XCOM: Chimera Squad

XCOM: Chimera Squad

Perfectly Reasonable House Rules
54 Comments
dskdev 20 Sep, 2023 @ 8:13pm 
The dev didn't like the idea on paper so they removed it. People will install the mod, play like 2 missions, and dip again lol Nobody plays Chimera Squad
Mofire 17 Sep, 2023 @ 1:33am 
Making utility items not free actions is horrible. Having strong utility is what makes the harder difficulties actually manageable. You WILL be outnumbered and cannot win without making your actions and equipment efficient. The game is designed around them being free and changing that acts as if it was a mistake.
Pencey  [author] 27 Jul, 2020 @ 4:46pm 
You can tune that following the 'Configuration' steps listed above.
MightyMouse 7 Jul, 2020 @ 7:00am 
The 40% chance of scarring at 50% hp is just too much. I love this mod, but I never have time to do anything other than scar removal in the training area. Any chance of scaling back either the rate or the threshold?
Pencey  [author] 26 May, 2020 @ 6:58pm 
When a unit already has a scar and they reach the conditions where they would receive another, the original scar is 'deepened,' and the debuff value is increased.
Kwic 26 May, 2020 @ 6:05pm 
I meant : -9MP
Kwic 26 May, 2020 @ 6:04pm 
is that intended that scars are ; -7hp, -9hp, -30 hit chances and so on !!!
Agents have 7-8 Hp; ennemy hit is 4HP (if they dont crit); means 2 hits and scars arrive !
I wanted challenge (Impossible/ironman/no heal, dont show ennemy health, not allowed to have Blueblood and Patchork in team) , but it is not playable with that kind of scars !. I will reduce scars chances and increase it mid to end game.
Kwic 25 May, 2020 @ 4:16pm 
Nice one. I wanted somthing to make the game harder. Is there anyway to modify ennemy health? So that they could have more health ?
FreeFormSage 21 May, 2020 @ 10:57am 
Love a lot of this, especially the change to Cherub's generator.
LordLancelot 15 May, 2020 @ 7:06am 
I did the test with nanomed kit, bubble grenade and Motile inducer.
They cost 1 action and do not end turn.

Working ! good job.
LordLancelot 15 May, 2020 @ 6:27am 
Did anyone test this ?
Equipment
Grenades and utility items are no longer free actions.

With medkit and Motile inducer ?
Cronstintein 10 May, 2020 @ 9:00pm 
Free grenades are definitely crazy-op. Cool mod, will use for playthrough #2!
pepoluan 4 May, 2020 @ 9:52am 
Whoa, this looks mighty interesting! Certainly will make for an interesting, different gameplay for my next playthrough!
Pencey  [author] 4 May, 2020 @ 3:06am 
It was replaced with a change I like a lot more: Kinetic Armor only lasts till the start of Cherub's next turn.
Pallax 4 May, 2020 @ 2:00am 
What happened to the cool down on Kinetic Shield?
Tr4cker0 4 May, 2020 @ 1:09am 
Thanks so much, base game is too easy, i enjoy every balance you are making !

I have a suggestion, in the AOE spell's description of Zephyr, it isn't written that she CC hitten targets, but it does, so i think it's a glitch. It's supposed to CC only when you take her training which is supposed to do it. Yet, it applies a double CC if you take the perk and i think it's too much.

Also can you correct patchwork Glitch that make her gain 1AP when she kills someone with arc perk?
Pencey  [author] 3 May, 2020 @ 7:56am 
Hmmm, I can only really speak to what this mod does with ini files. Maybe someone can help you out on reddit or discord?
LordLancelot 3 May, 2020 @ 1:54am 
Yes I tested with this
bAreAllUtilityItemsFreeActions=false

in
C:\Program Files (x86)\Steam\steamapps\common\XCOM-Chimera-Squad\XComGame\Config\DefaultGameCore.ini

It was not working.
Pencey  [author] 3 May, 2020 @ 1:43am 
Make sure you remove the semicolon in front of both lines. The line with the minus removes the 'bAreAllUtilityItemsFreeActions=True' from the default configs.
LordLancelot 3 May, 2020 @ 1:18am 
;-bAreAllUtilityItemsFreeActions=true
;+bAreAllUtilityItemsFreeActions=false

I have try the false option in the game ini files. but it was still a free action.

