XCOM 2
Project: Resistance Heroes
29 Comments
ok so it is a different version of Bladestorm, i can see the problem then.
On the Lost Bladestorm mod it says:
"- The Lost will not react to any other unit that has Bladestorm. This means if a Ranger with Bladestorm walks past a Lost, they are immune to the Lost's Bladestorm. This is an intentional hack to avoid the game getting into a glitched state I observed while testing when actions and reactions pile up. Note in the comments that someone said this is not fixed in some cases."

Since the Templar's skill is a different version underneath the surface (which probably also explains why it can miss), i guess the other mod doesn't recognize it to not proc on them which leads to this "glitched state" the other mod is talking about.

Guess i'll just disable it, shame cuz its the only thing i can find to make them a bit more intimidating while keeping the units in-universe
Alpha115  [author] 5 Apr @ 10:59pm 
@95% chance? No, that won't work This mod does not change the Skirmisher's Retribution attack nor the Templar's unique version of bladestorm. Some other mod is messing with that.
Also the Bladestorm problem does not occur on Rangers, only the Tempalrs
I've noticed a few weird behaviour running this:
- Bladestorm attacks on Templar can miss
- Bladestorm also triggers from reaction attacks (I run this with Lost Bladestorm), so when i run to a Lost to Rend it does both the Bladestorm attack and Rend. However the Bladestorm attack goes first and if it kills, then the game becomes very buggy (random long wait time, can't move command the Templar, and a few more). Same also applies to Skirmisher Retribution iirc, cuz whenever i use Justice he also does the reaction attack

I can understand if the 1st one is intentional for balancing reason, cuz the extra skills from your mod does make the faction heroes really strong. But is there anyway to change the reaction attack problems outside of just .... not getting it?
darkNoiz 26 Feb, 2024 @ 11:44pm 
Thanks & clear !
Alpha115  [author] 18 Feb, 2024 @ 9:46am 
@darkNoiz you cannot use this and the proficiency class versions of the hero classes. They will conflict, with one overriding the other. As for comparing not sure I do not use Prof classes. I know if you use the default proficiency classes with this it will still work.
darkNoiz 17 Feb, 2024 @ 11:59am 
How does this compare to the Proficiency classes? Does it work together? Does it overwrite those? If I have both, which ones are actually used in game?
Elronhir 5 Feb, 2024 @ 5:04am 
Tried Weapons and Items Overhaul with this mod. Used a suppressor in a Reaper and it messes with the reveal chance from the improvised silencers. The suppressor superseeds the ability so it is not recommended to use.
dmc32 30 Jan, 2024 @ 12:56pm 
Great update, thanks.
Alpha115  [author] 27 Dec, 2023 @ 5:30pm 
@Elronhir That is because its a basegame perk that firaxis decided to not create an icon for said perk.
Elronhir 27 Dec, 2023 @ 4:48pm 
Hi @Alpha115 the perk Improvised Silencer for the Reaper has no icon.
Alecthelm 16 Jul, 2023 @ 1:16pm 
thx for the declustering of my help and hopless overcrowded Modlist:) love the 3 reworks, use em all the way.
Alpha115  [author] 8 Jun, 2023 @ 3:32pm 
@Skarsatai 2.0 I posted the code I used for the detection radius stuff in the project shadow mod page. The code I use is the standard code used by a number of mods to reduce detection radius of a soldier. One possible issue is if detection radius reduction goes low enough it will do the reverse and greatly increase your detection radius. My reaper rework has two detection radius reduction perks the default one is 45% detection radius reduction at squaddie. There is a further 25% reduction perk you can obtain at Colonel rank for a total of 70% detection radius reduction.
Skarsatai 2.0 8 Jun, 2023 @ 1:07pm 
of course it is a mod conflict on my side. It would be interesting to know what exact detection changes did you make in the mod compared to vanilla / other reaper mods to understand
Alpha115  [author] 8 Jun, 2023 @ 8:21am 
@Skaratai 2.0 its a mod incompatibility, Both this mod and my reaper mod are using the same code for both mods. I do not have this issue and with other testers we have concluded its caused by mod conflicts.
Skarsatai 2.0 8 Jun, 2023 @ 8:15am 
I have a strange detection effect when this triple mod is activated. every reaperclass gets a 40tile detection (at least). with only the templar and the skirmisher single mod and without the reaper singlemod all reaper classes working like there should be. did you change the detection for the reapers in your triple mod?
Alpha115  [author] 6 Jun, 2023 @ 7:36am 
@TradeGy No idea man. Something is overriding the templar's Class config data for your game.
TradeGy 6 Jun, 2023 @ 4:12am 
@Alpha115 no I started a new campaign and chose to start with the Templars but the templar was the normal one.
Alpha115  [author] 5 Jun, 2023 @ 11:14pm 
@TradeGy did you add the mod mid campaign? If so this mod's effect wont take place for any existing hero soldiers. It will only apply to newly created ones. With a certain mod you can rebuild the hero soldiers to make them have the new skill trees.
TradeGy 5 Jun, 2023 @ 2:41pm 
The mod doesn't seem to work for me as the hero classes are the exact same as vanilla, the only other mods I have that do anything to the hero class skills are Stronger Templar Parry, [WOTC] Templar Meditation and [WOTC] Electrical Damage Consistency.

Anyone have any idea what I could do to fix it?
Alpha115  [author] 1 Jun, 2023 @ 12:19pm 
@mikesh1958 I will not fix issues that are not related to my mod because of some other mod conflicting. Go ask the reaper overlay mod maker to fix the overlay issue. Or go to the Xcom 2 modding discord and ask for help there.
mikesh1958 1 Jun, 2023 @ 12:11pm 
The Reaper overlay stops working after I aimed at the enemy and refused to shoot. Can you check it yourself? And I remember exactly the same glitch with sting was observed in the standard Reaper when trying to use it against SCR faction fighters. Maybe there are some ideas?
The Unknown Wizard 26 May, 2023 @ 1:46am 
@Alpha115 No thats okay I can make a personal limit myself. Thanks
Alpha115  [author] 25 May, 2023 @ 10:00am 
@The Unknown Wizard No way to disable the Sting changes. However I can make it so the CD has a 6 turn CD. To make it so you can only use it a few times a mission. I'd be able to make the CD configurable, so you could make it whatever you want.
The Unknown Wizard 25 May, 2023 @ 2:33am 
If I wanted to make sting a one time use again how would I go about doing this? Everything else is great I just think sting being a cooldown is too overpowered for me.
silverleaf1 21 May, 2023 @ 8:04pm 
@Alpha115 Thanks for the quick answer.
Alpha115  [author] 21 May, 2023 @ 9:50am 
@silverleaf1 this is a class rework. You don't need a CI bridge for class mods. My other mod is a sitrep mod.
LeyShade 21 May, 2023 @ 6:16am 
@Silverleaf1 - All CI bridges should work for both independent and all in once packs as this one, being interchangeable between the two. This is true as long as template names are the same within the all in one pack, which is normally Alpha's style.
silverleaf1 21 May, 2023 @ 4:37am 
@Alpha115 The earlier mod required a bridge for Covert Infiltration. Does this mod need a bridge for Covert Infiltration.