XCOM 2
PsiRebalance
91 Comments
LeaderEnemyBoss  [author] 25 Mar, 2018 @ 6:00am 
Lehemoth 15 Feb, 2018 @ 12:01am 
Hoping you find the time to update this great mod for WOTC. Game should have been like this to begin with
Wonka Wonka 22 Jan, 2018 @ 12:51pm 
In the SDK upon building it says unknown macro 'DifficultySetting'. Changing it to 'CampaignDifficultySetting' as defined in the Globals.uci instead prompts 7 other errors. If I was a coder I'd fix this myself, but alas..
LeaderEnemyBoss  [author] 13 Sep, 2017 @ 10:16am 
thats a pity, thanks for your science efforts tho ;)
Zenteck 13 Sep, 2017 @ 9:49am 
I've tested it, it's not working unfortunately. The game starts and I was able to load an endgame save file (after I had removed by psi-lab). As soon as I click to build a new one the game crashes. Tested twice, and again with this mod disabled where it worked fine. I doubt it's a conflict, most of my other mods are aesthetic.
I look forward to when and if you can update your mods. I considered this and the LW2 version mandatory last year.
LeaderEnemyBoss  [author] 11 Sep, 2017 @ 9:24am 
Currently i have no time for modding. However since the changes to psiops in WoTC are miniscule it is possible that this mod is still compatible. Someone has to play labrat tho :p
Atraignis 10 Sep, 2017 @ 4:14am 
Any chance this will get updated to WoTC? It's a much more sensible way of implementing Psi Ops than the base game. At the moment my Psi Op is eclypsing even my faction heroes and she's only actually been on about 3 missions!
TamTroll 11 Aug, 2017 @ 11:31am 
Awsome, i will deffinately give it a try then. thank you!
LeaderEnemyBoss  [author] 11 Aug, 2017 @ 10:22am 
This mod will not work with lw2 at all, its intended to be played with vanilla xcom. It will also work with already trained psiops
TamTroll 11 Aug, 2017 @ 9:14am 
and also will this work for psi-ops that already have a few levels? my oprative already has one ability from the lab, and is currently working towards a seccond. will adding this mod interrupt this skill-gaining at all or no?
TamTroll 11 Aug, 2017 @ 9:13am 
i just got my first psi-op, so this seems like an interesting mod to me. will it work standalone though? i don't have long-war or anything like that.
Tayron 18 Jul, 2017 @ 6:29pm 
ty
LeaderEnemyBoss  [author] 3 Jul, 2017 @ 6:11am 
@Teran not possible with my mod, maybe the psi rookie mod is more to your liking?
Tayron 2 Jul, 2017 @ 12:11am 
is it possible to make the psi lab give you all the abilities cuz i want try this out with psi op that goes down each path .... but the game only wants to give me the skills on the resonant side and then i cant select the abilities on the other side ... and i dont want to have to train a psi op with abilities i dont want just to get the ones i want
Gwynbleiid 11 May, 2017 @ 8:40pm 
Great! :steamhappy:
I'll test this and ask you if this cause any issue, thanks a lot for the quick help.
LeaderEnemyBoss  [author] 11 May, 2017 @ 10:18am 
My alterations to these screen classes are done with screenlisteners and both are only of cosmetic nature. So technically the main functionality of my mod should still work just fine, there are just levelup symbols missing from these two screens.
Gwynbleiid 11 May, 2017 @ 2:47am 
Hi, i used the a bit and its great, but now i instal LW toolbox and both are conflicting because they override the same tow clases, UiAfterAction and UIPersonnel_SquadSelect, is there any solution to have them both running? Thanks in advance.
LeaderEnemyBoss  [author] 1 May, 2017 @ 5:14pm 
No not with this mod. Im not very interested in further tinkering with the (vanilla-)leveling system, so someone else would have to do that ;).
Ahriman 1 May, 2017 @ 4:03pm 
Hello!
I like the new progression system (with the requirement to actually use your operative).

