XCOM 2
Bladestorm Customization V2
51 Comments
dccrux 14 Jan, 2023 @ 3:03am 
Running this mod made Evac All stop working. Unsubscribed and Evac All worked again. I saw some other strange stuff going on too - like my research tree was full of projects from other mods that should have been gated behind other research projects. I'm running LWOTC and mod jam (195 mods in total) - mods are weird in their interactions, is my takeaway.
Lady Silentice 29 Aug, 2021 @ 11:19am 
This has an odd incompatibility with:
"[WOTC] Proficiency Class Plugin: Skirmisher" as it overrides the cost of the skirmisher abilities, notably Marauder
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1990637687
=[NK]= Col. Jack O'Neil 27 Oct, 2020 @ 7:22pm 
Maybe mushashis ability as secondary mod (I think that's what it's called)
Tigermask809 26 Oct, 2020 @ 8:21pm 
Any way to make it so that you use your Primary instead of Secondary?
Juravis 20 Sep, 2019 @ 3:50pm 
@Dragon32 Wish granted
Juravis 20 Sep, 2019 @ 3:49pm 
WOTC port of my original code is up:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1868288591

I've included the crit part, it was a good idea.
Dragon32 21 Apr, 2018 @ 2:08am 
@BloodXIII:
No, apparently not. Whch is a real shame. I've been hoping for a while that GauravDas will update it.
BloodXIII 20 Apr, 2018 @ 6:22pm 
So this doesn't work with WoTC?
Alastair 23 Mar, 2018 @ 1:26pm 
Got a compatability issue for you somehow this and smart overwatch all(the one that reloads then overwatches if possible). Enabling this gets rid of the smart overwatch ability.
reallyhairydave 27 Feb, 2018 @ 7:18am 
@FnD I just gave up in the end, I'm putting together a working modlist again, it's a shame this is a dead mod
FnD 31 Jan, 2018 @ 5:24am 
Tested and it's crash in WOTC. It run fine if your soldier doesn't have Bladestorm, but when they have it, it crash in mission if place near enemy.
FnD 31 Jan, 2018 @ 12:09am 
@reallyhairydave Have you come up any solution for this? I got stuck dame as you, crash when moving near the enemy
Tal'Raziid 7 Nov, 2017 @ 3:41pm 
Confirmed, can run my modlist without this mod and no issue.
Tal'Raziid 7 Nov, 2017 @ 3:30pm 
for WOTC*
Tal'Raziid 7 Nov, 2017 @ 3:30pm 
No joke, i am 65% certain this mod broke the SPARK ability screen. I've been goign through a couple mods at a time, and this is the first so far that has caused the break.
reallyhairydave 5 Sep, 2017 @ 9:05am 
All tweaking came up short, disabling the mod stopped the game crashing. While I'm disappointed the mod is broken with WotC there appeared to be something unexpected, bladestorm appeared to work as I set it up with this mod (a troop drop on top of my ranger activated bladestorm 3 times on the enemies moving away), this may be a result of not having unbound it (the option isn't appearing for me, I'll probably have to wait until I'm back on the Avenger).
reallyhairydave 5 Sep, 2017 @ 8:54am 
The game starts up fine however now that I have bladestorm I'm hitting a crash every time my ranger gets close to enemies, I'm going to tweak the settings and if that doesn't work, disable the mod entierly, I will let you know the results
David 2 Sep, 2017 @ 4:16pm 
Working okay in WOTC? Also is it possible to disable the damn Muton counter to bladestorm? would it still counter if the range was 2?
macelharen 12 Aug, 2017 @ 8:58pm 
nice work
Dragon32 13 Jul, 2017 @ 11:05am 
@Derp King 1991 -_-:
You don't have to, from the Description:
If you do not want to use ModConfigMenu or prefer to modify the INI files manually, look for details here.
DERPKING1991 13 Jul, 2017 @ 12:27am 
Just saying but i dislike having to use the ModConfigMenu -_- just saying
GauravDas  [author] 16 May, 2017 @ 1:17am 
Note that this mod doesn't change combatives conunter-attack.
GauravDas  [author] 16 May, 2017 @ 12:45am 
Tested and compatible with LW2 1.3. This mod modifies Bladestorm, which did not get changed in 1.3.
Glacialis 15 May, 2017 @ 10:36am 
Is this mod impacted by the Shinobi changes in LW2 1.3?
Online Addict 4 May, 2017 @ 2:08am 
I'll definitely use it on my next campaign! Thanks for making it LW2 compatible.
LightenedDark 13 Mar, 2017 @ 9:31am 
Thanks GD, that was exactly the response I was looking for. I never used bladestorm in vanilla because A) it sucked as you described and B) it required the risk of getting close. Atleast this mode can fix A) ...
BE02-Raziel 3 Mar, 2017 @ 3:49pm 
GM: "You're leaving his zone of combat? Alright, you're taking an attack of opportunity. What's your AC?"
GauravDas  [author] 27 Feb, 2017 @ 8:40pm 
@LightenendDark
I personally use it with just the default settings, which remove the overwatch penalty from Bladestorm, but otherwise keeps vanilla behaviour.

