XCOM 2
[WOTC] Energy Shield Overhaul
35 Comments
HeirtotheStar 27 Sep, 2024 @ 6:46am 
@RustyDios It is as you mention thank you.
RustyDios 26 Sep, 2024 @ 12:38pm 
iirc Bubble Weave is already set to have the original effect of applying Ablative/shield hp
HeirtotheStar 26 Sep, 2024 @ 7:12am 
I have Additional Vest Types installed and I want Bubble Weave to keep having the original shield effect, is it possible to do that ?

Thank you.
RustyDios 3 Jun, 2023 @ 9:32am 
The Proxian personal shield was intentionally made to still give shield points btw .. it's not an X2Effect_Shield so would be difficult for this mod to take over
Zigg Price 3 Jun, 2023 @ 9:21am 
Is there a way to add more abilities? For instance, the Personal Shield ability for Proxian class still gives shield points. The Shield Protocol from...I want to say Dragoon class (using RPGO, so guessing here) also still gives shield points. I see there is an exclusion list, but is there a way to get a config for an "Include" list?
RustyDios 2 Jan, 2023 @ 7:15am 
Yeah, I love this mod for that very aspect. It makes Shieldbearers (and variations based on them) a very deadly enemy to fight.

It also inadvertently makes a Quickdraw/FaceOff Pistol focused Gunslinger/Sharpshooter a god to rip the shields down for the rest of the team.

And at the same time it does this for XCOM too, so it is great for using with something like Null Ward from Iridars Psi Perk Pack
michael199310 2 Jan, 2023 @ 6:43am 
This mod single handedly ended a relatively good run, you may think the change is minor, but if you have extra enemies and big amount of buffed troops, that one hit negation is a difference between successful mission and a dead squad.

Be very cautious. Especially since Shieldbearers are little assholes and would just run away before you can kill them.
Who 22 Jun, 2022 @ 11:48pm 
@Frizzeldian12 that's a fire idea actually. It'd make sense that my high ranking soldier would have an energy shield more effective than the new recruits
Zelfana 31 Mar, 2022 @ 4:50am 
ADVENT Priest's Holy Warrior doesn't kill the unit affected when you kill the Priest if they are also shielded by this new shield effect.
RustyDios 12 Aug, 2021 @ 11:33am 
@BlazinHothead
So it turns out .. some time ago, I may have added the SPARK and MoF shield to the excluded category (the same as ballistic shields) ... I also done the same for the boosted shield health from the Shield Attachments Syphon attachment ...

add the following into your XComShieldReplacer.ini ;
+EXCLUDE_ABILITIES="SparkBallisticShield_CV"
+EXCLUDE_ABILITIES="SparkBallisticShield_MG"
+EXCLUDE_ABILITIES="SparkBallisticShield_BM"

+EXCLUDE_ABILITIES="SPARKShields"

+EXCLUDE_ABILITIES="BscSiphonActual"
+EXCLUDE_ABILITIES="AdvSiphonActual"
+EXCLUDE_ABILITIES="SupSiphonActual"
BlazinHothead 4 Jan, 2021 @ 3:14am 
Thanks Rusty.
RustyDios 29 Dec, 2020 @ 9:45pm 
Yes. MoF adds the shield points before tactical as a direct stat increase. This mod affects abilities used in tactical to grant shields.
BlazinHothead 29 Dec, 2020 @ 9:28pm 
Is this compatible with Metal Over Flesh Redux? That mod adds the SPARK Shields project which gives SPARKs 5 shield points.
BlazinHothead 27 Dec, 2020 @ 1:00am 
I use the mod "SuperSoldiers: Classes, Perks & Equipment (WOTC)" in conjunction with "SuperSoldiers: Classes, Perks & Equipment (WOTC) - Non-RPGO Version".

Most of the Supersoldier classes have shields. At squaddie rank with no research done, a supersoldier will have 9 shield HP. With this mod enabled they only have 3 shield HP and that's only because I'm using "[WOTC] Iridar's Vest and Plating Overhaul"

