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Tiers must have different identifiers, then only base abilities (base identifiers) will affected. If they all a copypaste, then they all will be overwritten. Mod dislikes any touches to skirmisher's skill tree, this will lead to unpredictable results, I assume that brand new abilities do not appear after that
I understand the "Other Changes" section regarding standard abilities being modified. What I meant regarding 1 was, regarding the added abilities: this results in more than 3 abilities available at certain tiers. Are any default abilities replaced by new ones, or are the base abilities (modified where listed here) and all of these ones all available?
Or, are *just* the ones mentioned in this mod available and the other base abilities gone?
1. Normal ones will be overwritten
2. You can modify any value from the list above, Interrupt cooldown to 0 is possible
3. Parkour is skill from Guerrilla Tactics School facility
1) Are these abilities added in addition to the normal ones (Reckoning aside)?
2) Is it possible to modify things on these abilities in the ini instead of just disabling them? (Example: I'm planning to do a Marvel vs. Advent campaign and looking to use Skirmisher for Spider-Man, and since he'd have melee for his primary weapon Overatch obviously is useless but being able to Interrupt every turn would be good)
3) What's Parkour? You seem to indicate you're modifying it but I don't see it on the list of Skirmisher skills in the wiki.
Try to define local var (local X2Effect_GrantActionPoints GrantActionPoints;) at top of the function along with others locals and to apply changes launch a new mission
@McGibblers, feel free on that
@SupremeMorpheus, haven't modded anything in an x-com for a long time and not sure how made weapon scale properly...
If you want bonus action you need find file in the mod folder ...\Src\TurboSkirmisher\Classes\X2Ability_SkirmisherAbilitySet_TS.uc, then open it via any text editor. Find Impulse function "static function X2AbilityTemplate Impulse_TS()", paste next text inside second conditional "else":
local X2Effect_GrantActionPoints GrantActionPoints;
GrantActionPoints = new class'X2Effect_GrantActionPoints';
GrantActionPoints.NumActionPoints = 1;
GrantActionPoints.PointType = class'X2CharacterTemplateManager'.default.MoveActionPoint;
Template.AddTargetEffect(GrantActionPoints);
For standard action change "default.MoveActionPoint" to "default.StandardActionPoint"
Maybe you used something earlier? Something that worked with skirmisher's class data, game balance mod maybe? Last thing what i would to try is rebuild class with this mod disabled, save game, rebuild with this mod enabled. If im not wrong when soldier created (recruited), all data from ClassData.ini for current soldier will be saved forever, even if mod was deleted.
In your case, I guess yes.
So this mod should be loaded first, at the top of the order? (i.e. #5 out of 15)
I've heard Alternative Mod Launcher can do order loading, this is outside workshop project. On paper to make it work you need force load this at the first places, because mod removes whole skill tree first and then adds it again with new abilities, if skill tree not similar with what mod want to remove it skip further process after the first error, next step will be the filling whole skill tree on top of existing one. In that case you might see glitches like duplicate abilities, Rend on the end, etc.
Is there anyway I can force this mod to run last? That way it overrides any changes to the ClassData for the Skirmisher? I have it in my local mods folder and at the bottom of the order inside the XCOM 2 Mod Launcher. I have no idea what else is messing with the classdata for Heroes.
I tested rebuild command with RPGO right now and ability tree looks fine, except juggernaut... this skill not required wrath. To be honest, never interested in RPGO at all, right now i dont know what can screw up tree, except obvious mod that work with ClassData.ini.
This is the only Skirmisher-specific mod that I'm using, aside from anything from RPG overhaul, but this mod should have a better priority since it's in my local mods folder.
