XCOM 2
[WOTC] Energy Shield Overhaul
35 件のコメント
HeirtotheStar 2024年9月27日 6時46分 
@RustyDios It is as you mention thank you.
RustyDios 2024年9月26日 12時38分 
iirc Bubble Weave is already set to have the original effect of applying Ablative/shield hp
HeirtotheStar 2024年9月26日 7時12分 
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 2023年6月3日 9時32分 
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 2023年6月3日 9時21分 
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 2023年1月2日 7時15分 
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 2023年1月2日 6時43分 
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 2022年6月22日 23時48分 
@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 2022年3月31日 4時50分 
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 2021年8月12日 11時33分 
@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 2021年1月4日 3時14分 
Thanks Rusty.
RustyDios 2020年12月29日 21時45分 
Yes. MoF adds the shield points before tactical as a direct stat increase. This mod affects abilities used in tactical to grant shields.
BlazinHothead 2020年12月29日 21時28分 
Is this compatible with Metal Over Flesh Redux? That mod adds the SPARK Shields project which gives SPARKs 5 shield points.
BlazinHothead 2020年12月27日 1時00分 
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 2020年11月15日 8時50分 
I like it, but is it possible to create a version that only affects enemy?
lordabizi 2020年10月5日 7時08分 
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  [作成者] 2020年6月16日 11時27分 
@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 2020年6月14日 3時35分 
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 2020年6月13日 11時16分 
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 2020年6月3日 7時24分 
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 2020年6月3日 6時28分 
@RustyDios: Null Ward uses the new mechanics, Kinetic Plating is unaffected.
Lago 2020年6月3日 6時15分 
These shields are usually a net buff to Shieldbearers given most weapons at that point will overkill their shields.
José 2020年6月2日 15時12分 
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 2020年6月2日 15時02分 
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 2020年6月2日 8時20分 
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 2020年6月2日 8時19分 
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 2020年6月2日 2時21分 
@Voidlight: would also effect Phantom's Tank class, as they have XCOM's version of the Shieldbearer's Shield ability.
Wet Dog Squad 2020年6月2日 0時50分 
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 2020年6月1日 19時45分 
Gonna test this out with the energy shield ability from the Chimera Perk Pack. Will share the results when I do.
VoidLight 2020年6月1日 18時33分 
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 2020年6月1日 17時24分 
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  [作成者] 2020年6月1日 17時20分 
Updated the description to make it clear that passive abilities should not be affected by this mod.
NotSoLoneWolf  [作成者] 2020年6月1日 17時10分 
@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 2020年6月1日 16時01分 
Might screw around with Phantom's tank class, Asari and Ballistic Shield users though, as well as anyone with a plating.
Invertin 2020年6月1日 15時30分 
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