XCOM 2
Blademaster Enhancement
82 Comments
Malidictus  [author] 2 Mar, 2022 @ 4:46am 
Ah, that :) No, I never fixed that. The issue is that I'm overriding the entire damage effect, so I can't really pull the value off the files. Sorry about that.
Lord Arrojacast 1 Mar, 2022 @ 7:14pm 
@Malidictus
In known issues you have "This mod overrides the Blademaster skill's base damage buff, which ignores its setting in the default ini files. To get around this, you can set the skill's base damage in the mod's own ini files. I should fix that at some point..."
Malidictus  [author] 1 Mar, 2022 @ 7:12pm 
You'll have to remind me what issue you mean. It's been four years :)
Lord Arrojacast 1 Mar, 2022 @ 6:22pm 
@Malidictus Did you ever fix the override issue?
Tyrfang 8 Dec, 2018 @ 11:33am 
Great, exactly what I wanna know! Subbing!
Malidictus  [author] 8 Dec, 2018 @ 4:27am 
It checks for tech level. As long as that's set correctly in the custom item you're using, it should be fine. It used to work based off of item names before when Firaxis had the tech levels of their own swords set wrong, but they've fixed it since and I've adapted the mod for broader compatibility.
Tyrfang 7 Dec, 2018 @ 9:50pm 
Does this mod work with tech levels or specific items? AKA will it work with items other than swords like Musashi's axes and katanas or only in-game swords?
Malidictus  [author] 26 Oct, 2018 @ 9:49am 
The mod already works with War of the Chosen, as you can see in the description.
KdMgao 26 Oct, 2018 @ 6:31am 
i can do converting this mod for wotc
Malidictus  [author] 26 Oct, 2018 @ 5:19am 
I don't understand what you're asking.
KdMgao 26 Oct, 2018 @ 3:34am 
can i convert wotc?
Malidictus  [author] 2 Aug, 2018 @ 9:37am 
I'm not sure what the question is here. If you have the Blademaster skill, you should get the damage and armour penetration bonus. Is that not working even with the skill?
mikk111111 2 Aug, 2018 @ 7:08am 
i just noticed then playing that for some reason blades dont get enchanted, theit damage, but updated blademaster skill works fine, huh?
Malidictus  [author] 6 Jun, 2018 @ 12:09pm 
Truth be told, there wasn't much to update on it. The code governing the Blademaster skill didn't really change with War of the Chosen :) It WAS my first mod, though, so it had a few issues to clean up.
Death Captain Dapper 6 Jun, 2018 @ 11:12am 
nice glad to see this mod being updated. About to get back into xcom again cant wait
Malidictus  [author] 19 Sep, 2017 @ 1:03pm 
Don't know if anyone still cares, but I cleaned up the mod a bit. Added proper localisation and used the opportunity to restrict the scope of the mod. Used to be it would re-load all of the Ranger abilities, even ones I haven't changed. It should now only affect Blademaster.
Malidictus  [author] 30 Aug, 2017 @ 8:19am 
Tentatively "fixed." I have no means of testing the mod at this moment, but literally none of the UnrealScript this mod targets has changed. Unless something's changed in the game's load order, everything should be fine. Please let me know if it no longer works, as it'll be some time before I can check for myself.
Malidictus  [author] 22 Jan, 2017 @ 7:43am 
Fixed. Please actually let me know if there are issues with it this time :)
Malidictus  [author] 22 Jan, 2017 @ 7:32am 
Good news / Bad news.

Good news! The added aim bonus works! I don't know what the issue was - likely a conflict between the ModBuddy version and the Workshop version of the mod, but I see the extra aim in the calculations now.

Bad news! I accidentally left in the massively overpowered 100% extra aim bonus I was using for testing. Oops! I'll fix that some time today, likely within the next 10-15 minutes. Sorry about that!
Malidictus  [author] 19 Jan, 2017 @ 11:03am 
"Good" news, folks! I went ahead and pushed a version of the mod which "should" fix the Aim issue. Let me know if it does. It shouldn't cause any other issues that I'm aware of, but do let me know if you see unintended behaviour. If you're having trouble with it, I can always roll back the changes. It's a few lines of code copied over from the official version of the ability.
Malidictus  [author] 15 Jan, 2017 @ 6:28pm 
That kind of difference is likely the result of different Aim stats on your soldiers. The Blademaster Aim bonus should be 10%. I have no idea why it doesn't trigger even without the mod, though. I know the mod is disabled when I disable from the Launcher since the localisation is gone, as is the extra bonus damage and the armour penetration, but the Aim doesn't come back.
Born2Hula 15 Jan, 2017 @ 4:27pm 
I noticed that the +10 Aim doesnt seem to work on my game either (I didint have this mod installed). I have two rangers, my blademaster gets a base 81% and my None-blademaster gets 83% =S
Malidictus  [author] 15 Jan, 2017 @ 5:51am 
Yeah, I don't get that even if I disable my mod. I've tried it across several computers now. Does disabling the mod in the launcher work to make the aim bonus show up?