There's one more thing that annoys me about psi ops though. Is it possible to somehow remove the RNGesus from the ability choices? Like, make psi ops acquire skills one by one in order by which they lie in the skill tree?
Die By My Sword666 29 Mar, 2017 @ 1:51pm 
Ah. Think I know now.
LeaderEnemyBoss  [author] 28 Mar, 2017 @ 11:26am 
No, my mod does not change the way Psi Ops are aquired.
Die By My Sword666 28 Mar, 2017 @ 11:22am 
So you can't train PSI ops in the GTS from the start of the game?
Die By My Sword666 27 Mar, 2017 @ 5:58pm 
Not used it yet but the ini file is very well explained for editing. Cool.
LeaderEnemyBoss  [author] 19 Mar, 2017 @ 7:34am 
Only if it uses some of the nerfed base templates (Stasis,Void Rift/Schism). You can deactivate these changes in the .ini. It will not affect the training or anything else.
Goaton 19 Mar, 2017 @ 6:37am 
i have the necromancer class mod will this mod effect that mod since that class uses pychic attacks?
Boisegangpc 1 Jan, 2017 @ 8:53am 
Aww :(
LeaderEnemyBoss  [author] 1 Jan, 2017 @ 5:12am 
This feature is not compatible with the LW perk pack as of now. Maybe I will update the mod if I get back to XCom 2, but for now: dont mix these two ;) .
Boisegangpc 31 Dec, 2016 @ 4:29pm 
How's this work with the LW Perk Pack and only 1 ability per rank?
LeaderEnemyBoss  [author] 28 Sep, 2016 @ 6:45pm 
@Lago Yes! Since the ini lets you set how much mission are needed for each psi-rank, you can just set all of these values to zero and it should work as you described it.
Lago 25 Sep, 2016 @ 7:53am 
Is setting this up so that Psi Operatives still train normally (Psi Lab with no mission requirement) while keeping them limited to eight abilities instead of sixteen within the scope of the ini edits? I've no problem with how they train but I like how the random ability learning made each PsiOp unique, something that's lost when they level past Magus and learn every ability available.
Meatbang 15 Sep, 2016 @ 10:03am 
@LeaderEnemyBoss

Yeah I know, I was just reaffirming your suggestion to do so for anyone else wondering :)
LeaderEnemyBoss  [author] 15 Sep, 2016 @ 9:43am 
@Meatbang you can undo the nerfs in the mod ini :)
Meatbang 14 Sep, 2016 @ 8:33am 
Pretty essential mod in my opinion.

Although from my experience, feel free to undo the nerfs to the abilities. Psi Operatives are now very time and resource intensive, in a way I feel justifies them being potentially more powerful then standard classes. A Psi Operative getting injuried before being max level means you need to include Wounded Time ontop of Psi Training ontop of Mission Experience, which bottomed one operative out in play through.
LeaderEnemyBoss  [author] 8 Sep, 2016 @ 8:46am 
Well thats kinda the whole idea behind my mod ..that you have to make a concious decision to get them earlier if you want them to be powerful lateron. And since they cant level without mission experience you have to bring them along sooner or later. Adiing your requested feature probably wouldnt me too hard, but i have to confess, I have no time for modding atm, so dont count on it happening soon.
LightenedDark 6 Sep, 2016 @ 5:31pm 
Is that a hardcoded thing or something you could expose as an option? Basically, even with your mod, I'll still never use my Psi Ops (unless I have to) because I'll be afraid they will get injured and their training will take even loooonger.

Man Psi Ops take so long to fully train!
LeaderEnemyBoss  [author] 6 Sep, 2016 @ 4:43pm 
No, they can not train while injured.
LightenedDark 6 Sep, 2016 @ 10:48am 
My apologies if this has been answered before, but I have a question. Does this mod allow training of PsiOps while they are injured? I love the idea of this mod but the one reason I am hesitant to subscribe is because it puts PsiOps in a position where their advancement gets slowed down if they are ever injured.