I'd really like to use this mod but, alas, I'm not savvy enough to fix this.
Antinomy 15 Nov, 2020 @ 8:50am 
I like it, but is it possible to create a version that only affects enemy?
lordabizi 5 Oct, 2020 @ 7:08am 
What is the intended behavior of this mod with respect to skullmining? Since I skullmined a shieldbearer who had a shield active, the skullmine suceeded, he then lied "dead" on the floor, but still had full health, and could be targeted by other enemies (so the animation shows him dead, but he just lost his shield).
NotSoLoneWolf  [author] 16 Jun, 2020 @ 11:27am 
@Malek Deneith
Huh, the Templar's Rend must be marked as Psionic damage. That's the only reason I can think of it would bypass the shield.
As for the duration, see the Known Issues section in the description. Long story short the shield visuals aren't removed properly when I use the standard 'remove effect' code, so instead I have to use the 'duration end' code to remove the shield. This means making all shield durations infinite so I can reserve the 'turns remaining' variable to keep track of if the shield was broken or not. Until Firaxis or the Highlander team fixes the issue with the 'remove effect' code, there's not much I can do about it.
Malek Deneith 14 Jun, 2020 @ 3:35am 
Also I now realized that I've empirically confirmed that the new Untouchable effects don't carry over the duration of original Energy Shield effect, that is they're indefinite until used up. This, uh, could be a little bit broken. For both sides.
Malek Deneith 13 Jun, 2020 @ 11:16am 
Today I learned that Templar's rend bypasses the new shield effect entirely ( https://youtu.be/FU-k8im030E ). To be honest I'm not even sure if it's a bug in the mod, or just a base game functionality we didn't know about, coming from how Templar's attack is coded to always strike true. After all enemies normally don't get Untouchable effects, so we wouldn't have much chance to learn about this. But I figured reporting it can't hurt.
RustyDios 3 Jun, 2020 @ 7:24am 
Thanks for checking those interactions out @Lago, appreciate it. Adding it to the modlist now. I can see if anyone manages to back-port Chimera Squads Cherub, this would be great.

Will certainly add a new way of tackling shields/shield users!
Lago 3 Jun, 2020 @ 6:28am 
@RustyDios: Null Ward uses the new mechanics, Kinetic Plating is unaffected.
Lago 3 Jun, 2020 @ 6:15am 
These shields are usually a net buff to Shieldbearers given most weapons at that point will overkill their shields.
José 2 Jun, 2020 @ 3:12pm 
So does an elite shieldbearer provide three instances of invulnerability? Because they should; it'd keep the vanilla trait of targeting them a priority.
Abdulla Babulla 2 Jun, 2020 @ 3:02pm 
It sounds like an interesting idea, but I feel like it'll give a huge advantage to the player, because AI probably can't figure out that it should use low-damage arms to deal with this in case the player has something that uses shield. Sounds pretty good, though, l rate up.
Malek Deneith 2 Jun, 2020 @ 8:20am 
Also Rusty's question about Chosen Kinetic Plating is a good one too, this ability could either get weird (if chosen can save up multiple "Untouchables"), or get nerfed by the interaction (if the procs don't stack). That one might be worth putting on exclusion list.

That being said interesting mod idea.
Malek Deneith 2 Jun, 2020 @ 8:19am 
I wonder about two things relating to this mod: 1) what happens to the duration of those effects, does this new effect inherit it and sticks around as long as the shield would (if not spent obviously), or is it only in effect for the turn the effect is used on like other untouchable-type effects (in fact bonus question - if shieldbearer pops his shield and then gets killed, do the "untouchable" effects provided to other enemies disappear as they would with regular shield), 2) how does this interact with other 1-hit invulnerabilities. Say, theoretical scenario, Ranger gets shielded by a Mind Controlled Shieldbearer, then procs Untochable. Is he safe for two hits, or do both effects get used up first time he gets hit?
Arkhangel 2 Jun, 2020 @ 2:21am 
@Voidlight: would also effect Phantom's Tank class, as they have XCOM's version of the Shieldbearer's Shield ability.
Wet Dog Squad 2 Jun, 2020 @ 12:50am 
Update: It works with the Chimera Perk Pack shield ability. Though if I were to give a recommendation to other players, you might want to reduce the cooldown by one turn in the config files to make up for the fact that it only protects you from one hit, now.
Wet Dog Squad 1 Jun, 2020 @ 7:45pm 
Gonna test this out with the energy shield ability from the Chimera Perk Pack. Will share the results when I do.
VoidLight 1 Jun, 2020 @ 6:33pm 
If its a passive shield then its unaffected. He said it was only the abilities that you activate to gain shields that do it. So that would Include nullward in theory. and i believe its a 1 hit untouchable.
RustyDios 1 Jun, 2020 @ 5:24pm 
So, just to get my head around what this mod does... it turns shield-granting abilities into more of a 'Chimera Squad' Kinetic Shield ... as in shields become a 1-hit Untouchable ?

Would this do the same to Iridars More Psi Nullward?
How does it interact with Chosen Kinetic Plating ?
NotSoLoneWolf  [author] 1 Jun, 2020 @ 5:20pm 
Updated the description to make it clear that passive abilities should not be affected by this mod.
NotSoLoneWolf  [author] 1 Jun, 2020 @ 5:10pm 
@Arkhangel
Most items and passive abilties, like LW2 plating, give ShieldHP stats directly to the unit. It's only abilities that have an associated animation, like the Shieldbearer or Muton Elite, that use X2Effect_EnergyShield. Plus ballistic shields for some reason, but I've covered that case.
Arkhangel 1 Jun, 2020 @ 4:01pm 
Might screw around with Phantom's tank class, Asari and Ballistic Shield users though, as well as anyone with a plating.
Invertin 1 Jun, 2020 @ 3:30pm 
dang, just as i finish making a mod setup that wouldn't work with this

what a cool idea, though! shieldbearers are suddenly more unique than just slapping extra health on everyone