If you're interested, I can push an experimental update (don't worry, it won't break anything) with the added lines for the aim bonus and see if it'll work for you.
sealgaire 14 Jan, 2017 @ 10:35pm 
That's strange, as soon as I disable your mod the bonus from blademaster shows back up in aim calculation field. I also made sure it's reflected in the actual chance to hit. You can see what it's supposed to look like here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=842732949
Malidictus  [author] 11 Jan, 2017 @ 4:39pm 
Well, I can't figure out what's going on here. Even with Perfect Information, I can't get the vanilla +10 Accuracy to take effect. I asked a friend of mine who doesn't run the mod to try it out and we don't see it. No accuracy bonus in the write-up, no difference in what Perfect Information prints. I don't know what to do.

I mean, the "obvious" fix is easy - just copy the added accuracy bonus effect into Blademaster Enhancement. I've already done that locally and the mod still works as it did before. If you want, I can just push that and see if that helps. But I can't confirm the existence of the vanilla bonus so I can't confirm if my fix works.
Malidictus  [author] 10 Jan, 2017 @ 2:59am 
I'd like to know how sealgaire determined that the aim bonus wasn't present with my mod but was present without. I already have a fix that SHOULD work, but I have no way to verify that and I don't want to push an update that does nothing. I have some ideas still... I run the Perfect Information mod which gives me actual break-downs of aim and crit chances as a shot is taken. I'm hoping to use this to try and find a difference between my mod and the vanilla game. Maybe the stat just isn't displayed in the breakdown - maybe it's a display bug?

If anyone can tell me how I can tell if the Blademaster aim bonus is active or not, that would help a lot.
Malidictus  [author] 10 Jan, 2017 @ 2:59am 
I've so far had no success getting the 10 Aim bonus from Blademaster to display in the calculations breakdown. My "laptop" experiment failed - I guess the laptop's video card is too weak and the game crashes on startup. I asked a friend of mine to check this out, however, and he too isn't getting the extra aim in his accuracy calculation breakdown.
Kalarian 8 Jan, 2017 @ 3:23pm 
Ill take a look as well this week and see what I can find.
Malidictus  [author] 8 Jan, 2017 @ 12:02pm 
I can't get it to show up on mine, but I suspect it disabling the mod might not actually disable it thanks to how ModBuddy works. I'm installing XCOM 2 on my laptop to see how it behaves, but it's a pretty big download to deliver over wi-fi. Will report when I have more information.
Kalarian 8 Jan, 2017 @ 10:34am 
Does it show up on an unmodded game?
Malidictus  [author] 8 Jan, 2017 @ 10:31am 
No, it has its own name and should appear as a separate aspect. It's defined as:

HitModEffect.EffectName = 'BlademasterAim';

Besides, my character has 80 aim, and my Slash attack lists 80 aim + 20 weapon accuracy (which comes from the sword itself) -10 (from enemy defence). No Blademaster aim listed.
Kalarian 8 Jan, 2017 @ 9:54am 
The +10 aim would be part of your natural aim no?
Malidictus  [author] 8 Jan, 2017 @ 9:10am 
Except it turns out it's not that simple, at least from what I can see. I know that blademaster is supposed to confer +10 aim. The description says so and there's a definition for it in the class files. However, I can't get that to happen in my own game. I've disabled literally all of my mods and I still can't get the extra +10 aim. It's not reflected anywhere in the hit calculations. My character has 80 natural aim +20 weapon accuracy from using a melee attack and... That's it. I don't see any other modifiers.

What do you see in the extended accuracy calculation that I should be aiming for?
Malidictus  [author] 8 Jan, 2017 @ 7:58am 
I wasn't aware that there was such a 10% bonus aim. Yes, my mod very likely disables that because I've overridden the entire Blademaster function. That should be an easy fix, though, since I can just copy the extra aim bonus from the Vanilla function and update my own.
sealgaire 7 Jan, 2017 @ 10:17pm 
Looks like your mod disables the 10% bonus aim to melee that blademaster now gives. I tested it and disabling your mod fixes it. Is there a line of code I could easily add to bring it back?
Malidictus  [author] 17 Nov, 2016 @ 2:00pm 
Hmm... That mod's an ini file tweak that my mod shouldn't really interact with in the slightest. I haven't actually touched ranger swords at all, that I can think of. All I've done is alter the Blademaster ability itself, which you may or may not have.

