XCOM 2
[WOTC] Melee Mastery
28 条留言
Ttiney 2023 年 5 月 11 日 上午 9:09 
Is there a way to keep the +2 damage and +10 aim? I tried going through the mod files an looking for a way to revert that. Is there a line of code or something you'd know of that'd add it back or?
XpanD 2021 年 8 月 27 日 上午 7:33 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
GargakOfTheEast 2021 年 7 月 6 日 下午 7:04 
Appears to have compatibility problems with Agglomeration classes. My sniper girl has Blademaster, the skill text says "does not end turn if 1st move", but it still ends the turn.
Hyperdragon1701 2020 年 1 月 22 日 下午 12:25 
I belive so. My guess would be that blademaster is limited to the secondary weapon slot and not to the sword itself, since it also recognizes a pistol as a viable "sword" if you give your ranger a pistol.
Battlestar  [作者] 2020 年 1 月 22 日 上午 10:09 
I have a feeling it only works for secondary swords. I'm not too familiar with the mod that makes swords primaries, can you still select swords as secondary weapons? And if so, does the second action then work?
Hyperdragon1701 2020 年 1 月 22 日 上午 5:02 
The Blademaster ability to have the sword not end action does not seem to work for me.
Does that effect also apply for primary swords or only secondary?
Would you know have a idea?
Triel 2019 年 4 月 12 日 下午 5:59 
@MoronicCinamun Sorry but applying mods to a existing game is a very hard thing mechanically, so you really should hold your expectations so high
utadokei 2018 年 11 月 30 日 上午 2:04 
Good MOD!
I still want Blademaster Damage and Aim Bonus.
It is because enemies are not often in the blue movement range.
Since the middle of the game, the functions relating to the movement are expanded.
However, it is not effective at the beginning of the game.
Nova 2018 年 3 月 15 日 上午 10:36 
the guy on the picture never asked for this
BionicCinamun 2018 年 1 月 17 日 上午 10:09 
I mean no it was only my second mission in, before the retaliation even, but at this point if I have to start a new game I won't even bother.
I've restarted a new game like every other day because of issues with mods and stuff. I think I'm done with xcom 2 for the time being because holy hell does the mod support just suck.
Battlestar  [作者] 2018 年 1 月 17 日 上午 10:04 
I found to fully reset the game files was to unsubscribe to this mod then delete both your User XCOM2 config folder and possibly your game XCOM2 config folder as well. Then try the validate files option, which should restore the default files. Then subscripe to this mod, and it should work fine. Let me know if it works (if you're not too far into your new campaign).
BionicCinamun 2018 年 1 月 17 日 上午 9:40 
I'm not sure why but for some reason this mod doesn't seem to be working anymore after starting a new game. I don't have the changed description, it still says +2 damage. It worked perfectly before.

Maybe it's because the mods unselected themselves and the load order got messed up? I can't really figure it out, the "alternate mod launcher" doesn't help at all.
pauloel7 2018 年 1 月 15 日 下午 3:55 
Here's a suggestion, insired on Grimy's Loot mod: how about a 1AP slash attack option? That mod has a "crusade" option. It would be a nice addition when the render target sits within blue move. You could perhaps allow for associated abilities and/or upgrades for offensive/defensive boosts. As for the OP canandrum, remember Templars are to be the strongest units in the game, end-game at least.
pauloel7 2018 年 1 月 15 日 下午 12:08 
Well, Grimy's mod does add two upgrade slots to the Katana. Maybe that's why, because the issue happened when I did allocate upgrades therein. The next mission, upon their removal, the issue was gone... I'm already in contact with Grimy's mod folks on that matter. Other than that, Blademaster Momentum and Melee Mastery mods have been working together, no problem.