In vanilla, this is the one reason I never bring them on missions. Your mod seems to want to fix that, though. So can PsiOps train in the lab while they are recovering?
LeaderEnemyBoss  [author] 14 Aug, 2016 @ 10:45pm 
In this case I cant really say if it works. Sadly I have no time for intensive testing right now, so I would advise against using my mod with the perk pack.
Zodraslaus 14 Aug, 2016 @ 11:18am 
The Long War Perk Pack adds a few new Psi skills as well as an 8th soldier rank allowing the Psi Op to learn a total of 16 skills.
LeaderEnemyBoss  [author] 14 Aug, 2016 @ 12:01am 
Did the long war perk pack change stuff for the psi operative? I honestly dont know since I'm a bit out of the loop. If they left pisops untouched, everything should work fine.
Zodraslaus 12 Aug, 2016 @ 11:37pm 
Will this work with the Long War Perk Pack?
Deacon Ivory 13 Jul, 2016 @ 11:42am 
Excellent mod. I embarrassed to admit that I didn't know that it existed until this week. Thanks for your work!
LeaderEnemyBoss  [author] 10 Jul, 2016 @ 4:45am 
A minor one yes. It will most likely not display the "psi level up" symbol, if you view your soldiers list from the squad select screen. However the main functionality of the mod is not reduced, and the symbol will still show up if you view the soldierlist in your barracks.
Ian 9 Jul, 2016 @ 12:47pm 
The mod launcher lists this as conflicting with LW Toolbox (UIAfterAction and UIPersonnel_SquadSelect). Is this a problem?
harlequin565 8 Jul, 2016 @ 9:33am 
Just finished my C/I playthrough with this and found it a lot more balanced. It was also nice to get to know my Psi ops!
ProxyJames 2 Jul, 2016 @ 1:36pm 
you know when someones comments get shoter you know there running out of stuff to defend themsefs XD and yes you can wait and bite mobs by running your recon out, and they all go HEY LOOK A THING run out, your recon gets to kill one and then the rest of the team kills the rest. you cant do that with a psi ops on the team as there damage output isnt hight enough. they are a burden on the team, maybe buff them so there ablitys can crit (i never see on crit sorry if they can and if they can crit maybe buff the rate at witch they do) a light healing ablity (maybe like 2-4 damage healed) and less time on there CDs
LeaderEnemyBoss  [author] 2 Jul, 2016 @ 2:56am 
The game has timers, "waiting for enemies to spot you" is not feasible in a large number of missions.

Anyway, there is no obligation to use my mod, so this discussion is moot.
ProxyJames 1 Jul, 2016 @ 8:44pm 
no i always have the perfections every run its called waiting in the dark and putting my sniper up high so he has a 100% chance to hit and crit every time, i dont need to kill everything with my greanders just wound them enough with grenades and rockets and the like so my two snipers can do a clean sweap, you do know when they kill they get a free turn right? also recons can kill anything in one hit as they have pretty much a 100% chance to crit and they normaly hit for 30 damage + so you use recons to take out big targets, greanders eather shoot twice each or shoot two grenades each snipers finish any questions? also never attack, wait for the aliens to spot you then repostion but they most likely wont because they walk into every in overwatch and likely die, you can do that with a psiop on your team.
LeaderEnemyBoss  [author] 1 Jul, 2016 @ 4:48pm 
You will not have perfect conditions every turn if you dont play maximum savescum style. There will be times you will be overwhelmed. A single psi op can take a strong enemy out of the fight and dominate another in a single turn + deals reliable high damage on top of that. Domination alone is way better than the mimic beacon, an item many still consider very strong even after the nerfs it received. A dominated gatekeeper makes even the last mission a walk in the park.
ProxyJames 1 Jul, 2016 @ 4:16pm 
i think your underestimating how much faster to run up to something with a recon and murder it in one hit the weakening/ killing the rest of his friends with suppressing fire then killing off the rest with sniper fire. the best crowd control is killing the strongist and weakening the rest and just picking the rest off with snipers. why waste a turn?