XCOM: Chimera Squad

XCOM: Chimera Squad

评价数不足
Classic Utility Costs
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
72.709 KB
2020 年 9 月 9 日 下午 11:55
2020 年 11 月 15 日 上午 12:29
16 项改动说明 ( 查看 )

订阅以下载
Classic Utility Costs

描述
This mod changes the Action Costs related to grenades and utility items. As you know, Chimera makes everything free. This mod allows you to change it back to XCOM 2 classic settings or to use a hybrid version which is not as punishing but more strict.

-= DEFAULT =-
If you subscribe to this and don't change anything, you are playing in mode 3, Hybrid (see below).

-= POSSIBLE BEHAVIORS =-
0 : WEIRD BEHAVIOR : Not only are items free to use, they don't require any AP and grenade toss will even be available after you used up ALL ACTIONS. Not recommended. Very liberal and buggy.
1 : CHIMERA DEFAULT BEHAVIOR : Items do not cost anything but require you to have actions left to use. Why are you installing this?
2 : HYBRID BEHAVIOR : Items need 1 AP, but won't end the turn if you have remaining action points. A good balance for XC:CS, highly recommended for Normal or Expert.
3 : CLASSIC XCOM2 BEHAVIOR : Items end your turn whatever AP you have, very conservative. For hardcore players. Recommended for Impossible.

-= ITEMS AFFECTED BY BEHAVIOR CHANGE =-
- All grenades.
- Medikit
- NanoMedikit
- Teleport Disc.
- Kinetic Screen. (The one you throw as an item, not Cherub's ability)
- Motile Inducer.

-= ITEMS NOT AFFECTED BY THIS MOD (UNTOUCHED) =-
- Overdrive Serum
- Shrapnel is also completely unaffected by this mod.
- Sticky Bombs

-= HOW TO CHANGE BEHAVIORS? =-
To switch the behavior, open the config file in this mod and change the variable to whatever you like. Allowed values are 0,1,2 or 3. That's it.

CONFIG:
C:\Program Files (x86)\Steam\steamapps\workshop\content\882100\2224713864\Config\XComClassicItems.ini

You can confirm it's working by opening the game Launch.log file and looking for this line:

"ScriptLog: Classic Utility Costs: Modification complete. Method #2."

-= EXCEPTIONS TO METHOD 2 =-
1. Claymore will never ends his turn after throwing a grenade if he has BARRAGE as a perk.

2. Terminal is allowed to use any Medikit, the Motile Inducer or the Kinetic Shield and not end her turn if used as the first action. I have added these exceptions manually as they are defensive utilities.

3. Patchwork can use the Teleport Disc, Motiler Inducer and Kinetic Screen and not end her turn as it is also her expertise (gadgets).

4. Cherub can use the Kinetic Shield without ending his turn if used as the first action. Also a manual exception, makes sense it's exactly like his ability.

-= VERSIONS =-
V1.1 - Added support for Enemy Delayed Grenades (will follow same rules as you).
V1.2 - The Commando Grenade has its own ability, it is now patched also.
V1.3 - Grenading has a 1 turn cooldown. Having Barrage cancels this penalty.

Not compatible with Grobo's Tactical Overhaul Mod, either because
it is integrated into it or fundamentally conflicts with it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2488900861
4 条留言
Juravis  [作者] 2021 年 2 月 2 日 下午 8:17 
Its customisable too you can decide how much or little pain you want added ;)
caseywills 2021 年 2 月 2 日 下午 5:46 
I was about 12 hours into creating a mod "Utility Slot Costs Action Point". Never made a mod for xcom before. Getting very excited as I found some help online. plugging away. Then Sum3245 tells me my mod "Seems like that would be something that Advent Avenger would have already done..."
Guh.
Well thanks for putting in the work. I am reading through your code now (better than mine) and find it really cool and interesting.
RedDobe 2020 年 10 月 16 日 下午 8:11 
Much needed mod. Good work Avenger!
Juravis  [作者] 2020 年 10 月 11 日 下午 12:20 
Updated in game texts to remove references to "Does not cost an action". If you have method 3 please update your INI files.