that they than get stuck in this permanent unable to do anything bug, as if they are waiting for the now dead LOST to do the attack / hit. So i have to disable this mod for now, because it constantly happens late game. Also if say a Berserker is going to run past the lost, but the Player has guy on overwatch shoot the lost first the berserker / game gets stuck in slow mode like he is waiting for the lost animation to finish, (which does not because your overwatch killed it)
Dęąth Viper 19 Oct, 2022 @ 11:07am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Conefed 18 Jul, 2022 @ 2:38pm 
This feels so correct in action!
Moisesjns 3 Apr, 2022 @ 5:21pm 
I am glad to have found this. I played a round where it was Lost vs Aliens, and 3 Sectoid who reanimated the Lost, were big threat, and The aliens were surrounded by LOST who would instead focus on psi zombies thus saving them and making them not a threat at all. This way they are a threat
Loel Lyons 18 Jan, 2021 @ 6:58pm 
this is great, Ive combined it with poison loss and buffed loss for extra Fun
ZiggyTouyeul 12 Jun, 2020 @ 5:43pm 
Honestly this should have been in the base game on higher difficulties.
I'm Mr Meeseeks, LOOK AT ME! 1 Feb, 2020 @ 2:20am 
This mod should be more popular! subscribing after watching beagle use it! you should repost this mod in xcom2 mod discord
What's An Airport? 11 Dec, 2019 @ 10:41pm 
Maybe have a mod setting to let you pick if the basic lost can use Bladestorm.
awkwardmoment 29 Nov, 2019 @ 11:31am 
Great mod! Completely disagree with the previous posters: all lost should take a whack at you if you run by, not only dashers
Talon 29 Sep, 2019 @ 2:53pm 
Agreed with the poster below that normal Lost shouldn't have bladestorm. The Dashers, though, definitely should. Any chance of an update?

Another option would be to give the slow lost the ability to "Grab" people and hold them in place; no damage on initial grab, but the longer they're being grabbed/bit they take damage per turn and have to break free or get help.

Really looking forwards to any kind of update on this whatsoever; especially a fix to the Bladestorm vs Bladestorm issue with templars and reapers and modded classes.
3D Master 24 Sep, 2019 @ 9:50am 
The slow ones shouldn't have bladestorm in my view; the dashers though, they should.
EdemBR 8 Aug, 2019 @ 4:32pm 
so, im having issues with rage kind skills that trigger on hit, for some reason the lost hit all at the same time when a unit passes and it get the loop on hit triggered skills
Beagle 7 Apr, 2019 @ 2:03am 
I *love* this mod, especially bladestorm on attack, but there's an issue - sometimes when rescue VIP missions start, the Lost attack the mission objective operatives immediately because they 'spawn in' next to them and that counts as a bladestorm trigger. Anyone know a way around that?
Mitzruti 31 Oct, 2018 @ 8:52pm 
TemplarBladestorm is actually a different perk than regular Bladestorm. skirmisher's Retribution would prolly trigger the same issue.
Swanky 24 Oct, 2018 @ 11:46am 
Had the same issue as Alex Nares. Using a Templar with the Bladestorm ability to melee a Lost with the ability caused a counter Bladestorm which got the game stuck. I had to manually continue the queue by switchting between other Soldiers and wasn't able to finish the round (not even by using the end-round button). Had to revert to an earlier save.
Tayron 4 Sep, 2018 @ 6:58pm 
disappointing but good look with whatever it is you are doing
michiakig  [author] 4 Sep, 2018 @ 5:54am 
@TeranSpecialist thanks for the comment. this is definitely a problem with the mod, but I haven't had time to work on XCOM 2 mods recently, and this was never super popular, so is probably not high priority for me to revisit.
Tayron 3 Sep, 2018 @ 11:48pm 
I like this mod alot cuz it makes the lost alot more deadly. But since I use it in conjunction with some other mods it actually makes to where advent is get absolutely torn apart by the bladestorm cuz they dont actually know what to do. Is there way to make it to where the bladestorm doesnt trigger on advent or something else or if advent shoots a lost it doesnt consume ammo and gives them the "headshot freeaction"
Alex Nares 7 Jun, 2018 @ 5:37pm 
Thanks. This bug doesn't happen 100% of the time, however there is a chance that it does happen. The first time it was with an Advent Wraith Commando from the "Advent Psi Ops" Mod. Second time it was with an AI-Controlled Templar from the "FB Mission Pack" Mod. I don't think it has happened with my own troops yet... so it may just be a conflict with AI units.
michiakig  [author] 7 Jun, 2018 @ 4:34am 
hey @Alex Nares, thanks for the comment. sorry that the bug is not 100% fixed, there is definitely some strange interactions that can happen with Bladestorm. was your unit with Bladestorm a normal Ranger or was it a Templar or other unit that had picked Bladestorm out of the bonus pool of perks? I tested my workaround that ignores-other-Bladestorm with a Ranger, so wondering where it's not working.

this mod is not high on my priority to fix and improve given it is relatively niche and not super popular, but I will experiment a bit and see if a fix is easy. any extra information you can provide would help. thanks again
Alex Nares 7 Jun, 2018 @ 1:36am 
OK, I ran into a bug. If another unit that has Bladestorm moves near a Lost, the Lost will trigger Bladestorm, which Triggers another Bladestorm by the non-Lost unit. This causes the game to get stuck and you can't continue.

