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[WOTC] Tesla Loot Mod Fixed Chance
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2960197261
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2820720513\Config\XComTLM.ini
[Rare X2RarityTemplate]
; Decks.Chance - the chance for this deck to be used for this rarity. 0 = 100
Tier = 0
RarityColor = "#FFFF00"
+Decks = (UpgradeDeckName = "StukovWeaponDeck", Quantity = 1)
[Epic X2RarityTemplate]
Tier = 1
RarityColor = "#FFA500"
+Decks = (UpgradeDeckName = "StukovWeaponDeck", Quantity = 1, Chance = 80)
[Lego X2RarityTemplate]
Tier = 2
RarityColor = "#3ABD23"
+Decks = (UpgradeDeckName = "StukovWeaponDeck", Quantity = 1, Chance = 60)
if you need more help, i am usually available on discord
Nice work!
Yeah so with traits & abilities & other mods that completely remove mental ailments, with the negative effects provided here completely override this or would soldier still, rightfully, overule something like "afraid of explosions/poison/etc)? I would assume the latter as ability states seem to override stacked effects...not that I'm a modder either I could be wrong!
Yeah I wouldn't expect vulnerabilities to be on weapons but RPGO classes has some cool abilities that incorporates "overheating" with successive fire & stuff, so something like "if this weapon crits, do damage to soldier" when you use a powerful weapon ability. Might look into it myself one day, keep up the good work :).
You can easily adjust anything in the configs.
I also actually thing some possiby more gameplay impactful traits would be great, such as: uses double ammo; costs alien alloys after mission end as it fires slugs of alloy rounds; can overheat or potentially backfire due to its immense power causing 1 or 2 damage downing on overheat or overload (perhaps overload damage for 2 could be when the damage causes is critical damage? Could be fun!); Or other dramatic things like self burn, self freeze, self poison, but only reserved for supremely powerful weapon versions.
Stuff like that :). Keep up the great work though.
For the second point, I actually think they shouldn't be openable without keys period, or, if you must force your way into them they take significantly longer, and cost supplies and intel as well. 1/2