I remember having a Bladestorm ranger in vanilla, way before mods like these existed. He managed to land just 3 of a total of 17 Bladestorm attacks thanks to the overwatch penalty.
GauravDas  [author] 27 Feb, 2017 @ 8:26pm 
Ah, lost my description after the last update!
GauravDas  [author] 27 Feb, 2017 @ 8:21pm 
@Greenburger
Need the mod config screen mod too.
Greenburger 27 Feb, 2017 @ 4:42pm 
Does the Mod Setting screen comes with the mod or do I need the mod config screen mod for that?
LightenedDark 27 Feb, 2017 @ 12:32pm 
So uh, what are people doing with this mod once they subscribe?
GauravDas  [author] 27 Feb, 2017 @ 11:20am 
Updated. Those semicolons shouldn't have been there, but I didn't think it would actually affect anything. UnrealScript is weird...
Kaerius 27 Feb, 2017 @ 10:13am 
Just thought you should know: the semicolons you put after 3 of the ini options broke alien AI for me. As in the aliens just stand there looking stupid after you break concealment, they'll still patrol before they see you, but then just stand there like target practice. Removing those semicolons fixed it.
GauravDas  [author] 25 Feb, 2017 @ 11:42pm 
@mutant
That's Additional Icons by GrimyBunyip. I have disabled the loot indicator though.
mutant 25 Feb, 2017 @ 11:27pm 
could you tell me what is the mod you use to show ennemy stats and modifiers near their HB plz ?
mutant 25 Feb, 2017 @ 11:26pm 
the tactical usefullness of bladestorm is highly reduced in LW2 anyway, since you don't know where reinforcements will land (that was the most usefull feature IMO, to be able to shred reinforcements rigt away by putting the character at the cnter of the landing zone)
but still, your mod makes the skill more "real" =)
GauravDas  [author] 25 Feb, 2017 @ 8:57pm 
@ Professor Spank It
Is it a visualization bug, or does the attack really have crazy range?

I have seen a visualization bug in vanilla where Bladestorm attack animation happens before enemy move animation completes. I haven't changed the visualization code, so it is not fixed in this mod.

Haven't really seen any range bugs, with or without this mod.
PotatoAim2k1 25 Feb, 2017 @ 1:11pm 
Does this fix the base-game bug of bladestorm sometimes already having crazy range?
d_valroth 22 Feb, 2017 @ 2:39pm 
I've always felt that Bladestorm should have been epic considering the vast personal danger you have to place yourself in to use it.
Juravis 22 Feb, 2017 @ 11:08am 
Most melee attacks have a range of 144 when they cover only 1 tile to make sure they reach i guess. Look at the Andromedon punch as an example. It's also used for the Body Pickup action.

BIG_DAMN_PUNCH_RANGE=144 ; Unreal units away from body that is acceptable, one and a half tiles
GauravDas  [author] 22 Feb, 2017 @ 10:58am 
@talemore
Oh, I understand now. Yes, the walls definitely do not count.
talemore 22 Feb, 2017 @ 10:31am 
@GauravDas
1 tile = 96 in units
This is nerdy, but when a soldier is flanked, the soldier is no longer hugging the cover so the amount of units to reach the target should be increasing. i just wondered if tve game actually bother about walls at all or if them are all fake. Your answer answered the question = walls in xcom2 are fake.
GauravDas  [author] 22 Feb, 2017 @ 9:38am 
Added a screenshot (4th one) of Bladestorm vs ADVENT Turret. Attack trigger works, no issues. Sweet explosion too.
Juravis 22 Feb, 2017 @ 9:38am 
If you can you should also implement a "one attack per turn" restriction. Bladestorm is easy to abuse if you park your BM Ninja in a Chryssalid group that's bunched up for example. The same way Combatives works. Just a thought. Subbed.
GauravDas  [author] 22 Feb, 2017 @ 8:58am 
@The Artful Doge-er
Yes, Bladestorm will be triggered from attacking enemies adjacent to the Shinobi.
Do note however, that Bladestorm won't trigger on the same enemy twice in one turn.
GauravDas  [author] 22 Feb, 2017 @ 8:56am 
@Naga48 ON by default. I will update the description.
Nerpa48 22 Feb, 2017 @ 8:44am 
You said that you could not add attack trigger option, but is it ON or OFF by default in this mod. I would gladly change old version on new one, to get trigger "on move away" but I don't wanna lose "on attack" trigger.
SentySent 22 Feb, 2017 @ 8:14am 
Does this mod make the Bladestorm perk can be triggered by any attacking enemies that are standing next to Shinobi or any soldier that uses Bladestorm?
GauravDas  [author] 22 Feb, 2017 @ 7:18am 
@talemore
Bladestorm doesn't trigger with a gun, just with swords.

The gun equivalent for Bladestorm is the Assault's Close Combat Specialist ability. And modifying Close Combat Specialist would be an entirely different mod.

I don't exactly understand the melee range thing you mention. Bladestorm has a 1 tile range by default, and lowering it will mean that Bladestorm will never trigger.

Do you mean you don't want Bladestorm to trigger on enemies which have cover relative to the attacker?