XCOM 2
Warden Class - WOTC
Eramar  [developer] 14 Oct, 2018 @ 3:28pm
Simple .ini edits
I'll try to explain how you can make simple .ini edits to change the way most of the abilities work:

First we go into the mod config folder:

\steamapps\workshop\content\268500\1537495115\Config

There are 2 different .ini files which control the ability and weapon bonuses:

To alter the way abilities work:

XcomGameData_Skills.ini

To alter some of the damage tables used by specific abilities like Half-Sword and Warden's Tide:

XComGameData_WeaponData.ini
-

Let's start with abilities:

Foresight
Foresight essentialy creates a shield which gets destroyed after taking a certain amount of damage.

WardenForesightHPMult=1f

Foresight creates a shield around the warden, and as it does that it takes two things into account: The current HP of the warden, the HP of the warden when you've started the tactical play. It uses whichever is the greater number, multiplies with WardenForesightHPMult and uses that.

So essentially you can change that to 2f and create a shield twice as strong. Or if you think its too powerful change it to 0.66f and create a shield that is equal to 2/3 of the Warden's max health.

WardenForesightLastsFor=1

You can adjust this to make the shield last longer than a turn.

WardenForesight_DestroyOnDmgCond=1

This acts like a boolean. 1 means "I want the shield to get destroyed when I take damage". 0 means "I want the shield to last for its full duration no matter the dmg I take."

(If you wildly alter the amount of turns the shield can stay active and not get destroyed the vfx might not be able to keep up, I've created this abilitiy as a 1 turn thing. However the option is there for you to turn the Warden into some ungodly bubble monster)


Parting Strike
It is referred to as WardenBladeshredder in the .ini file. There are two parts:

WardenBladeShredder_BonusAim=10

This is the bonus Hit chance the ability grants to your weapon.

I suggest you scroll down to a section named [WardenClass.X2Effect_WardenBladeShred]
there are multiple different options you can change.

WardenConventionalShred=1
WardenMagneticShred=2
WardenBeamShred=3


These are how much armor you want to shred depending on the technology you have, pretty straight forward.

WardenBladeShredder_BonusDmg=(Damage=1, Spread=0, PlusOne=0 ...

This is the damage table it uses for the extra damage, it had to be applied this way because some of the abilities Warden has use invisible weapons that are not apparent to the player.

As a bonus however you have some extra options here, Instead of using a constant number you can make adjustments like PlusOne=0 to PlusOne=20 for example and you'll have a 20% chance to apply 2 damage. I suggest leaving the DamageType alone however as changing that can cause weird interactions with Mutons or Sectoids who have counter-attack and melee vulnerability.


Unwavering Concentration

ConcentrationLastsFor=2
ConcentrationCooldown=1
ConcentrationDefensiveBonus=5
ConcentrationDefensiveCritDmgBonus=1


Pretty straight forward, however ConcentrationDefensiveBonus=5 will apply that number to both the Hit and the Crit Chance. so if you have adjusted the +Hit chance to 5% and +Crit Chance to 10%. Those numbers will become 10% Hit Chance and 15% Crit Chance. That is important to keep in mind.

Scroll down and you'll see:

[WardenClass.X2Effect_WardenConcentration]
ConcentrationCritChance=10
ConcentrationHitChance=10
ConcentrationBonusCritDamage=1


These are the base numbers Unwavering Concentration applies during Offensive Stance.

Ebb and Flow

It is referred to as WardenDecider in most of the code, it is the ability that handles stance changes. If you scroll all the way down you'll see the section:

[WardenClass.X2Effect_WardenDecider]
+DeciderAbilities="WardensAdvance"
+DeciderAbilities="WardenPremonition"
+DeciderAbilities="WardenConcentrationActivate"
+DeciderAbilities="WardenHalfSword"
+DeciderAbilities="WardenWinding"
+DeciderAbilities="WardenPush"

These are the abilities which trigger stance changes, you can remove mine from here and add yours if you wish. But there are a few things you should be aware:

-It'll only accept template names, not player-facing text.
-Abilities that are turn-ending are not allowed.
-If you want them to be available in defensive stance you must add a Momentum Action Point to your abilities allowed action point cost.


