XCOM 2
Superheavy Battlesuits
52 Comments
VS-lockon 10 Nov, 2019 @ 7:39am 
there wotc ?
MΛƬΉΣΛƧ 4 Mar, 2019 @ 2:23pm 
on a scale of 1 to 10 how op is this mod?
NotSoLoneWolf  [author] 24 Feb, 2018 @ 6:39pm 
ShieldRegenerationEffect.BuildPersistentEffect(999, true, true, false, eGameRule_PlayerTurnBegin);

That's the code that initializes the regen effect. The first parameter, 999, is the number of turns it lasts. The second parameter, True, is whether the effect is infinite or not. Something is obviously out of whack here.
Jimmy Space 24 Feb, 2018 @ 2:25pm 
I apologize that I'm incorrectly interchanging the words. I updated the Shields (Orange) so that instead of it granting 10 points it's now 20 points. I know the Armor (Yellow) isn't supposed to regenerate nor the health.

Basically, it appears that the shields stop regenerating after a certain point. I'm trying to discern if it's after a certain turn or after a certain amount of damage.
NotSoLoneWolf  [author] 23 Feb, 2018 @ 9:24pm 
Hold on, do you mean armor or HP or shields? The MJOLNIR suit grants 10 HP by default, but that's not what recharges. The shields are what recharge.
Jimmy Space 23 Feb, 2018 @ 8:24pm 
I did change the stats on the armor from 10 Armor to 20 armor, but it still always regenerates back to 20. However after a certain amount of damage the shield just stops regenerating. Because it seems that they stop regenerating after a certain amount of turns.
Jimmy Space 23 Feb, 2018 @ 8:22pm 
He's actually wearing the Mjolnir battlesuit, and my soldiers haven't lost their shields in their mission. It's an odd bug but honestly not a major issue, just a little irritating when I see that the shield stops regenerating.
NotSoLoneWolf  [author] 23 Feb, 2018 @ 3:48pm 
Is your soldier wearing the Orion or Mjolnir battlesuit? Orion shields don't recharge.

To be honest, I haven't touched this version of the mod in over a year so I don't know if I updated it with the new shield mechanics that the WOTC and LW2 versions have. If your soldier has a "Reignite Shield" ability in their hotbar, I never updated it.

With the old mechanics, if the shield HP on a soldier reaches zero, they need to Reignite the shield again. With the new mechanics, the regeneration is constant regardless of current shield strength (but both versions have a cap on the amount of shields that the soldier can have at any given time).
Jimmy Space 22 Feb, 2018 @ 6:34pm 
So wait, can the shields only regernate a certain amount of points? Like is there a point when the shield can't regenerate any more points? Because I noticed my soldier's shield stopped generating after he was damaged a certain amount of times.
NotSoLoneWolf  [author] 17 Sep, 2017 @ 9:58pm 
WAR OF THE CHOSEN VERSION IS OUT! Featuring rebalanced stats (mostly buffed thanks to higher damage values overall in WOTC) and an all-new ability!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1137954330
horngeek 10 Sep, 2017 @ 2:13am 
Fair enough.
NotSoLoneWolf  [author] 9 Sep, 2017 @ 10:47pm 
@pintocat

Classes have started back up for this year, so the quick rate at which mods and patches have been coming from me is going to come to a grinding halt except for some work I can do on the weekends. This might take a while, but I promise everyone, this is on my to-do list.
pintocat 9 Sep, 2017 @ 1:34pm 
Make it so, Volk. I mean number one :D
NotSoLoneWolf  [author] 9 Sep, 2017 @ 12:11pm 
Definitely a separate one.
horngeek 8 Sep, 2017 @ 5:25pm 
One question- when you do update for WotC, are you planning to update this mod, or release a separate one?
horngeek 7 Sep, 2017 @ 7:27am 
Heh, I'm more talking in the sense of feeling like they're actually wearing MJOLNIR armour- it feels weird to use those Spartan cosmetic armour mods without this mid to go with them. XD
NotSoLoneWolf  [author] 7 Sep, 2017 @ 6:59am 
@Horngeek Try out the Beta Strike option! It's great fun and a whole new way to play XCOM!
horngeek 6 Sep, 2017 @ 11:45pm 
Definitely looking forwards to it- troopers equipped with the armour in this mod get a big boost to their survivability, after all. :)
Nikolajgs 31 Aug, 2017 @ 11:00am 
yay!
NotSoLoneWolf  [author] 31 Aug, 2017 @ 11:00am 
Yes, it will be updated within the next few days.
Nikolajgs 31 Aug, 2017 @ 7:44am 
so. swince this has to be asked. will this be updated for war of the chosen? i am merely curious if i can get to punch the warlock while wearing powered assault armor
NotSoLoneWolf  [author] 1 Aug, 2017 @ 10:32pm 
@pintocat

Are your load times longer with just this mod, or this mod and a bunch of other mods enabled at the same time?

