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[WOTC] Paladin Shield Bursters
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8 okt, 2021 @ 17:23
25 jan @ 11:07
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[WOTC] Paladin Shield Bursters

Beskrivning
What is this?
In short, my first ever true enemy mod.
This mod adds 4 new variations of the ShieldBearer unit. Each variation has 2 power levels.
The 'Advanced' silver logo tier and the the 'Elite' gold logo tier.
These Shield Burster's carry an energy based shield and their ground pound will do some form of elemental damage to enemies in the area, as well as raising shields for allies.

When can I see these?
They should appear as Leaders only from Force Level 8-14 (Advanced, silver logo) and Force Level 15-20 (Elite, gold logo). This is a little past when 'normal' ShieldBearers should show up. They should never be followers.

Stats?
I used ShieldBearers as a baseline. They have 75 Aim, 10 Defence and 14 Mobility.
They get their Shield HP from their EnergyShield and it doubles up when they use their burst, except for the red variant which gets +1/2.

Numbers are Rookie/Veteran/Commander/Legend

HP
ShieldHP
Armour
ShieldBurst Effect
Ammo
Grenade
Advanced
Blue
6/6/7/8
6
1/2/2/3
Weapon Jamming
BlueScreen
EMP MkI
Green
6/6/7/8
6
1/2/2/3
Acid Burning
Venom
AcidNade MkI
Purple
6/6/7/8
6
1/2/2/3
Disorient + Lured
Armour Pierce
Flashbang MkI
Red
3/3/4/5
10
1/2/2/3
Fire Burning
Dragon
Fire MkI
Elite
Blue
8/8/9/10
6
2/2/2/3
Weapon Jamming
BlueScreen
EMP MkII
Green
8/8/9/10
6
2/2/2/3
Acid Burning
Venom
AcidNade MkII
Purple
8/8/9/10
6
2/2/2/3
Disorient + Lured
Armour Pierce
Flashbang MkII
Red
3/3/4/5
10
2/2/2/3
Fire Burning
Dragon
Fire MkII

Abilities?
They all share a basic set of shield abilities, as well as Standard Shot and Grenade Throw;
  • Shield Wall
  • Shield Cover
  • Shield Bash
  • Shield Burst.
Their bashes and bursts differ slightly in damage output, respective to their attuned type.
The Psi units shield bash isn't even considered melee!
They also carry different types of ammo and grenades, as noted above. Most of their abilities come from their shield.
Their Ai roughly follows a ShieldBearer, in that they will try to shield burst then grenade and finally shoot.

As ADVENT units they can benefit from the following active base game Dark Events;
  • Sealed Armour
  • Undying Loyalty
  • Barrier
  • Counterattack
  • Bending Reed
They should also work with B-Stars More Dark Events and B-Stars More Dark Event Stat Boosts
benefiting from;
  • Targeting Uplink
  • Defensive Tactics
  • Advanced Conditioning
  • Advanced Combat Training

XCOM Goodies?
I DO have plans to make XCOM versions of the shields but, didn't get to it yet. The model can be used with something like XSkin with turning off options for "not owned" ...
They have a chance to drop their ammo or grenade on death, and drop standard ShieldBearer corpses.

Configs
Like any other enemy all stats are configurable in the XComGameData_CharacterStats.ini
Stuff specific to the shields is in XComShields.ini

Compatibility and Known Issues
As new enemies they shouldn't break anything else. Except your soul.

I have included config entries for More Icons 2020 and Yet Another F1-Autopsy Required and Advent Not Created Equal

Works with Energy Shield Overhaul and will give friendly units the ESO untouchable effect.
They should work fine with Lago's Shield Reworks or other Shield Mods, like Drakten's Attachments.

Adding a new enemy is all new to me, but they seemed fine in testing.
Please let me know of any issues that arise, or general mod feedback.
They are not meant to be uber-hard units, just something with a twist of extra flavour.

Credits and Thanks
To LOTS of people.
Namely Musashi for the Ballistic Shields mod this was inspired from.
Cavily, LordPoncho, NightNinja and Claus for the Cat6 Heavy Shield Base design
And also to TeamCX and MrShadowCX for letting me use the Bio Assault Shield Animations.
(but don't worry, these guys can't deflect!)

Asthye and tastiger841 for the Bureau Muton Outfits which I merged into the enemy design
HUGE Thanks to Kexx and ObelixDK for Blender & Animation assistance, getting the new units looking great!

Korean translation provided by Kei, thankyou!

Screenshots may showcase other mods, such as Iridars Advent Weaponry.

Mod is cooked using the X2ModBuildCommon [github.com] builder

As always many thanks to the MEME and XCOM2 modders discords for constant support in all my projects!

~ Enjoy !! and please buy me a Cuppa Tea [www.buymeacoffee.com]
59 kommentarer
Lebowskichild 5 jul @ 6:15 
Thank you, @RustyDios. Your work in the community is top notch.
RustyDios  [skapare] 5 jul @ 6:11 
To my knowledge, yes. During a non-tactical mission save.
Lebowskichild 5 jul @ 5:57 
@RustyDios Is this mod safe to add mid campaign?
Alexandr 25 jan @ 16:04 
Nice, Rusty!
LightenedDark 26 jun, 2024 @ 10:51 
Aw. I do love me some "XCOM goodies"...
xf100t 23 jun, 2024 @ 23:26 
Is it normal to have three shield bursters come in one pod? Because dear god, I pulled three with the shield sitrep, and that was an instant retreat/wipe.
Mungojerrie 25 maj, 2024 @ 14:12 
I see, thanks! And good job on the mod BTW, really cool enemies.
RustyDios  [skapare] 22 maj, 2024 @ 10:33 
Yes, that is normal. The Bio Bursters special bash is armour shredding upto 99 - as in all of it, followed by an acid DoT. The Acid DoT is only suppose to do 2 damage max though, so that does seem off.
You can adjust the shredding numbers in the config if you wish.
Mungojerrie 22 maj, 2024 @ 6:45 
So an Advanced Paladin Bio Burster just shredded *** 8 *** armor from a SPARK Guardian with a shield bash. This caused Acid Burn for 5 points right after. Is this supposed to happen? Shredding 8 armor in a single attack seems a tiny bit too much.
Da Evil Wizard 4 dec, 2023 @ 12:24 
i luv this mod but i think the range for the poion fire etc is way too much. Shielder isnt even on my screen, he's in another room and i got lit on fire. Especially the poison one, its hardcore.