XCOM 2
Musashis RPG Overhaul
Ergebnisse 1–10 von 119
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Update: 24. Juni 2020 um 6:22

- Fix broken perk images

Update: 17. Juni 2020 um 11:00

Version 0.6.4

- Fixes Zone of Control doesn't work with a primary pistol
- Add Needle Grenades and baseline grenade slot
- Allow random starting perks with random pools option
- Potential fix for missing Claymore bonus charges from Overkill
- Finally fixed the interaction between Overwatch abilities and Squadsight in RPGO: Longwatch and other Overwatch abilities should now correctly fire during enemy turns and profit from bonus shots from abilities such as Sentinel.
- Fixed Professional: The bonus should now only apply to Overwatch shots.
- Old Guard: The bonus should now only apply to ranged attacks.
- Removed the "green bonus buff" icon from a number of permanent passive bonuses such as Runner, Cyber Adept etc. This category should be reserved for temporary & conditional bonuses. They will still be displayed as passive abilities.

Update: 4. Juni 2020 um 13:46

- Allow random starting perks with random pools option

Update: 19. Mai 2020 um 8:40

Version 0.6.3
- Fixes ability prereq not evaluated properly with origins enabled
- Fixes some issues with preserving specs option of
RPGO_RebuildSelectedSoldier
- Sorts specs on random classes by primary, secondary, complementary specs
- also adds RunPriorityGroup=RUN_LAST
- Random Classes logic will now force assign a spec to the soldier if they have all of the RequiredAbilities for that spec.
- Fixed a bug that forced complementary specs were not added for complementary specs.
- With Weapon Restrictions enabled, Random Classes will pick only Complementary specs all of whose perks can be used with soldier's allowed weapon categories.
- Added RequiredWeaponCategories array to spec meta info.
- Assumed fix for redscreens appearing when calling RPGO_RebuildSelectedSoldier multiple times in a row.

Update: 15. Mai 2020 um 2:24

Version 0.6.2
- Additional fixes for weapon restrictions and make items available
- Fixes preserve specs option on RPGO_RebuildSelectedSoldier
- Dynamic spec assignments in default mode hopefully without breaking rankups this time

Update: 12. Mai 2020 um 23:49

Revert the mai 12 update for now till I sort out the issues

Update: 12. Mai 2020 um 2:57

- Fix dodge and hacking not resetting properly on retraining
- Fix various issues with weapon restrictions

Update: 30. Apr. 2020 um 7:14

- Should fix the issue with two equip attempts in armory and double ability icons in tactical

Update: 29. Apr. 2020 um 14:06

- Fix incompatibility with the RPG Overhaul Weapon Icons Expansion mod. This might cause that you need to reassign some of the custom class icons
- Fix missing localization fot the sawed off mcm option

Update: 29. Apr. 2020 um 10:48

Version 0.6.0
- 7 new abilities for 1 new specialization
- changes to the Sawed-Off Shotgun.
- Ready For Anything should now work with Sniper Rifles
- Claymores have the proper throw animation
- Missing icons have been included
- Fixed typo on Stalker ability on both English and German localization
- Dual Wield specs can become complementary to a primary Dual Wield spec even if they have bCantBeComplementary = true.
- Dual Wield specs can become Secondary specs if the non-Dual Wield primary spec uses the same inventory slots/weapons.
- Added mutually exclusive specs logic.
- Improved performance issue with weapon restrictions and fixed switching loadout based on restrictions

Credits and thanks to Iridar, bstar and CiscoStu for the contributions!

New specialization: The Marauder makes use of the Sawed-Off Shotgun and its 7 new abilities give the weapon more flexibility, tactical utility and longevity.


Abilities:
Reload Sawed-Off Shotgun: Allows reloading of the Sawed-Off Shotgun 2 times per mission. Loads 1 ammo each time.
Hipfire: Can fire the Sawed-Off Shotgun once for one action point (Point Blank).
Deep Pockets: Gain 2/3/4 additional uses for the Reload Sawed-Off Shotgun ability.
None Shall Pass: During enemy turns, fire a free reaction shot that can critically hit with your Sawed-Off Shotgun at any visible enemy within three tiles who moves or fires. Can only trigger once per turn.
Scrap Metal: Kills on robotic enemies with your Sawed-Off Shotgun restore one use of the Reload Sawed-Off Shotgun ability. Your Sawed-Off Shotgun attacks against robotic enemies pierce 1/2/3 armor.
Brutality: Kills on organic enemies with your Sawed-Off Shotgun have a 50% chance to panic other organic enemies within 6 tiles.
Ruthless: Killing a panicked or disoriented enemy with your Sawed-Off Shotgun refunds one action point.

Changes to the Sawed-Off Shotgun
Damage:
The base damage has been lowered across the board. The original numbers were balanced for LW2's much higher health pools and especially with the new abilities giving the Sawed-Off Shotgun more longevity for longer fights, keeping the old damage numbers would have made it too strong.
Conventional: 5-9 => 4-7
Magnetic: 7-13 => 6-10
Beam: 9-15 => 8-13
The damage now falls off with range with 6 tiles being the maximum effective range of the gun.
The damage is reduced when attacking through cover (-30% / -50% for half cover / full cover respectively).
Range table:

The maximum aim modifier is now +50 instead of +60.
The aim modifier doesn't fall off as quickly with range and never gets negative. However, the weapon will be ineffective at longer ranges due to very low damage beyond ~5 tiles.
All of these changes to the Sawed-Off Shotgun can be turned off via Mod Config Menu!

Additional credits to:
Richard for the Shotgun Tap ability
Mister Gruffle for the Marauder specialization's flavor text
Chris The Thin Mint for brainstorming some ability ideas.
BibleThump for the additional icons