XCOM 2
Not enough ratings
Amalgamation: Puella Reimagined
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
393.694 KB
2 Oct, 2024 @ 11:05am
9 Oct @ 5:39am
13 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Amalgamation: Puella Reimagined

Description
This is a reimagining of my specializations for the Puella Magi Classes by Alterd-Rushnano.
In short, this mod aims to make the Magi specs feel closer to actual mages while loosening some of the original specs' restrictions to make the Magi more diverse and more open to other spec and weapon combinations.

This mod now features 3 primary and 6 secondary specs.
The primary specs are roughly the same as before, but the Soulgem has now shifted to the new secondary specs along with the Magi's signature quirks like the custom AI. While the primary specs are intended to only appear with the new secondary specs, these secondary specs are free to be combined with anything. Now anyone can be a Magi!

So why 6 new secondary specs?
Did you notice that the Magi's Wish perks all had a special elemental alignment mentioned in their descriptions? The idea was to replace the psionics from the base game with Mitzruti's custom Focus perks and abilities that lean more towards traditional magic. Each of the new specs has a Wish perk at its core and all chosen perks revolve around the element of that Wish.
The new specs also allow me to separate the Soulgem from the Magi's primary weapons, meaning that both perks can have a greater selection and variety of perks made for their weapon.

Here's a short description of all 9 specializations included in this mod:

Puella Magi
A primary spec that uses a primary Pistol and custom perks from its original class. While it lacks firepower initially, many of its perks allow the spec to trigger multiple attacks or reaction fire.
The Puella Magi can also equip a primary bow from the Psionic Bow mod made by Alterd-Rushnano:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1476221795&searchtext=psionic+bow

Fortis Magi
A primary spec that uses a primary Sword and custom perks from its original class. Has Momentum, allowing it to chain attacks together for a ridiculous amount of DPS.

Ascetic Magi
A primary spec that uses a custom Grenade Launcher, named the FragCannon. This spec sports high damage output, but has limited ammo.

Ignis Magi
A secondary spec based on fire magic. Favors offensive spec combinations as it always wants to be at the front, lighting up enemies.

Silva Magi
A secondary spec with a forest theme. Uses many perks that revolve around poisoning enemies.

Aqua Magi
A secondary spec with water as its element. Mainly focuses on supportive abilities and overall utility.

Lux Magi
A secondary spec based on light. Its main focus are healing or protective abilities.

Umbra Magi
A secondary spec based on darkness. Favors stealth and utilizes perks that support this playstyle.

Cavum Magi
A secondary spec based on the void. Uses sinister, chaotic abilities and is even more prone to loosing its sanity. Intentionally kept very rare.

ABOUT DEPENDENCIES:
The Puella Magi spec can use primary Sawed-Off Shotguns, but if you don't intent to use that, you can use True Primary Secondaries instead of Primary Secondaries. Just keep in mind that LW2 Primary Secondaries is currently not compatible with True Primary Secondaries.

Credits:
h4ilst0rm and TePª for the Amalgamation Classes mod and keeping it simple enough for users like me to add new specs.
Alterd-Rushnano for the Puella Magi Classes mod as well as many other mods that were created for them, such as the FragCannon.
XpanD for teaching me a lot about creating Amalgamation specs and modding in general.
32 Comments
Matt Blade  [author] 8 hours ago 
I just updated the mod for a couple of things:
First off, the Wish perks now detail how they gain Mana.
Secondly, Fan of Blades now includes Bladestorm. Yes, that changes the original perk. But since this mod is a reimagining that already changes a lot of the original perks and stats, it shouldn't be used with the original classes anyway.
Last but not least, Overdrive has been replaced by Magi Overclock (name pending), a custom perk that simply let's the Magi use Overdrive at a mana cost. I wanted to add a mana cost to Overdrive since the start of the mod, but never knew how to as changing the original perk would ruin the ability for Sparks.
This is just a small nerf to the Magi I came up with.
AshtralAngel 2 Oct @ 4:43am 
Chipping in on the fan of blades conversation since feedback was asked for, having the class randomised to an extent is rather fun. That being said, having a dead ability in your skill tree that straight up doesn't work because you didn't get lucky enough to roll it and its requirement is not as fun. If I don't roll fan of blades that's fine, but if I do roll it and can't use it anyway? That feels like I'm being punished for being unlucky because it's taking a skill slot that could've been a working ability instead.
Matt Blade  [author] 1 Oct @ 8:52am 
Yes, Fan of Blades is a custom ability specifically made for the Puella Magi Class mod. Fortis Magi can learn Bladestorm at later ranks, but it's not guaranteed. That is pretty much by design since I didn't want to alter the original perks. Instead, you have to be a bit lucky to be able to use Fan of Blades. I liked the idea that sometimes you just don't get it, further adding to multiple Fortis Magi feeling different from one another. Feedback on that decision is appreciated, though. I didn't have the time to do several runs just to see if that's fun or not.
kadra, oh..... 30 Sep @ 8:46pm 
another thing is regarding another one of this case, spercificly fortis magi and the fan of blades skill need a prerequisete of bladestorm, but going what some told me, it could be the puella magi class that cause said issue, not too sure tho, but also going by what the code searching from notepad++ as well, it seems like that is the case since no other class use the "fan of blades" skill.
kadra, oh..... 30 Sep @ 10:59am 
added confirmation it was the PSI overhaul Chaplain mod that cause the malaise ability to require zombify to even learn the ability
kadra, oh..... 30 Sep @ 10:36am 
@matt blade, you might want to hold off on doing that replacement just a little bit, im finding some incompatability that when i remove, has allowed the lad to finally use malaise one again
Matt Blade  [author] 30 Sep @ 9:11am 
If that's the case I might remove Malaise from the spec altogether. Removing the prerequisite might be possible, but that would impact other specs / classes that are actually built around that as well. Guess I'll be looking for a replacement instead.
XpanD 30 Sep @ 8:44am 
Going by the Discord conversation earlier, it seems that Malaise has Zombify as a prerequisite before it can be selected.
Matt Blade  [author] 30 Sep @ 8:19am 
I'm not aware of any restriction for Malaise and I can't see any in the ability's code at a glance. I'll look into it when I have the time.
kadra, oh..... 30 Sep @ 5:46am 
hello matt blade! question how do i access to zombify for the silva magi to get the ability known as malaise, it seems its restricted until i get zombify