XCOM 2
Sword Rebalance
34 Comments
I Darkstar X 1 Nov, 2017 @ 4:54am 
Same. XD My apolagies
Why Contain It?  [author] 1 Nov, 2017 @ 12:03am 
No idea. Don't own it.
I Darkstar X 23 Oct, 2017 @ 5:38pm 
WOTC compatible? I'm making a collection for when I get the DLC ^^
Andala_Boromir 6 Aug, 2016 @ 8:46am 
To have sword attacks almost always hit sounds op though the increased damage makes sense!
Sperty 27 May, 2016 @ 9:22pm 
the mod doesnt seem to be working for some reason. Still seeing the base damage of the regular sword at 3-4 damage.
Softis 16 Apr, 2016 @ 11:08am 
@pjgary88 No, it does not. This only modifies the vanilla swords. Any weapons added by mods are not affected.
pjgary88 15 Mar, 2016 @ 11:22am 
does this work with the lightsaber/jedi mod?
Zephkiel 10 Mar, 2016 @ 5:00am 
Hello,

You've said that you'd update the description on the 8tf of february with exact number.

Could you do it someday ?

Thanks
Eminent Rising 23 Feb, 2016 @ 8:16am 
You should prolly mention somewhere that the sword has armor piercing per tier equal to that tier of upgrade.
Nyu210 16 Feb, 2016 @ 10:47am 
***\Steam\SteamApps\workshop\content\268500\619477247
coilysiren 16 Feb, 2016 @ 1:16am 
where's the config file for this mod?
Deagroth 15 Feb, 2016 @ 11:27pm 
Gotcha, I was wonderig because you said this is a step down from the previous version and didn't list the armor piercing in the new description. Thank you for clarifying that.
Why Contain It?  [author] 15 Feb, 2016 @ 9:51pm 
No, but there is a vanilla UI bug with pierce. If you attack a dude with Armor greater than your weapon's Pierce value, it will only ever display their full armor value in the damage display, and not the amount of actual stopped damage. I've already reported it in the 2k forums.
Deagroth 15 Feb, 2016 @ 9:07pm 
Did you remove the armor piercing from this with the new update?
Why Contain It?  [author] 13 Feb, 2016 @ 8:04pm 
Sorry about that, it seems steam/modbuddy are frequently unhappy with my VPN. I'll have a description back up shortly.
Exarch 13 Feb, 2016 @ 7:34pm 
As with the Gay Witch, seems the dmg increase is gone. as is the description.
coilysiren 13 Feb, 2016 @ 7:11pm 
Also it seemed just now that the damage increases from this mod were no longer applying, but I cant verify that at the moment since no description. In game just now my sword damage value was (3 - 5)
coilysiren 13 Feb, 2016 @ 7:04pm 
description disappeared!
Ebithril 13 Feb, 2016 @ 7:10am 
@Evernight
LOVE your idea!
That would make much more sense to give these "bonuses" in smaller parts from the existing perks.
To really build a melee class.
Evernight 12 Feb, 2016 @ 7:03am 
I am with some of the other comments asking to make this park of Blademaster and Bladestorm. These changes are bordering on overpowered but if they require investment into blade perks. Either way - great mod - thumbs up.
Why Contain It?  [author] 11 Feb, 2016 @ 11:29pm 
That's a definite possibliity. I have a few other projects I'm working on though, so this is admittedly low priority. But it's something I've had on my mind as a part of a larger rebalance/tweaking mod though, but that will definitely be further down the road.
Cybrid 0x0t2md2W 11 Feb, 2016 @ 8:01pm 
May I ask, if enough people desire it, that you also have a seperate mod involving the changes tied into the assault's melee skills? I understand this increases conflict possabilities that a lot probably want to avoid to ensure mod compatability. For now though I will give it a whirl to see how it feels and I appreciate what has been made. As I cannot for the life of me make a simple mod including europe, oceana and south america for possible starting locations.
Why Contain It?  [author] 11 Feb, 2016 @ 7:01pm 
I'll look into it. I'm currently keen on keeping it overall because a) it makes swords still viable for scouts, and 2) in it's current form it keeps it light weight enough that someone can disable the content without potentially damaging their save game. If you delete the content folder of this mod it won't break your game.
Cybrid 0x0t2md2W 11 Feb, 2016 @ 5:26pm 
what neo said is what I would love to see as a sword change
NeoAcario 11 Feb, 2016 @ 4:01pm 
@Respec so Blademaster adds damage and chance to hit to these values.. and Bladestorm adds armor pierce and crit change?

All I know is the vanilla values made swords next to worthless at end game.
Why Contain It?  [author] 8 Feb, 2016 @ 5:57pm 
afaik, yes
G0rgonP0rnstar 8 Feb, 2016 @ 3:09pm 
With 100 aim, does that mean you will never miss?
Respec 8 Feb, 2016 @ 2:43pm 
I think a better idea would be to buff the sword perks, like blademaster damage. This requires you to specialize. Rather than take the shogun perks anyway and just have a stronger sword.
Kalys 8 Feb, 2016 @ 1:32pm 
really like this
i like the sword skill tree for the ranger but the damage was never really enough, especially near the end of the game

been playing with this on for a little now in a new game, and I think that maybe the starting sword does not need a damage boost
when combined with the blademaster skill at early levels it is a little too strong
Why Contain It?  [author] 8 Feb, 2016 @ 1:25pm 
I'll update the description with the exact numbers from changes, but crit chance was doubled, and each tier does two more damage than the last, and the starting blade does +1 damage over vanilla. I'm actually going to be starting a new game soon, so I'll be able to get a better feel for how it works from the ground up.
G0rgonP0rnstar 8 Feb, 2016 @ 12:52pm 
Can we get some numbers on the changes, please?
Kaotic_Slaughter 8 Feb, 2016 @ 12:43pm 
Some people prefer to click subscribe and have that updated without the effort :)
Dragonlord 8 Feb, 2016 @ 11:41am 
ldejder there is really no need to have a mod for this.
Go to the XComGameData_WeaponData.ini and just edit the numbers your self.
I doubled the damage of all melee weapons to actually make them playable.
Idejder 8 Feb, 2016 @ 11:39am 
Would you be willing to post the details of what you changed? I am curious how much you buffed the numbers and crit.