XCOM 2
Classless XCOM : MINT
Ziodyne  [developer] 1 Oct, 2017 @ 6:34pm
PATCH/AUTHOR NOTES
CHANGELOG

BUGFIXES

- Rapid Deployment was also granting grenades non-turn ending without Salvo
- Proving Ground projects had rewards set... but didn't actually give them (:X)
- Reflex Shot was overridden by a different ability, Piercing Shot
- Bullet Time didn't have additional actions set, and didn't actually grant the stat effects
- Lot of misinformative tooltips (probably still are, let's be real, please point them out!)
- Danger Zone wasn't boosting AOE of grenades
- Grenades are the bane of my existence

NEW

- Integrated Psion/Delta Strike submods - no longer required and will in fact conflict!
- Delta Strike now modifies player armor and scales with Beta Strike as a proper Second Wave option (no ini changes to turn off!)
- NEW FEATURE: SPECIALIZATION
- Throw people in the GTS to grant them a new spec, which you can easily define in MintStrategyOverhaul.ini
- They'll get perks as they rank up for free and separately, as part of an additional perk menu that was added
- Still a WIP, so please bear with me! Psions are already integrated into this new menu, Bonds, not yet!
- AKA, I made a subclassing system and you can class your classless operatives
- Yeah, it sounds silly when you put it that way.
- GTS UPDATE
- There are tons of new GTS tactics to learn, alongside the new Specialization feature - build your GTS today!
- Training Center is next on the facilities I'm planning on reworking
- 4 new aptitudes, 6 base specializations, and a few new perks

BALANCE

- Shotgun range table temporarily nerfed as I work towards a real solution (I have ideas~)
- Pistol turned into a medium-range weapon to reduce aim bonuses against Lost
- Weapons no longer grant bonus perks at mag tier > moved to GTS tactics
- Autopistols unlocked from Templars and reworked - cannot overwatch, and has regular shot replaced with a nerfed version of Fan Fire
- Retains close-range and has high crit but set low damage (1/2/3) in return. Will be looking pretty carefully at this, since
I didn't get to test this for as long as I would have liked (which is to say, basically not at all!)
- Moved some perks from the random pool to Specializations only, just to incentivize bothering with those I guess?
- Manually adjusted a lot of perk costs and moved super-situational perks to the Aptitudes pool
- I apologize for waffling so hard on number of perk choices, but it's settled back to none granted - but it should now work by faction hero rules and properly assign AP per level
- IMPORTANT: I RENAMED LITERALLY EVERY PERK SO IF YOU WERE USING MY MOD AS A PERK POOL, ADD MNT_ TO WHATEVER PERK YOU WERE USING (and make sure
I didn't straight delete it or something I guess)
- Hey, you read my rambly patch notes! Here's a /not really sekrit/ console code for your troubles! 'Smartify Bob Jones'
Last edited by Ziodyne; 5 Nov, 2017 @ 11:28pm
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Ziodyne  [developer] 1 Oct, 2017 @ 6:35pm 
UPDATE - 9/25

BUGFIXES:
  • Too many to list. I assumed way too much stuff worked when they didn't. I apologize if any perk description lied to you - I've at least checked each one individually myself to validate most things working. As far as I know, everything that I've left enabled should now be working if they weren't before. (My ended ironman run weeps in broken perks)

    BALANCE CHANGES:
  • [IMPORTANT] Operatives now work exactly like hero classes - no levelup skills for free. I don't THINK it will, but it may break your ability to level up in some edge case that I can't think of at 2 in the morning. I have included the following console command to reroll skills for your broken operatives in the case you have broken soldiers or if you just want to play with the new skills.

  • RespecSoldier 'Gilbert Musznoyski'
  • RespecBarracks

  • Operatives: Getting to pick between 3 perks AND getting +10 was crazy. So now you get the +10 only, and get no perks for free. Which incidentally means that I no longer have to randomize blank abilities on the tree.

  • Cannons: Steady Fire updated to grant percent bonus damage that applies even on misses. I found it all too easy to just skip cannons research wise and suppression wasn't enough.

  • Cannons: Demolition updated to 100% accuracy. I didn't think it was ever worth whiffing a nonguaranteed, nondamaging effect that didn't impair the enemy from doing stuff.

  • Grenade Launchers: Nerfed. Now it's -2 mobility and provides only 1 grenade at conventional tier - it'll still give two at magnetic. Regardless, I felt this easily overshadowed the other secondaries (though I haven't really playtested with LW2 secondaries yet)

  • Aptitude: X. The intent of the aptitudes is to grant a small but negligble bonus to the operative for using a certain weapon type. I don't think I succeeded in this regard as I think I ended up kind of enforcing the mentality of "this unit must use SNIPER RIFLE because APTITUDE:SNIPER". So now they're all just generic +5 aim when using weapon type and all the unique aptitude effects are in the general pool.

    ADDED PERKS:

    Aptitudes/Tier 0
  • Cool Under Pressure: Basegame.
  • Leadership: +5 Will/Aim in an aura around this unit.
  • Chivalry: Deal 1 damage if both you and target are unharmed.
  • Cornered: Deal +30% damage if you are under 25% HP.
  • Sharp Eyes: +3 Aim.
  • Sprinter: +2 Mobility.
  • Hardy: +1 HP.
  • Flexible: +5 Defense.
  • Pacifist: Neuters your damage, but you get +5 mobility and crazy defenses.
  • Pyromaniac: +1 Frag Grenade.
  • Cunning: +10 Aim/Crit on flanks.
  • Fearless: Halves enemy flanking bonuses.
  • Clear Mind: Immune to mental ailments.
  • Urbanite: +3 mobility and +10 defense on city maps.
  • Street Rat: +3 mobility and +10 defense on shanties/slums/tunnels.
  • Survivor: +3 mobility and +10 defense in the wilderness/abandoned towns.
  • Informant: +3 mobility and +10 defense on alien facilities and strongholds.
  • Aptitude: Weapon: +5 aim when using Weapon type.

