XCOM 2
[WOTC] Energy Shield Overhaul
35 opmerkingen
HeirtotheStar 27 sep 2024 om 6:46 
@RustyDios It is as you mention thank you.
RustyDios 26 sep 2024 om 12:38 
iirc Bubble Weave is already set to have the original effect of applying Ablative/shield hp
HeirtotheStar 26 sep 2024 om 7:12 
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 om 9:32 
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 om 9:21 
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 om 7:15 
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 om 6:43 
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 om 23:48 
@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 mrt 2022 om 4:50 
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 om 11:33 
@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 om 3:14 
Thanks Rusty.
RustyDios 29 dec 2020 om 21:45 
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 om 21:28 
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 om 1:00 
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 om 8:50 
I like it, but is it possible to create a version that only affects enemy?
lordabizi 5 okt 2020 om 7:08 
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  [auteur] 16 jun 2020 om 11:27 
@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 om 3:35 
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 om 11:16 
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 om 7:24 
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 om 6:28 
@RustyDios: Null Ward uses the new mechanics, Kinetic Plating is unaffected.
Lago 3 jun 2020 om 6:15 
These shields are usually a net buff to Shieldbearers given most weapons at that point will overkill their shields.
José 2 jun 2020 om 15:12 
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 om 15:02 
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 om 8:20 
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 om 8:19 
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 om 2:21 
@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 om 0:50 
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 om 19:45 
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 om 18:33 
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 om 17:24 
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  [auteur] 1 jun 2020 om 17:20 
Updated the description to make it clear that passive abilities should not be affected by this mod.
NotSoLoneWolf  [auteur] 1 jun 2020 om 17:10 
@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 om 16:01 
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 om 15:30 
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