Can you do a test for me? Disable my mod entirely and see if the Accurate Swords mod works without it. If that's the case, then there's something going on on my side which I didn't intend. Because I looked through both mods and at no point have I touched anything to do with ranger swords at all.
Kalarian 17 Nov, 2016 @ 1:50pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=617795921

There's the mod. I don't know anything about modding, sorry. But I have both your mod and the 100% accuracy mod on and My sword only had an 85% hit chance in a mission the other day.
Malidictus  [author] 17 Nov, 2016 @ 1:47am 
My mod doesn't read the base game ini files only for the purposes of Blademaster bonus damage, i.e. 2. I'm not sure why it wouldn't be compatible with the 100% accurate swords mod, as all the mod overwrites is the Blademaster function, i.e. the Blademaster skill. That doesn't do anything with sword accuracy.

I'll have to look at the 100% accurate swords mod itself to tell you how that works, but my guess is that's dedined either somewhere in the ini files or in the Slash function in the class files. I could be wrong about this, however. Can you provide a link to the mod so I can have a look?
Kalarian 16 Nov, 2016 @ 5:25pm 
This isn't compatible with the 100% accurate swords mod. And it doesn't seem to read the base game INI files.

How can i make the swords 100% accurate with this mod?
Malidictus  [author] 14 Jul, 2016 @ 12:14pm 
I got around to looking at this mod again. Seems like the swords are tagged with the correct tech, which means the mod no longer needs to check for the exact sword name. Hopefully, that should make it compatible with brand new mod melee weapons.
Malidictus  [author] 16 May, 2016 @ 11:47am 
Ah. No, neither of those are fixable as far as I'm aware. The first isn't a huge issue since you can override the default Blademaster damage in the mod's own files. I'll look into it again, but I don't think the SDK update changed anything. The latter is completely out of my hands and has to do with how Firaxis have coded the UI to handle armour penetration. UI alerations are FAAAR beynd my ability to do anything with.
Gulp DragonDawn 16 May, 2016 @ 9:57am 
known issues at the bottom of discription
Malidictus  [author] 16 May, 2016 @ 9:45am 
What bugs are you running into? As far as I'm aware the mod should be working as it did before the patch. That doesn't mean that it is, but you'll have to help me out here.
Gulp DragonDawn 16 May, 2016 @ 8:00am 
when will the bugs be solved?
Malidictus  [author] 15 May, 2016 @ 4:13pm 
The vanilla Fusion blade is 5-7, which makes it 7-9 with the vanilla Blademaster. My Blademaster makes it 9-11, with 2 points of armour penetration, and it deals an extra 2 damage to Sectoids for some bizarre reason.

So it still works - that's good to hear :) I'll try to alter the mod so it works off of weapon tech level instead of weapon name, but that would involve me overriding the creation of the offending sword. Apparently, we can override static methods consistently now, which is what I'd have to use to fix that.
Renesco 15 May, 2016 @ 11:01am 
I think it does still work, I'm still getting very high damage hits (11+) with the tier 3 sword, trouble is I've forgotten what the vanilla values are so I can't say for sure. Anyway, thanks for the reply
Malidictus  [author] 15 May, 2016 @ 10:23am 
To be honest, I'm not sure it works at all. The developers changed the way base classes are overridden, so I'm not sure if my class overrides still function as they should. Provided the mod works, however - no, it does not. I'm polling weapon name specifically, so it only works on the three swords in the game. Until Firaxis fix the bug in their own code, I can't really do much about it.

Well, I could override the base functions where the swords are created and fix the bug myself, but I'm not sure how that would be done.
Renesco 15 May, 2016 @ 9:01am 
Does this mod work with the new Axe weapon too?
Malidictus  [author] 28 Mar, 2016 @ 8:08am 
That's a the basic Blademaster bonus damage buff. I couldn't find a way to use the setting from the game's own ini files, so I put a new one in my own mod. bonus_dmamage_base is the extra damage component that all swords regardless of tech level should have, which by default is 2 - the same as vanilla Blademaster.
Rack 28 Mar, 2016 @ 7:55am 
Just a quick thing that probably won't matter unless you end up half-correcting it in a bug but in the config file you there's an option for bonus_dmamage_base.