I have not tried with your mod yet, since it's the same settings.
Pencey  [author] 2 May, 2020 @ 11:39am 
Latest update reworks Terminal's Pin Down cost and lowers the Mach Weave dodge bonus, among other things. See the change notes for the full list, and be sure to check your ini files if you had local changes.
Pencey  [author] 2 May, 2020 @ 11:30am 
Yep!
LordLancelot 1 May, 2020 @ 5:58pm 
Thanks!
Will it be possible to turn off all change in the config and only use the upcoming 1 action item use ?
Pencey  [author] 1 May, 2020 @ 5:56pm 
I'll add that next update!
LordLancelot 1 May, 2020 @ 5:54pm 
Or is it possible to do by editing the game ini ?
LordLancelot 1 May, 2020 @ 5:53pm 
Is it possible to use this mod (edit the config) so that all items cost 1 action to use, not just grenade ?
Pencey  [author] 1 May, 2020 @ 3:37pm 
Unfortunately I didn't save the code for the custom 'charge on cast' behavior. Sorry about that, should've considered some people would like it more. The option to increase the CD is still in the config files. Path to those is in the description.
✨ ジェニイ姫 ✨ 1 May, 2020 @ 3:17pm 
How do I set it back to the way it was before? I found it a lot more fun to play cherub where he could only give out a shield every other turn, and gained charge instantly.
Pencey  [author] 1 May, 2020 @ 6:07am 
Latest update takes a new approach to Cherub. Having multiple Kinetic Shields out at once really dilutes the tension for me, but the cooldown change wasn't fun. Now you can cast it each turn, but the effect only lasts till the start of his next turn, effectively limiting you to one shield at a time. I also expanded the utility of his pistol with a new starting perk for the boy who loves to book 'em.
ChaoZ 30 Apr, 2020 @ 3:20am 
absolutly! :)
Pencey  [author] 30 Apr, 2020 @ 12:19am 
Yeah. Whenever there's not an interesting choice to be made I feel like something's gone wrong. And a guaranteed hit solid damage option each turn is a no-brainer.

This feels like a nice side-grade to me: you wan't to hold off to make sure it's available when you need it, but the 'doesn't end turn' change means she can pull off a nice damage spike.
Pallax 29 Apr, 2020 @ 10:41pm 
oh this looks great, Jolt needed a cooldown for sure
Pencey  [author] 29 Apr, 2020 @ 6:23pm 
Yeah that dodge bonus could be half what it is and still be useful.
mcmarbles 29 Apr, 2020 @ 5:35pm 
Mach weave needs a little bit of a nerf. In the last fight Axiom tanked nearly the entire field, with no cover, without requiring any hp regen beyond his passive. It's bonkers. I think Torque maybe got hit once the whole campaign.
ChaoZ 29 Apr, 2020 @ 12:48pm 
thx :)
Lex 29 Apr, 2020 @ 11:59am 
Hm, not a fan of the AR/Shotgun change. Guess I'll have to add my own spin on those things.
Pencey  [author] 29 Apr, 2020 @ 10:58am 
@ChaoZ you should see the following files in the 'Config' folder, with entries in them covering:

XComGameData_WeaponData - Weapon piercing
XComCooldownsExtended - Shrapnel Bomb
XComGameCore - Cover bonuses
XComGameData - Grenade AP cost
ChaoZ 29 Apr, 2020 @ 10:38am 
i cant find the changes from your last update in the config files - only the bleedout modifier. ?
Pencey  [author] 29 Apr, 2020 @ 9:13am 
Big changes in the most recent update. But you can disable anything you don't like: that's the PRHR guarantee.
✨ ジェニイ姫 ✨ 29 Apr, 2020 @ 12:56am 
np, thanks for making it work lol
Pencey  [author] 28 Apr, 2020 @ 8:16pm 
@Zyga Improved my 'charge gain on cast' logic for him, and after some playtesting with different squad comps, I'm pretty confident the tonight's update resolved the issue. Thanks for reporting, and sorry for the inconvenience!
✨ ジェニイ姫 ✨ 28 Apr, 2020 @ 6:25pm 
Causes some crashes;
Crashed when I just used kinetic shield with cherub on a mission, and then the next mission when I swapped places with him it crashed (after he was able to use the kinetic shield).
ChaoZ 28 Apr, 2020 @ 1:48pm 
uah sry pencey... xD
Pencey  [author] 28 Apr, 2020 @ 12:16pm 
@Lex The blame comment was for ChaoZ!

I've got no beef with Axiom :)
Lex 28 Apr, 2020 @ 12:14pm 
I know that he gets regen and armor, I don't care. He's a muton so he has to have the most base health by default... even if it's just one point difference. That's half the basic conditioning training ...
also, why should the nerf something because of a mod I didn't even upload? Don't blame me if they get ideas from some comments :D
Pencey  [author] 28 Apr, 2020 @ 12:01pm 
I did not! If that gets nerfed eventually I'm telling people to blame you.
ChaoZ 28 Apr, 2020 @ 11:38am 
ähm.. but you know that axion will receive regeneration?
Lex 28 Apr, 2020 @ 11:23am 
One change that I made for me personally was increasing Axioms base HP by 1 so that the muton now has the most HP. I just couldn't stand the fact that he had the same HP pool as the medic girl...
Pencey  [author] 28 Apr, 2020 @ 4:51am 
ChaoZ thank you for pointing that out! I misunderstood 'PlusOne.' All better now.

Sinriel you're right, I just always thought the technical way of counting cooldowns was so counter-intuitive. Reworded for clarity!
ChaoZ 28 Apr, 2020 @ 3:59am 
oh and Pencey?(why namechange? ;P) the "PlusOne" is a percentage number by default, or did you something like this in your code allready?