XCOM 2
Bladestorm Customization [Deprecated]
34 Comments
GauravDas 22 Feb, 2017 @ 9:34am 
@ADVENT Avenger
Aw man, thats the best compliment I could have got. Thanks!
Juravis  [author] 22 Feb, 2017 @ 9:24am 
@GauravDas I think I'm going to actually sub to yours instead ha!
Juravis  [author] 22 Feb, 2017 @ 9:23am 
A pleasure sir
GauravDas 22 Feb, 2017 @ 3:20am 
So I made my own Bladestorm Customization mod with a few additional options.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=869566977

Thanks a lot for getting me started on modding.
Juravis  [author] 10 Feb, 2017 @ 1:55am 
I havent kept the source of any of my stuff, feel free to scavenge it.
GauravDas 10 Feb, 2017 @ 1:32am 
Hey, I was just wondering if it is possible to add a config to prevent Bladestorm from critting.

I think setting bAllowCrit to false should do the trick.
Juravis  [author] 7 Feb, 2017 @ 12:55pm 
Thanks chief
d_valroth 7 Feb, 2017 @ 12:19pm 
Been playing around with Shinobi quite a bit, and I feel this mod is still needed. By the time you have Bladestorm you can't kill anything even if it decides to move into your threat range. Makes Bladestorm a real dud perk.
Juravis  [author] 20 Jan, 2017 @ 11:03pm 
I remember seeing that once when i was experimentally screwing around. I dont remember how to reproduce it. You can simply turn it off if you have problems, it should fix your game. No permanent damage.
PotatoAim2k1 20 Jan, 2017 @ 1:36am 
So with LW2 + this mod, something is triggering that is causing Bladestorm to have crazy long range. It's at least 6 or 7 tiles. I thought it might be interfering with Close Combat Specialist, but it's definitely not that.
Juravis  [author] 5 Nov, 2016 @ 12:16am 
It was really simple to implement. You're welcome.
Dema 3 Nov, 2016 @ 11:20am 
Thank you so much for making this mod. With the mods I'm playing right now it's essential that bladestorm actually does something, instead of being almost useless like in the vanilla game.
Juravis  [author] 8 Aug, 2016 @ 7:44pm 
Yessir all configed in the INI file
Kaldin 8 Aug, 2016 @ 6:44pm 
@xronisf: Since it doesn't say anything about MCM-compatability in the description, I'd guess that it's in an .ini of the mod.
Tyramag 8 Aug, 2016 @ 6:40pm 
Do i choose 1 or 2 in the options menu ? Or during battle?
Juravis  [author] 4 Jul, 2016 @ 3:52pm 
Thanks boss
Jabel 4 Jul, 2016 @ 3:46pm 
Thank you, your mods are great BTW.
Juravis  [author] 4 Jul, 2016 @ 1:30pm 
Yes
Jabel 4 Jul, 2016 @ 1:14pm 
Okay to subscribe to this in a current play through?
Juravis  [author] 18 Jun, 2016 @ 8:36am 
You could increase the range with mods
marshmallow justice 18 Jun, 2016 @ 3:42am 
Does the game offer ways to make melees actually have more than 1-tile radius? I'm imagining Close Encounters from LW, but the only ability like it in X2 is bladestorm, limited to 1 tile sword.
Juravis  [author] 27 Apr, 2016 @ 9:15am 
If you want to know the default game behavior of Bladestorm without mods in vanilla xcom2 its no crit, reaction penalty on aim, triggers on move and attack
Juravis  [author] 27 Apr, 2016 @ 9:12am 
The description already has all that information.
Crixen 27 Apr, 2016 @ 7:06am 
can you list in your description what bladestorm does exactly for comparison to how your mod changes bladestorm
The BlackVision 26 Apr, 2016 @ 1:51pm 
Well, good luck with it either way! As I say, probably a muc simpler option somewhere.
The BlackVision 26 Apr, 2016 @ 1:50pm 
That, or as a civilian action as those are all reactionary moves to alien or xcom actions, but NO idea where those are.
Juravis  [author] 26 Apr, 2016 @ 1:50pm 
Sounds like something that's outside my coding power at the moment, but you never know.
The BlackVision 26 Apr, 2016 @ 1:49pm 
Only idea I had for inserting it after the opponent attack would be to hijack the AlienStrategyActionTemplate and basically insert Bladestorm as an action on it and the soldier a an AI with alien targets with it's own conditions; but no idea how plausible that is. Mainly depends if the conditions already have useful things like when to act and aren't hard-coded for Aliens vs XCom, but can have targets selected.

If it works, would mean it's a post-event reaction to the previous move/attack, rather than a reactionary attack.

Take a LOT of work to make sure it's all there though - probably easier ways, I'd hope!
The BlackVision 26 Apr, 2016 @ 1:34pm 
Uck, sucks to work with :( Probably why they made it movement-based so it'd trigger before anything else could - how annoying! All the more respect for getting the mod advanced to this stage.
Juravis  [author] 26 Apr, 2016 @ 11:45am 
Bladestorm is not aware of the type of attack or damage done. It listens for an attack then triggers regardless. In fact is so dumb theres special code to prevent deadlocks with mutons
The BlackVision 26 Apr, 2016 @ 10:47am 
Wonder if Bladestorm ever actually gets passed the incoming damage or not. I assume not, or it'd be a cinch to adjust it to work properly. Anything else involves screwing with the AI damage system, which is a nuisence, unless there's anything that other abilities can trigger to prevent all damage.
Juravis  [author] 25 Apr, 2016 @ 11:49pm 
Haven't seen it, but I'm not surprised.
marshmallow justice 25 Apr, 2016 @ 11:48pm 
Did you come across the bug that people've reported; being that Bladestorm will trigger, attack, sometimes even kill, but then the original aggressive damage towards the player will happens, even though the unit should be dead?