XCOM 2
Psionics Ex Machina 2.0
37 Comments
MrCloista  [author] 7 Sep, 2020 @ 6:33pm 
we uploaded it seperately so we didnt't break people's games, link at top of this description.
Sir Sunkruhm 7 Sep, 2020 @ 6:30pm 
Awesome! Thank you--definitely looking forward to trying out the 3.0 release. :D
MrCloista  [author] 7 Sep, 2020 @ 5:10pm 
@Sir Sunkruhm thought you'd appreciate the ping for 3.0's release
Sir Sunkruhm 28 Aug, 2020 @ 4:53pm 
Niiiiice! That approach is super user friendly. Looking forward to it doubly so then! Thanks again for sharing your lovely work with the community. :)
MrCloista  [author] 28 Aug, 2020 @ 3:41pm 
Thanks for the kind words. 3.0 really dials this up to 11 as well, with the new facility, new resource, and also We've taken a new approach with adding GEMS for 3.0, we have a list of more or less every perk pack with psionics in them and have made GEMs for all of them, and if you don't have the perk pack enabled it will roll our new resource in place of the missing GEM. In total we have 42 GEMs and 17 PCSes setup.
Sir Sunkruhm 28 Aug, 2020 @ 11:29am 
This mod is excellent! Really loving it so far. :) I appreciate the degree of compatibility you made this with and think it's a very fun implementation. Looking forward to 3.0! I also saw in the comments that you said you were going to enable gems to be added via config file, which I eagerly look forward to.
MrCloista  [author] 13 Aug, 2020 @ 4:41pm 
Should be, though why would you need it when anyone can have psionics?
Deesthetics 13 Aug, 2020 @ 2:10pm 
Is a mod like Psionic Class WOTC compatible, that mod also disables Psi Lab? Just curious.
MrCloista  [author] 21 Jul, 2020 @ 6:56pm 
Have added a 4th discussion relating to future plans.
RustyDios  [author] 21 Jul, 2020 @ 8:44am 
There are plans being worked on for 'version 3' that will convert the Psi Lab into a 'Proving Grounds' for the PCS' and GEMS ... just working out how to do it :)

You can still upgrade the PsiAmps, higher tiers have the same improvements as base game and more slots by default.
neIVIesis 21 Jul, 2020 @ 5:52am 
Does this also disable the Vanilla tech trees for Psi Amps, in a way that player no longer gets Magnetic and Beam versions?
neIVIesis 21 Jul, 2020 @ 5:48am 
This really looks intriguing. I really like the idea of tying Psi abilities to equipment, but I am never too keen on mods that remove game functionality instead of improving it. My suggestion would be to leave the Psi Lab, but re-purpose it as a training ground for Psionic units to learn new perks and abilities. This would be logical and maintain such a specialized facility.
Flashstriker  [author] 6 Jul, 2020 @ 4:02pm 
Interesting new update, I like it this way
MrCloista  [author] 30 Jun, 2020 @ 5:48pm 
v1.2 Updated: Added the Psionic abilities from Bstar's Perk Pack. Refocused GEMS to 'Active' abilities (and those that enhance them) and PCSs to 'Passive' Abilities. Fuse has been made the default PsiAmp ability.
MrCloista  [author] 14 Jun, 2020 @ 5:48pm 
Fuse is one of the others I originally considered to be honest, for those same reasons. If my other idea doesn't work, it'll probably be my go to option.
RustyDios  [author] 13 Jun, 2020 @ 6:06pm 
Fuse would be a good one to start as the freebie tbh.. it's powerful, but situational. It requires the enemy to have a grenade(or fuse-able object like micro missiles). It's a good pod opener or to help clear some cover (like demolition).

