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Thanks for the answer :)
Check the screenshots and Description, it's into the XCOM pool.
- Is it compatible with LWOTC ?
- Are won AP individual for each soldiers ? Or are AP won for the Xcom AP pool ?
- If its individual, is it working with special classes like sparks, or other modded/alien clesses ?
I dropped it down to 5 maximum AP per battle, if you hadn't seen that option
Also, ablative hits are being counted as dodges, not sure if that is intended or just how xcom is coded
Doesn't RPGO disable skill events? With its own stat system and all.
i've had this mod running while playing an RPGO campaign, and i haven't seen any skill events happen, even base game ones.
I think you'd need the SDK to make both of those changes.
https://www.reddit.com/r/xcom2mods/wiki/index/
If anyone's interested, I'm sharing the healing abilities I found in the mods I'm using (a bunch of tweaked Amalgamation specs (base healing specs, Keeper, Pharmacist, Techmedic):
+MORESKILLEVENTS_INCLUDE_HEALING = IRI_BandageThrow
+MORESKILLEVENTS_INCLUDE_HEALING = WOTC_APA_MedkitRevive
+MORESKILLEVENTS_INCLUDE_HEALING = F_Triage
+MORESKILLEVENTS_INCLUDE_HEALING = RestorativeMist
+MORESKILLEVENTS_INCLUDE_HEALING = MZMedishot
+MORESKILLEVENTS_INCLUDE_HEALING = SG_RecoveryStim
+MORESKILLEVENTS_INCLUDE_HEALING = SG_CombatClinic
While I haven't tried the mod out (thanks, Ashlynne_Lee, for making it) I've added these suppression-based abilities. IIRC the last 3 are from the LW2 Classes mod.
+MORESKILLEVENTS_INCLUDE_OVERWATCH = SuppressionShot
+MORESKILLEVENTS_INCLUDE_OVERWATCH = KillZoneShot
+MORESKILLEVENTS_INCLUDE_OVERWATCH = ReflexShot
+MORESKILLEVENTS_INCLUDE_OVERWATCH = GunslingerShot
+MORESKILLEVENTS_INCLUDE_OVERWATCH = SuppressionShot_LW
+MORESKILLEVENTS_INCLUDE_OVERWATCH = AreaSuppressionShot_LW
+MORESKILLEVENTS_INCLUDE_OVERWATCH = SuppressionShot
No, elements in the array from mods that are not installed are not a problem. Theoretically, there's a CPU expense, but I wouldn't try to guess the millions of extra elements that would have to exist for the naked human eye to notice a performance issue.
Is it a problem if the arrays include abilities from mods that are not installed? Maybe we could make a thread to collect abilities from some of the mods people are using to include in a future update. :)
Anyway, the limit is basically what events can be listened to (reliably), ranging from killing an enemy with an enemy (explosion or psi-connection, you may be able to tell how fun it is to shoot Black ICE Codex), killing several in an explosion or having a soldier kill several non-lost within one turn. There's status effects and applying them, making them kill or clouding your own soldiers in smoke. There could also be a reward for not killing non-reinforcement aliens since many missions require evac. My personal favorite is making enemies fall.
-Added all base game Skill Event values to the config file for full control of every Event percentage and AP gain in your campaign.
-Added a seventh Event 'Healing' for healing, stabilizing, or reviving a soldier.
Thanks!
I can look at that too.
I'll make an update this afternoon!
Exactly! Need more points for healer and support classes