    Tier 1
  • Infighter: +25 dodge within 5 tiles.
  • Braveheart: +10 Aim/Crit within 5 tiles.
  • Prediction: Allows reaction fire to critically hit.
  • Ever Vigilant: Base game.
  • Outfighter: +25 dodge at 20+ tiles distance.
  • Snipe: +10 Aim/Crit at 20+ tiles distance.
  • Flashout: Grants a free flashbang and flashbangs don't consume an action point.
  • Hold The Line: Boosts will in an AOE around you when you get hit.

    Tier 2
  • Reflex Shot: 1 charge. Free-action fire of your main weapon.
  • Aim for the Head: +20% damage against psionic enemies.
  • Experimental: +Damage when using nonconventional weapons.

    Tier 3
  • Opportunist: +20 aim on reaction fire.
  • Decrypted: Guaranteed hits on all enemy mechanicals.
Ziodyne  [developer] 6 Oct, 2017 @ 10:48pm 
UPDATE - 10/1

BUGFIXES:
  • Been doing that with hotfixes, but a lot of things! Thanks for all the reports!

    BALANCE CHANGES:
  • Shotguns have their range tables adjusted, massively. It's no longer a mid-range weapon - expect heavy penalties for attempting to snipe with a shotgun.
  • Bullpups moved from short-range table (same as shotgun) to medium range table. Their accuracy now reflects similarly to what you might see in a assault rifle, except their range limit is lower.
  • GREMLIN module system now fleshed out and nice-looking! Please give feedback! More detailed changes in the changelog.
  • Doublesided perks moved into the general pool.
  • Merged Tier 1 and Tier 2 perks together - a lot of fun perks were just being gated behind T2. Manually adjusted the price of some perks to compensate.



    ADDED PERKS:
  • Dangerous Game: If you are both flanking and flanked by your target, you deal and take an extra 2 damage.
  • Reaper's Wager: If you are both flanking and flanked by your target, you deal and take an extra 50% crit damage.
  • Guardian Angel: FREE. Gives an ally at a higher elevation a Cool Under Pressure, Squadsight, Guardian overwatch.
  • Riposte Fire: Overwatch shots deal +25% damage.

  • Bunker Shot: CANNON. Fires in a massive line with aim penalties. After firing, -2 mobility/-20 defense but +4 armor and +40 dodge.
  • Eyes in the Sky: SNIPER. When activated, you overwatch shot everything in LoS.
  • CCS: SHOTGUN. Passive. Overwatch everything within 4 tiles.
  • Fusillade Fire: RIFLE: Fire at everything in your line of sight, with a minor aim penalty.
Ziodyne  [developer] 18 Oct, 2017 @ 7:36pm 
PATCH/AUTHOR NOTES
UPDATE - 10/6

BUGFIXES:
[hopefully] SPARK Overdrive should no end turn on shots or grenades (need confirmation)
Some GREMLIN techs were missing localization
Fixed several tooltips

BALANCE CHANGES:
Psions are no longer recruitable (temporarily). Your current Psions will still be fine! This is to ease the transition for when I finish my psi overhaul, which will be added as an additional mod.
IMPORTANT: DO NOT RESPEC PSIONS. The results will be... pretty unsatisfactory.

ADDED PERKS:
Lone Wolf: +20 crit when 4+ tiles from nearest ally
Boisterous: +4 aim/ally when adjacent to an ally, up to +20

ADDED MODULES:
Medical Suite: Provides Medical Protocol and +15 dodge, requires Battlefield Medicine

UPCOMING:
XCOM 1 style psi update - I just need to finish UI elements, and it'll be ready to ship. It'll allow any operative to roll for psi abilities at a configurable rate - yes, you can have an operative with Capacitor Discharge and Null Lance and Close Combat Specialist just from having the right equipment!
Implementation of weapon-based perk acquisitions as Covert Action rewards - I've done some testing, and it looks promising. Expect something like getting sword and pistol skills from Templars, shotgun and cannon skills from Skirmishers, and such. High level weapon skills will probably be moved here, and favorites like Bladestorm will reappear here.
Ballllllllancinggggg

OTHER
Please take a look at my new mod, Second Wave: Delta Strike if you want a more configurable experience - it will be balanced with this mod in mind and any feedback would be much appreciated!
Ziodyne  [developer] 5 Nov, 2017 @ 11:28pm 
PATCH/AUTHOR NOTES
==[v1.0 RELEASED - 10/18]==
- Learn new perks from your faction allies through Covert Ops
- Brand new ammos and vests
- Even more perks, the perkening
- Complete .ini control over perk values - finally went out and cleaned up all my messy hardcoding.

Honestly, I've fixed so many self-created bugs in the past week that I have no idea what to say here because I've forgotten what I've fixed and haven't. But the biggest thing that might impact people's saves is that I refactored a lot of abilities - the game should offer a free respec in any case.
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