About the Templars, you're absolutely right, however they often cannot make any use of their first action point during most of the mission and that feels like a waste. That's why replicating what this mod does for rangers, or otherwise considering some kind of use for their first AP might be worthy, so long no too OP. Cheers!
Battlestar  [作者] 2018 年 1 月 15 日 上午 11:37 
@pauloel7
I've just done some more testing regarding the Katana, unfortunately I couldn't replicate any error with my mod. I don't use Grimy's Loot myself, I thought it was some loot pickup mod, and shouldn't affect this mod. If Grimy's Loot changed something regarding the Katana or the skill Blademaster then it could have an impact, I wouldn't have thought it would though.

Blademaster Momentum is a mod that does change Blademaster, if you have both at once/not start a fresh game after clearing out old mods/picking up a new mod then there will likely be a conflict. You might get both mods working or a potential crash, I wouldn't recommend.

Regarding the templars - I might look into that sometime. Rangers are high risk - high reward, so vulnerable but high damage. Whilst the templar with 100% accuracy and potential damage limitation is a far safer option. Depends what you want a unit less likely injured vs. more damage output - at least with fatigue you can cycle them or have both.
pauloel7 2018 年 1 月 14 日 下午 8:26 
It would seem it's another mod that might have broken this mod features. Suspect of Grimy's Loot.
pauloel7 2018 年 1 月 14 日 上午 10:39 
Dear Battlestar, thanks for the awesome mod. Does this mod work with the assassin sword, Katana? In my game play it's not. How can that be fixed? Would there be any interection between this mod and Blademaster Momentum that is causing the issue?
pauloel7 2018 年 1 月 5 日 上午 7:24 
Kudos on the mod. Would love to see a simiar modification for the Templars, perhaps linked to the Parry ability. As is, the Ranges are more powerful on malee than Templars!
RagingBlizzard 2017 年 12 月 21 日 上午 2:44 
THANK U! finally some1 dat actually helps me instead of nagging about it again ty!
yappy118 2017 年 12 月 20 日 下午 10:45 
@ bot/Ai MP hater
I have run into the same problem yesterday. I solved it by 'repairing' my XCOM 2 game. Disable all mods (may not be necessary, but that's what I did for extra safety), then go to Steam and right click on the game title; select "Properties"; select "Local Files" tab; select "Verify Integrity of Game Files". Expect to wait about 30 minutes at high transmission speed. When the process is done and the update completed, you can re-install your (previous) mods and all should work just fine. Hope this helps you.
RagingBlizzard 2017 年 12 月 12 日 上午 6:38 
i downloaded lots of mods and when i tried launching it kept saying the same crash msg and then i tried removing the mods i thought wer the cause,when i finally have the remaining mods i used bfore the lots of mods downloaded it stil giving the same bullcrap only by deselecting all the wotc mods was i able 2 launch the game,i xit selected my usual mods and it gave me the same ♥♥♥♥ so i finally decided 2 uninstal and then installing it again if this doesnt work goodbye wotc 4 the rest of my life!
Battlestar  [作者] 2017 年 12 月 9 日 上午 10:08 
You will need to start a new campaign for the effects to take place.
RagingBlizzard 2017 年 12 月 9 日 上午 7:36 
start a new campaign?
Battlestar  [作者] 2017 年 10 月 16 日 上午 9:31 
I don't think my animations ever suffered in either WOTC or the base game, maybe you had a conflict with one of your previous mods.
Milf-Hunter 2017 年 10 月 12 日 上午 8:14 
are HQ animations working again for WOTC?
Battlestar  [作者] 2017 年 10 月 11 日 下午 4:07 
@Advent Avenger, I'd probably miss Reaper even if it's not useful that frequently. Hopefully the dual attack won't be too overpowered, it's mainly to help late game so I thought stripping the original abilities might balance slightly. Someone else added momentum but I'd prefer the limitation of single move freedom rather than constant free ability to move after attacking.
awkwardmoment 2017 年 10 月 11 日 下午 3:48 
interesting changes, cant wait to try it out!
Juravis 2017 年 10 月 11 日 下午 3:42 
I did something similar for "Slash no longer ends the turn" but I used Reaper as a passive. /salute