XCOM 2
Grenade Rebalance
31 Comments
UMebius ™ 18 Jul, 2018 @ 7:30am 
Mind releasing a WOTC version ?
Boisegangpc 20 Feb, 2017 @ 8:53am 
Is this compatible with the Shadow Ops Item Pack?
Orionox 21 Aug, 2016 @ 10:20pm 
is this mod compatible with grenade throwing tweaks?
The BlackVision 26 May, 2016 @ 8:43am 
Great job on the mod, must say. Nades always felt useful early on, but completely tailed off mid-game. :)
The BlackVision 26 May, 2016 @ 8:42am 
@aguswings - there's a mod that changes smoke so it prevents flanking on units within it, which feels rather more accurate. Given the comparitively small radius of smoke nades, Advent and aliens wouldn't have to think hard about where to aim in general, so it's more of a mitgation option than a preventative.

Though I must say, I would definately agree with units in stealth firing from a smoked position not losing their stealth. Hmm. *Makes note for my own mods*
[=VF=]-Ray Jefferson 13 May, 2016 @ 9:07am 
this mod work with new dlc and new patch?
aguswings 10 Apr, 2016 @ 8:36pm 
and is there a way to removed smoke-covered troopers from enemy's vision/sight? I thought it would make sense to have this effect.
aguswings 10 Apr, 2016 @ 8:13pm 
can you add % chance to miss for Smoke effect (35% for nade and 55% for bomb)? It would make smoke grenade more appealing to carry.
Corvis 29 Mar, 2016 @ 12:36am 
It's okay but maybe you should write it in the desc as a Heads Up. TBH I even forgot that the Flashbang Bomb isn't vanilla.
Daedalus  [author] 28 Mar, 2016 @ 5:28pm 
I will have to take a look at how the achievement checks your gear. However, I don't know if I'll be able to fix that within this mod.
Corvis 26 Mar, 2016 @ 5:13am 
Just FYI your mod's Flashbang Bomb breaks the "Who needs Tygan?" achievement . Took 6+ final mission tries to get that achievement. You should maybe write it in the dsecription.
Otherwise I like this mod, gj!
B0atsMcG0ats 13 Mar, 2016 @ 2:41pm 
@Deadalus - Whatever it was seems to have broken that entire save chain. Starting a new game had no issues, with or without mods. Loading a mission that's already in progress worked fine, up until I went to begin a new one. I gave up on that campaign and started a new one, no issues so far. I will let you know if it happens again.
Daedalus  [author] 13 Mar, 2016 @ 2:31pm 
Zero do you have a save from before you installed any mods? Adding mod to a current save sometimes causes issues.
Experiments 12 Mar, 2016 @ 6:02pm 
Kinda curious, what would you think about adding dodge to the smoke grenade and smoke bombs? Despite the defense boost, right now the game is fairly binary on the damage side so a moderate defense buff doesn't change the my combat calculus one bit. +40 defense however is already large enough to be a game-changer though.
B0atsMcG0ats 12 Mar, 2016 @ 4:51pm 
Perhaps you might be able to help. I just installed your mod, and now I cannot start any combat missions. I can load a save at the Avenger screen, but if I try to start a mission on the Geoscape, I get a CTD. Deactivating your mod and removing mod bindings does not help.

Pastebin of my latest crash log: http://pastebin.com/rSCUG2nD
Daedalus  [author] 12 Mar, 2016 @ 12:59pm 
Hopefully you can see it now.
Vitkar 12 Mar, 2016 @ 12:41pm 
I can't see your workshop because your profile is set to private.
Daedalus  [author] 12 Mar, 2016 @ 12:36pm 
I have uploaded a Lite version with only the Flashbang and Smoke changes. Check my workshop to subscribe.
Vitkar 12 Mar, 2016 @ 9:48am 
Could you make a Version with only the flashbang bomb added and the smoke changes? Would love that.
mediumvillain 12 Mar, 2016 @ 5:35am 
This consolidates several mod fixes, for the most part, however I'd still need to the use the Skulljack & EMP tweaks mod for the Skulljack/Bluescreen buffs, and it makes the same changes to EMP (+ a radius increase I believe). I wonder if I'd be ok using them together. There's also a flashbang mod that increases the aim debuff of Disorient and I wonder if that would work w/ this as well.
SootyTX 12 Mar, 2016 @ 4:38am 
@Daedalus Appreciate the opportunity to tone things down, as I like the non-damage grenade changes, will certainly give this a try. It seems there is an influx lately of mods to make the game even easier than it already is, so I certainly enjoy seeing a modder with an eye on balance rather than just making even more I win buttons :)
Daedalus  [author] 11 Mar, 2016 @ 5:31pm 
If you want to use this mod without the Plasma Grenade and Acid Bomb changes, you can just remove these lines from the ini file below.