It can be used on the dead bodies littering the battlefield.... it has some good points. But in all the games I've played it still seems somewhat 'meh'. Maybe I use it wrong, but I just don't rate the skill that highly. Maybe it's that after you've detonated the grenade it cannot be used on the same enemy again, I don't know. It's a good one to consider.
MrCloista  [author] 13 Jun, 2020 @ 5:12pm 
Thanks for the Feedback. I'm definitely planning on moving Soulfire to a GEM. I am trying to figure out if it's possible to make them spawn with a rangom GEM (from the lower tier abilities) if I make them Finite Items. If not, I'll consider other abilities as base, like the one you suggested.
Search 13 Jun, 2020 @ 4:15am 
@MrCloista Might I suggest using Pyrokinisis from Grimy's Fury class as the starting psi amp ability? It is like soulfire but it costs HP to use and has a 2 turn cooldown. I also agree that soulfire is far to powerful to give for free.
MrCloista  [author] 10 Mar, 2020 @ 9:33am 
Thanks for the Feedback, I chose SoulFire initially because it is one of the starting psi op perks (whereas Fuse is actually a much later tier, for example), but if it's something others also feel is too powerful as a 'Freebie', then I'm certainly open to swapping it out for one of the other abilities which is a bit more situational.
Ypreslang 10 Mar, 2020 @ 8:09am 
Some feedback from my experience using this. Been using it with the proficiency classes with all of its classes being able to use it in their secondary and soulfire feels too strong for a starting perk on the amps. As long as a class does care about missing its secondary, like the proficiency's marine, they get a free attack that ignores cover and armor with no real downsides and the only investment on my part being that I researched psionics. I assume this would be even worse if I was using pistol slot, as a pistol wouldn't compare to everyone having soulfire. Maybe if the starting perk was something weaker like fuse, or had some drawback to using a psi amp it wouldn't feel so powerful.
MrCloista  [author] 22 Feb, 2020 @ 5:42pm 
@Totoro It's hard coded into the unrealscript in the mod that you can't upgrade the PsiAmp with anything other than GEMs, and GEMs cannot be used with anything else. In a future update I plan to allow GEMs to be created in a config file, you may be able to make GEMs which emulate Grimy's attachments at that point.
Totoro 22 Feb, 2020 @ 2:23am 
And another one question. How can I enable modifying Psi-amp with another weapon attachments, not only GEMs? I'm using Grimmy Loot Mod+RPGO and it's working well (with some ini-editing), but I can not upgrade psi-amps with Grimmy's attachments.
Totoro 22 Feb, 2020 @ 2:18am 
MrCloista  [author] 9 Feb, 2020 @ 12:44pm 
Both work fine with standard CHL, hade updated CWCR to reflect that as well.
Misty 9 Feb, 2020 @ 12:18pm 
I do plan to be running it with the class mode, so long as that works with the CHL stable build as well. Though I do have a fair number of additional classes and class packs, so I shall have to see if it even works in conjunction with those (I forsee Long War Classes into Shadow OPs causing a problem as they also act as replacers for the base four).

Short answer, If all goes well, Yes.
MrCloista  [author] 9 Feb, 2020 @ 11:19am 
Just out of curiosity, will you be pairing it with the class mod?
Misty 9 Feb, 2020 @ 11:07am 
Lovely, lovely. I appreciate the promptness and look forward to testing this wonderful concept.
MrCloista  [author] 9 Feb, 2020 @ 9:19am 
@Cael of Horn - have updated requirements to reflect normal highlander.
MrCloista  [author] 9 Feb, 2020 @ 9:17am 
Should work fine with main highlander, just had beta selected as that's what i last downloaded before i switched to the covert infiltration specific one. will update requirements list.
Misty 9 Feb, 2020 @ 7:33am 
Not keen to being forced onto the BETA branch for such a neat concept. But is what it is I guess. Just interesting enough to risk it.
Flashstriker  [author] 9 Feb, 2020 @ 2:19am 
This is certainly a unique taste of things. Nice
MrCloista  [author] 8 Feb, 2020 @ 8:44pm 
@Ypreslang Theoretically very easy. All they'd need to do is create the relevant item template and make sure to assign it to the correct Reward Deck (assuming they wanted it buildable) and the Loot Tables.
Ypreslang 8 Feb, 2020 @ 8:27pm 
Definitely going to try this out for my next campaign. How easy would it be for other moders to add additional psi abilities to this?
Star¤Dagger 8 Feb, 2020 @ 3:14pm 
MrCloista'dib, who no longer needs the Wyrding module!!


[But you do, you need the module or it don't work!]
RustyDios  [author] 8 Feb, 2020 @ 2:16pm 
Ditto, curious at first... it's definately something I'd try in my next campaign... right now though I just went through a massive mod-shakeup and testing if my current 272mod list is stable...

This will however be on my watch list :)

Congrats on release!!
Iridar 8 Feb, 2020 @ 2:10pm 
Great work, congrats on release.
Iridar 8 Feb, 2020 @ 2:10pm 
Hmmm I wasn't fond of your idea initially, but now that I see it realized in its entirety, it does sound kinda interesting.