I think the other options are way too straight forward so I don't want to bore. If you've any questions don't be shy.

Last edited by Eramar; 16 Oct, 2018 @ 1:56pm
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Showing 1-8 of 8 comments
Eramar  [developer] 14 Oct, 2018 @ 3:53pm 
As bonus: if you open up

XComGameData_WeaponData.ini

There you'll see the damage tables for the two invisible weapons used by Half-Sword and Warden's Tide.

.ini file refers to Warden's Tide as WardenPush. You can change their damage numbers here. However I'd suggest leaving their DamageTypes alone, it could cause weird interactions with units like Mutons or Sectoid which have counterattack abilities or vulnerabilities. Up to you of course.
Last edited by Eramar; 14 Oct, 2018 @ 9:09pm
Redrumm 15 Oct, 2018 @ 4:23pm 
per your example I set wardens foresight threshold to 10 but it is still being destoryed with less than 10 damage, 5, 7 etc. Bug?
Eramar  [developer] 15 Oct, 2018 @ 4:25pm 
It only lasts for 1 turn. It'll get destroyed at the end of the turn even if you take no damage. but during that turn it should definitely be able to take 10dmg. I'll check it over in any case but make sure you don't expect it to last for more than 1 turn.

I suppose I could add a config option where the shield can last for more than 1 turn and follow the Warden around, I think that would be hilarously overpowered though :) I'll include it with the update hah.
Last edited by Eramar; 15 Oct, 2018 @ 4:28pm
Redrumm 15 Oct, 2018 @ 6:33pm 
I would love that actually! But I would only set it to half his health for balancing!
Redrumm 16 Oct, 2018 @ 10:42pm 
Yeah you were right. I made the change to make it last one more than one round and not only did it take away from the strategic value of flow and ebb it also just made him to OP so I changed it back
Eramar  [developer] 9 Nov, 2018 @ 11:56am 
How to add different weapons to a Warden:

\steamapps\workshop\content\268500\1537495115\Config

Open up "XcomClassData.ini" in there and you'll see a section:

[Warden X2SoldierClassTemplate]

there are two lines in there:

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="bullpup")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")

add your preferred weapon there.

After that go into "XComGameData.ini"

you'll see a line starting with:

+Loadouts=(LoadoutName="SquaddieWarden"...

you can add your preferred weapon there to make it available as soon as a rookie gets promoted to Warden.

How to add weapons that are added by other mods:

To add a weapon to Warden's AllowedWeapons list, the thing we are looking for is the weapon category. For example to add an assault rifle to the AllowedWeapons list we simply need to type in "rifle" so it will look like:


+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")


"rifle" is the name of the weapon category all assault rifles belong to (conventional, magnetic etc.)

So what you are looking for in this case for your custom weapon added by a mod is their specific weapon category.

Those categories are defined in the game by a single line of code:

Template.WeaponCat

so for Assault rifles it is: Template.WeaponCat = 'rifle'

You'll need to find your custom weapons category in the mods files (it usually starts with X2Item, base game defines its weapons in X2Item_DefaultWeapons.uc)

Open up their X2Item.uc file with a text editor and search for "Template.WeaponCat" that way you can find it out and add that weapon via XcomClassData.ini .


--- 10 Mar, 2019 @ 4:29pm 
I've added primary pistol from Musashi's Primary Secondaries for my wardens, but it seems Insight doesn't work with them. I guess it's because of pistols don't actually use standard shot. Is there a way to make Insight work with pistols via .ini editing?
Eramar  [developer] 22 Mar, 2019 @ 4:31am 
Insight checks if a weapon uses "Skirmisher Shot" that is introduced with WOTC. Which are as you can guess only bullpups. As far as I can remember that is not something you can easily change via .ini edits. Would have dive into gamefiles and change whatever weapon you want to use with it use that shot.

Also I don't remember if the weapon itself uses "skirmisher shot" or there is a function that checks for a specific weapon before it applies the effect. Unfortunately in either case it isn't very easy to change. One would have to alter either the weapon to use "skirmisher shot" or alter the WOTC base game function that checks for the weapon.
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