I added "always active" option to ini file, so it will work as passive effect, it took 2 minutes, personally like the active option and not see anything bad in the passive, left to update just after some fixes
Ripjack does not have base crit chance, i guess it coming from critical skirmishing mod :), i like activation condition on impulse, passive effect looks decent too, it looks like i forgot include duration on ini :)
And on impulse - fair, 3 shred can be a lot, especially when you get two attacks. I will say, it could also be balanced as just being +1 shred at all times? A passive rather than an active. It allows skirmishers to scale better without being so amazing at killing one super-armored enemy.
Swapping things around skill tree triggers mini puzzle game - where then to put old ones, i can try, but i dont know what effect to expect, not like to touch xcom ability line.
And it seems tempting for me to add "damage reduction effect" on the second Ripjack Slash attack.
Thanks again :) my english not good, i fix descriptions
After some gameplay i want to nerf some things, especially Manual override this skill is a joke right now, 1 use per turn maybe better choice to prevent endless spam, it must be not weaker than standart and not strong that much.
Agreed with Rend, bleeding chance and permanent effect is too much, in my current state it has +1 damage, 35% chance for 3 turns.
When i tested Impulse with +3 on Gatekeeper, i killed that guy in one turn, lucky slash double crit +bleed +retribution, fact that skirmisher can do double offensive actions (even more with bondmate, psi, reflex) and him not need primary weapon directly for shredding, makes me scared to adding some bonuses in addition.
For example, as normal shredder shreds 1 armor at tier 1, 2 armor at tier 2 weapons, etc, this could do 1 shred with conventional weapons/grenades, 2 shred with mag tier/advanced grenades, and 3 shred with plasma tier. You could also integrate Tier 3 Grenades and have them do +3 shred when impulse is active, but that might just be extra work. Balancewise it should be fine? Because where normal shredder is active on every shot, this only shreds every 5 turns.
Something else you might want to specify - is it that they have +2 cooldowns as soon as you take Juggernaut, or is it +2 cooldown if you hit, and misses are still just 4 turns?
If it's the first, the better wording would be "Increase the cooldown of Justice and Wrath by 2 turns. However, successful Justice or Wrath attacks stun organic targets. Requires Wrath." The second works with the first line in quotes. Probably fine strengthwise.
- Rend should say, "Ripjack attacks grants an additional +2 bonus damage and have a 75% chance to inflict bleed on an organic target." Also, it might be a bit strong at corporal level and a 75% chance of bleed. I usually edit it to 30% bleed, and over 3 turns as opposed to infinite turns. Maybe making it Lt is better?
- Judge should say, "Removes cooldown from the Ripjack Slash attack, and grants Ripjack attacks an additional 25% chance to critically hit." Position wise it's fine.
- Tribunal is fine grammatically. However, it is really late at major. In fact, you could even swap the position of it and Rend, though then maybe Rend comes too late? But just ignoring armor and having extra crit damage probably isn't strong enough to wait that late.
You give good advices, thank you :) I refresh info later after update, almost done with shred ability and improving possibility to disable all just in one line.
That sounds interesting, i will try make something
Thank you :) the reaper idea it's actually cool, i'm even never thought about this. Initially Tribunal had ability to shred armor. Im just wanna ask you then what about like this:
Blind Fury: A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Blind Fury mode grants an extra action and can shred armor, but further melee attacks deal reduced damage. Just an example
Or just simple ability for armor shred will be better.
If you only want to use the extra abilities and not the overall changes, you can use semicolons to comment out every line in this mod's XcomClassData, then add the extra abilities into the ClassData file you want to use manually. Save a copy of those changes somewhere else too in case more changes to the mod come out so you can simply replace your changes as needed.
Its possible to avoid rest of this changes but it took some time and this time might be wasted if mod will be updated.
Most likely I will add this opportunity for every skill, I'm just not sure how to do it right for some of them.
Thanks, i hope so :) sometimes i just think some of this changes is absurd, like +75 dodge from full throttle... What? Is this for real? :D This number is so big... I wanted give to that ability some sort of ranger's shadowstep parody by skirmisher edition in addition once per "number" turns, but as a result we see this :)