And that's an excellent idea! I'll add that to my update to-do list.
pintocat 1 Aug, 2017 @ 4:50pm 
Also, it seems like my load times are a lot longer with this..
pintocat 1 Aug, 2017 @ 4:40pm 
Could this be updated to have an ini for setting UtilitySlot?
NotSoLoneWolf  [author] 30 Jul, 2017 @ 12:58am 
I didn't do my normal manual testing procedures this time because most of what I changed was already tested in the LW2 version. Evaluation by ModBuddy says no errors in the code but it's always possible I missed something. Let me know if it isn't working as intended!
pintocat 29 Jul, 2017 @ 10:12pm 
Awesome, can't wait to try it out :)
NotSoLoneWolf  [author] 29 Jul, 2017 @ 8:47pm 
THE MOD HAS BEEN UPDATED! Unfortunately, this means that all of your cosmetic integrations have been wiped. But don't worry, it was worth it! Check the changelog for the details: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/857403389
NotSoLoneWolf  [author] 13 Jul, 2017 @ 7:05am 
I'm sorry, I simply didn't have time before I left. I promise you, as soon as I get back on July 30th I'll update this version to the new shield mechanics.
pintocat 12 Jul, 2017 @ 9:52pm 
Any chance at this being updated? It looks awesome but I don't use Long War
Human Bean 29 Jun, 2017 @ 9:24am 
i see, thanks
NotSoLoneWolf  [author] 28 Jun, 2017 @ 9:05pm 
Any other time I would help you, but I'm away for a few weeks on vacation without an XCOM2-capable computer. Sorry.

But like that mod saids in its description, use Uniforms Manager. Set up the mod's cosmetic armour on a solider with Kevlar, save the uniform, change the soldier from Kevlar to one of this mod's armours, and load the uniform. Done.

Also use the Long War 2 version of this mod with the Long War Alien Pack if you can. Right before I left for vacation I uploaded a new update to the LW2 version of the mod which fixes a lot of issues and makes the shield regeneration a lot more like Halo.
Human Bean 28 Jun, 2017 @ 5:58pm 
hi, this is a great mod but can you intergrate this armour into it? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=947472247&searchtext=armour
i understand if you don't want to
NotSoLoneWolf  [author] 22 Jun, 2017 @ 7:45pm 
@Roytulin

I have no idea, but I would guess probably not because this mod adds new armours instead of changing existing armours. But I've never used Armor Stat Customiser before, so you would know more than me on this subject. In fact, the best way to see if something works is to try it in the game.

By "what name" and "armour pieces" what do you mean? There are a multitude of names used in the code to determine things. By "armour pieces" do you mean the item IDs of the two new armours, or the IDs of each individual cosmetic armour piece (torso, arms, legs)?

The Item IDs are Superheavy_Plated_Armor and Superheavy_Powered_Armour, and the cosmetic piece IDs are accessible from

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\857403389\config\XComContent.ini

Fun fact, a lot of those other config files hold variables that you can adjust to change the armours' stats. Only basic stats though, like HP, Shields, and Armour. And the custom abilities' stats, as well.
Roytulin 17 Jun, 2017 @ 8:52am 
Really enjoying the mod :D would be greatly appreciated if you could offer some assistance on if it is possible to use this with 'Armor Stat Customiser', and how so, specifically what name to use in the files to modify the armour pieces in this mod. Thank you.
NotSoLoneWolf  [author] 23 Feb, 2017 @ 11:07pm 
@Rost Kurt the resistances aren't "stats" per se, they are abilities I would have to add. I could copy the code from the vanilla ability Fortress to make a new ability, and assign it to the armours though. Also, dodge doesn't really fit with these. If it was a total Halo conversion, then yeah, the armour would make the soldier into a total badass with +999 to all stats.
Rost Kurt 23 Feb, 2017 @ 6:50am 
pls, add more configurable stats in ini file. dodge, poison(fire, acid) resistance. etc.
NotSoLoneWolf  [author] 5 Feb, 2017 @ 6:52pm 
@IceMaverick what? Really? Hmm... perhaps when I update it, it only overwrites the files that I change. That's very interesting. You know what, screw it, I'll add Grimy's Loot integration tomorrow and check the Date Modified values on all my files.
IceMaverick 5 Feb, 2017 @ 4:34pm 
Also, I was under the impression (from the downloaded files I keep getting from Steam) that mod authors control what files are pushed to Steam to be updated? Whenever another mod author updates their mod, I only get the relevant files that changed.
IceMaverick 5 Feb, 2017 @ 4:32pm 
@NotSoLoneWolf, Ahh the joys of being a smart mod consumer and not having my mods installed in the Steam Workshop directory. My game only takes the updates when I move downloaded mod updates over to the native Mods folder. And they only get to move after I've dissected their .ini files to make sure they don't touch anything that I changed.

