XCOM 2
Mitzruti's Perk Pack
 This topic has been pinned, so it's probably important
Mitzruti  [developer] 1 Oct, 2019 @ 11:18am
Gene Mods
Corpse
Type
Name
Description
Stun Lancer
Brain
Neural Damping
Grants immunity to mental afflictions and resistance to damage from psionic attacks.
Codex
Brain
Neural Feedback
Causes damage to psi attackers and puts all of their psi abilities on cooldown. Does not reduce the attacker's chance of success.
Archon
Eyes
Depth Perception
Gives bonus aim and crit when the soldier has height advantage.
Trooper
Eyes
Hyperreactive Pupils
Grants an aim bonus after missing a shot.
MEC
Eyes
Implanted Psyber Lens
A tiny implanted psybernetic lens calculates information that assists with hacking and targeting robotic foes.
Sectoid
Eyes
Nictitating Membranes
Transparent inner eyelids counteract the aim penalties of poison, disorient and smoke. Cleanse blind at turn start.
Viper
Chest
Viper Blood
Immunity to poison and bleed poison when damaged. Gain aim, crit and dodge while standing in poison clouds.
Muton
Skin
Adrenal Neurosympathy
Grants a Combat Pheromones boost that increases Aim, Crit Chance, and mobility of nearby soldiers when killing an enemy.
Officer
Skin
Bioelectric Skin
Detect the presence of hidden enemies within a moderate distance.
Spectre
Skin
Mimetic Skin
Confers the ability to change skin pattern to match cover. When a soldier moves to high cover, they become concealed. Does not work if any enemies have line of sight to the soldier.
Faceless
Skin
Regen Pheremones
Grants a Combat Pheromones boost that cleanses damaging statuses and regenerates the health of nearby soldiers when killing an enemy.
Purifier
Legs
Adaptive Bone Marrow
Wound recovery time is reduced by 66%. Soldier regenerates HP every turn.
The Lost
Legs
Spider Climb
Enables a soldier to climb on walls, enabling them to seamlessly travel to rooftops and the ground below.
Sectopod
Legs
Synaptic Booster
Grants the soldier superior capability in all reaction situations, changing hit rolls to be more favourable by one stage.
Last edited by Mitzruti; 11 Dec, 2019 @ 9:47pm
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Showing 1-15 of 27 comments
Philadelphus 5 Oct, 2019 @ 4:29am 
Nice, definitely gonna try this out for my next run. Gene-modding solders in Enemy Within was one of my favorite parts of the experience. Can't wait to get Spider Climb and Mimetic Skin on some soldiers. And some of the new ones look pretty interesting too!

For Adaptive Bone Marrow, does it work like EW where it only heals up to the base HP before armor? And is it infinite healing, or does it have a limit per engagement?
Mitzruti  [developer] 5 Oct, 2019 @ 11:20am 
The flip side is EW only counted HP damage as wounds if it got past your armour. It's checked against highest HP in mission. To get the same wound mechanics as EW, you'd need a mod that swaps armour HP to shield points.

The regen is configurable, I've set the default to 6 because it's already a pretty strong ability.
Philadelphus 5 Oct, 2019 @ 5:38pm 
Thanks for the reply, though I just remembered that I'm using Armor and Vest Configs to change all my armors to give Armor instead of HP anyway so it doesn't make a difference in my case. :)
Awesome that you made the regen configurable though!
Ashar 12 Oct, 2019 @ 3:11pm 
does Bioelectric Skin uncover the cloaked chosen too?
mosch6 (AUT) 18 Oct, 2019 @ 11:30pm 
Is this mod compatible with (WOTC) Gene Mods?
Philadelphus 19 Oct, 2019 @ 1:11am 
Originally posted by mosch6:
Is this mod compatible with (WOTC) Gene Mods?
Yes, it's what has the actual perks for that mod to use.
Flashstriker 3 Jan, 2020 @ 3:20pm 
I'm a little confused on what Synaptic Booster actually does. I assume it's an Overwatch perk of some sort?
Mitzruti  [developer] 3 Jan, 2020 @ 7:53pm 
basiclly you've got a scale like miss-graze-hit-crit.
you reaction fire gets bumped up one step (so a miss becomes a graze, etc)
while reaction fire against you gets bumped down one (hit becomes a graze, etc)
Flashstriker 4 Jan, 2020 @ 7:33am 
Oh nice, that makes a lot of sense now you say that. My Proficiency Marines are gonna love that, I see why you only made it avaliable after the Sectopod breakdown
Originally posted by Flashstriker:
Oh nice, that makes a lot of sense now you say that. My Proficiency Marines are gonna love that, I see why you only made it avaliable after the Sectopod breakdown

I'm also using those Marines, and will agree.

Would Bioelectric Skin also work against The Hive's Chameleons?
Rtma Eros Paragon 27 May, 2020 @ 9:33am 
Hmm, How useful would Bioelectric skin be if you'd add something like, Melee attacks have a chance to stun your opponent?
SuperDigga 8 Dec, 2020 @ 1:32pm 
I want to add Muscle Fiber Density using the rm_biotictraversal perk, how can i do this
Bilateralrope 12 May, 2021 @ 1:07am 
How would I go about altering the time it takes to install each mod ?

I want to get them down to a similar speed to what EW had. Which would be one day per mod per soldier. Yes, EW took 3 days to install each gene mod, but it also let us mod 3 soldiers simultaneously.
SuperDigga 16 May, 2021 @ 2:39am 
Bilateralrope you must tweak the ini file, save it before you start in a folder
Bilateralrope 16 May, 2021 @ 6:52am 
Ok, I've figured out which variable in which .ini file to edit.

One question about Bioelectric Skin: In EW, it has a bug where it would only reveal enemies that were in range of all your soldiers with this mod. So taking more than one soldier with it was inadvisable.
Is that bug still present with this mod ?



Originally posted by Rtma Eros Paragon:
Hmm, How useful would Bioelectric skin be if you'd add something like, Melee attacks have a chance to stun your opponent?
Having some idea if opening a door or moving a soldier (especially for a melee attack) will activate another pod seems pretty useful to me.
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