I see in your notes that you said the Lost will not react to any units that have Bladestorm, but they actually do.
Alex Nares 15 May, 2018 @ 3:13am 
I love this mod! The lost actually feel like a threat now.

Any chance you could make this same mod, but for Faceless? and Chryssalids? And Berserkers too, why not? Stun Lancers too. Every melee enemy!

(There is already one for the Chosen Assassin)
ArcticJack 22 Mar, 2018 @ 10:55pm 
"- The Lost will react to a unit which starts their turn in melee range and then moves away. I think this is a change in behavior compared to the normal Ranger Bladestorm, and it's a bug in the sense that it was not intentional."

XCOM bladestorm works the same way; enemies that start their turn by moving out of a square adjacent to a bladestorm unit take damage aswell.

BTW: adding this and 'rend the lost' together makes for some interesting balance
p6kocka 1 Mar, 2018 @ 9:37am 
@spacemanaki
Playing with large pods and 8 xcom soldiers.
Till I come to the last pod with they´re almost dead by the Lost bladestorm.
Is it possible to disable bladestorm when the Lost isn´t yet activated?
michiakig  [author] 27 Feb, 2018 @ 7:01pm 
@p6kocka oh that's an interesting side effect, I hadn't played enough with the mod enabled to notice that. hm I will think about, not sure how easy it will be to implement that, or balance it around advent in general
p6kocka 27 Feb, 2018 @ 9:14am 
@spacemanaki
Hi. Is it possible to trigger bladestorm only AFTER activating first pod? Bcs after 2-3 turns of sneaking behind Advent, they are almost slauthered from near standing Lost.
p6kocka 16 Feb, 2018 @ 10:06pm 
One of the best mods in terms of enhancing (yes,enhancing) gameplay. Finally, the Lost aren't just canon fodder.
NotSoLoneWolf 31 Jan, 2018 @ 9:03pm 
Unfortunately, I'm working with SPARKs and their Strike attack is very high-damage - most of the tests I've done have been on enemies that are one-shotted. The only animation difficulty that I've seen is a Priest moving, then stopping his move one tile later (instead of being frozen in mid-stride) so that the Sustain animation could trigger.

I would suspect that most of your problems stem from the fact that Bladestorm was never designed to work against XCOM soldiers, or at least units with multiple weapons. Although, maybe I'm jumping to conclusions - is Bladestorm in multiplayer? I've never touched it so I don't know.
michiakig  [author] 29 Jan, 2018 @ 8:23pm 
hey @NotSoLoneWolf glad that was helpful. have any ideas about the way animations interact with interrupting abilities like this? something about an action being interrupted (as opposed to a move) and then resumed is not working the way I did this (see the video with the sharpshooter switching from pistol to rifle)
NotSoLoneWolf 28 Jan, 2018 @ 7:26pm 
Kudos to you - was searching everywhere to figure out a way to stop Bladestorm-like abilities from triggering from the edge of vision range, and your X2Condition_LostBladestormRange file was the answer. Thanks!
UTPriest 25 Jan, 2018 @ 6:13am 
It's like you read my mind. Love it.
Gods patheticist worm 17 Jan, 2018 @ 5:41pm 
This is disgusting


I love it
Jorkie 17 Jan, 2018 @ 5:36am 
I like it. It makes you think twice with whom you will kill which lost if you have the attack opotion activated.
michiakig  [author] 16 Jan, 2018 @ 6:36pm 
@Conefed Right now it triggers for units which start in melee range and move away, and also units which start outside and move in. This is different from regular Bladestorm, so I plan to tweak it. If I do I'll try to make it configurable
Conefed 16 Jan, 2018 @ 10:50am 
This mod sounds brutal in an awesome way.
Can you do it for Chrysalids also?
Can the ability be adjusted to only do leaving-engagement (instead of entering) attacks?
RickGrimes74 15 Jan, 2018 @ 9:41pm 
Awesome!
MrShadow 15 Jan, 2018 @ 9:32pm 
nice
michiakig  [author] 15 Jan, 2018 @ 9:30pm 
ah that makes sense. I’ll look into reducing damage and accuracy. In the meantime I’ve uploaded a version which disables the reaction on actions and attacks. you can re enable it via Mod Config Menu
MrShadow 15 Jan, 2018 @ 4:19pm 
i mean make their bladestorm only do a small amount of damage.