But yeah, having a description note about it is probably the best way to go.
NotSoLoneWolf  [author] 5 Feb, 2017 @ 4:27pm 
I wish I could update this mod to add integration for everybody, but that would make everybody need to re-add the cosmetic integration, because updating the mod overrides the files.

So I'll just put the item IDs in the description and tell everybody how to fix it.
IceMaverick 5 Feb, 2017 @ 4:22pm 
Sounds great! I've diced up GLM myself to just toss all of the individual attachments into the loot lists regardless, so worrying about getting things like that isn't tooooooo much of a concern for me. I just want all of my mods to shake hands and play well together for maximum integration. Thanks for the template IDs. I'll slot them into Grimy's inis.
NotSoLoneWolf  [author] 5 Feb, 2017 @ 4:20pm 
Ah fudge! Completely forgot about Grimy's Loot integration.

The Orion and Mjolnir have the item IDs SuperheavyPlatedArmor and SuperheavyPoweredArmor, respectively. You'll have to add those ID's to Grimy's Loot separately. However, some of the Grimy's Loot upgrades may be either crippling (Shield Gate) or incredibly OP (Shield Charger).
IceMaverick 5 Feb, 2017 @ 4:16pm 
What armor are they classified as? Heavy? (Like EXO suits) Do they hook into the vanilla armor types (e.g. "HeavyPlatedArmor", "HeavyPoweredArmor") or will I have to do something extra like adding new templates to make it compatible with Grimy's Loot Mod?
NotSoLoneWolf  [author] 5 Feb, 2017 @ 9:04am 
Cjcg000, that's not really the point of this mod. Also, having the shields with a heavy weapon slot would be kinda OP. However, there are a number of mods out there that improve the Shieldwall ability, or you could make your own, or you could submit a mod request on reddit.com/r/xcom2mods . If you're making your own or getting someone else to make one, then what you/they can do is just open up the WAR Suit armour template, and in the abilities section of the armour's template, change Shieldwall to ReigniteShield, then require this mod to be installed for that mod to work. And presto, you're good.
NotSoLoneWolf  [author] 5 Feb, 2017 @ 9:04am 
I had no idea there was a Spartan II class. This mod shouldn't conflict with that, BUT if the class gives shields at the start of the mission, then you will need an enemy to kill those shields before you can activate the battlesuit's shields and regeneration. Sorry, but that has to be in there for balancing purposes, and XCOM 2 code isn't very flexible. I can't make it locked if you already have a shield from the Mjolnir suit, but not locked if you have a shield from another source.
MaCC165 5 Feb, 2017 @ 4:24am 
spartan 2 class is op, at least almost, depends how what difficult lvl u play and with which mods, and this class has just 4 shield points, so i think this armor has too much hitpoints,
MaCC165 5 Feb, 2017 @ 4:21am 
spartan has shield, so dont use it on it, would be far too op anyway....
cjcg000 5 Feb, 2017 @ 2:48am 
love the idea,
any way/chance to have the option for this to replace the war suit shieldwall ability? (Mjolnir shield regeneration instead of shieldwall)
(shieldwall is supposed to be a defensive ability but its so so useless )
ExamSystem00 5 Feb, 2017 @ 1:31am 
will the shields conflict with the Spartan 2 class?
NotSoLoneWolf  [author] 4 Feb, 2017 @ 11:59pm 
@RealityMachina Interesting, I hadn't considered such a solution. But I think I like the ability how it is currently, unless the users say otherwise.