(Wherever you installed steam)
Steam\SteamApps\workshop\content\268500\643166322\Config\XComGameData_WeaponData.ini
-ALIENGRENADE_RADIUS=3
+ALIENGRENADE_RADIUS=4
-ACIDBOMB_RADIUS=3
+ACIDBOMB_RADIUS=4
Daedalus  [author] 11 Mar, 2016 @ 5:27pm 
In regards to the issues with Plasma Grenades and cover destruction, I'm not sure exactly where to go with a nerf. If I remove the radius increase it has the same environmental destruction potential of a frag grenade. Nerfing it more than that would just lead me to also nerf frag grenades.

In regards to using Acid Grenades as a single target shred, I actually hardly use Acid grenades specifically for shredding purposes since both Grenadiers on my squad always run with Shredder, scopes, and extended mags.

Honestly I think the most overpowerd issue with Grenadiers is Volatile Mix increasing the dot damage of experimental grenades. The fact that none of the experimental grenades destroy cover is the only reason I still find use for plasma grenades.

Let me know if you think I'm off base here, since I spend more time tinkering and restarting campaigns then I do finishing them.
Daedalus  [author] 11 Mar, 2016 @ 5:27pm 
Originially I had planned to make this mod compatible with Grenade Falloff. However, currently that mod overides every Grenade in X2Item_DefaultGrenades in order to apply the falloff damage. While theoretically you may be able to get by with making sure that this mod loads afterward, Flashbangs with Volatile Mix will not have falloff damage. Maybe I could work with that mod author to create a combined version?
LOUD 11 Mar, 2016 @ 4:47pm 
I'd say you're on the right track; flashbang and smoke changes are dead on the money + enticing the player to use EMP nades rather than their superior counterparts is a good thing.

The problem is the buff to Plasma and Acid, seeing as explosives are the go-to AoE/Cover removal/Shredding/Guaranteed single-target damage-tool already. They are the answer for every problem, which is a shame, because it puts the rest of the interesting solutions in the shadow. Acid grenades fill the role of midgame guaranteed single target armor removal fairly well, so the buff there isn't really necessary. I'd argue you should nerf rather than buff plasma to address the fact that they're the best at almost everything and thus discourage using the varied grenade types.

Another solution is using this mod in tandem with Grenade Falloff - arguably the only way to nerf explosives out of being the answer to every dilemma in general.

I'd definitely use this without the changes to acid and plasma grenades.
Daedalus  [author] 11 Mar, 2016 @ 4:16pm 
Anyhow, I just made this mod today, so if anyone has advice about balance changes I'm open to dicussion.
Daedalus  [author] 11 Mar, 2016 @ 4:16pm 
Flashbangs and Smoke Grenades were originally in a bad place, with Smoke Grenades actually not providing any benefit; However even with Smoke Grenades functioning properly, there was no reason to ever use a Smoke Grenade over a Flashbang. (Smoke provided +20 defense, while Flashbangs hit the entire screen with no Friendly Fire, reduced enemy movement by 6, Aim by 25, Will by 30, cancels many special abilities in effect, and prevents them from using them until it wears off.

So now Flashbang Grenades/Bombs have to be aimed more carefully and only get a radius increase at the Advanced Level.
Smoke Grenades/Bombs, however, get both a radius and defense boost at the Advanced Level.

The EMP Grenade change was just due to the fact that the original values were basically insignificant. 5 and 10 Hack Defense Penalty doesn't lead to strategic decision making unlike increasing those values to a more respectable amount.
Daedalus  [author] 11 Mar, 2016 @ 4:16pm 
So my thinking in regards to balance was that the Gas Grenade and Incendiary Grenade both get a status effect, dot, and an additional bonus (Extra Damage - Incendiary, Extra Radius - Gas), while the Acid Grenade only gets additional Shred and a dot. This is balanced a bit by the fact that Acid is the least resisted damage type.

However when moving to Advanced Explosives, Gas Bombs and Incendiary Bombs both get additional damage, a radius increase, and an increase in their additonal bonuses (Extra Damage - Incendiary, Extra Radius - Gas), while acid bombs only get a damage and shred increase.

I bumped up Plasma Grenades to match the general radius increase of the Advanced Explosives. This buff is slighty counterbalanced by the fact that Mutons will now gain the benefit as well.
LOUD 11 Mar, 2016 @ 3:29pm 
Should change the title to "grenade cheat" fam, grenadier shenanigans already make the game way easy. This just skews balance further. The flashbang changes are a solid idea though.
Hayling 11 Mar, 2016 @ 3:14pm 
Prolly to bring it in line with the incendiary ones, I suspect. It does kinda take away what makes the incediary grenades/bombs special though. Aside from all the burnyness that is.
Zigg Price 11 Mar, 2016 @ 2:29pm 
I like the changes. Probably going to end up using it. Can I ask why the increase to Plasma and Acid radii, though? They already seemed strong enough.