XCOM 2
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No More Cheese
   
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29 Jul, 2016 @ 12:41pm
30 Sep, 2017 @ 2:36pm
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No More Cheese

Description
Overview:

This mod changes some of the game's cheesiest abilities to be slightly less cheesy. For the time being, the mod does the following:

  • Gatekeeper Mass Resurrection damage reduced from 5-7 to 2-4 (technically from 6 to 3).
  • Gatekeeper Mass Resurrection now ruptures all affected targets for 2 points of extra damage.
  • Commander's Avatar Dimensional Rift damage "backloaded" from 8 / 10 to 6 / 12 for Stage 1 / 2.
  • Commander's Avatar Void Rift damage reduced from 10 to 8.
  • Ethereal Avatar Dimensional Rift damage "backloaded" from 6 / 8 to 4 / 10 for Stage 1 / 2.
  • Ethereal Avatar Void Rift damage reduced from 8 to 6.
  • All Avatar Void Rift should now end the turn if used as the first action.
  • ADVENT Captain Mark Target should now end the turn if used as the first action.
  • Viper Tongue Pull should now end the turn if used as the first action.

Customisation:

The mod can be found in the following folder:

Steam\SteamApps\workshop\content\268500\733897883

Avatar ability damage tweaks, as well as Gatekeeper damage tweaks, can be found in XComGameData_WeaponData.ini. Gatekeeper Rupture damage and a list of abilities which should always end the turn can be found in XcomGameData_NoCheese.ini.

Compatibility:

This mod is compatible with both Vanilla XCOM 2 and the War of the Chosen expansion pack.

This mod overrides the Gatekeeper 'AnimaInversion' ability template, so other mods which override that will cause a conflict and upredictable behaviour. Mods which just use the 'AnimaInversion' ability, however, should not be affected.

Credits:

I'd like to thank -bg- for both the moral support and the additional suggestion.
15 Comments
Malidictus  [author] 8 May, 2019 @ 6:00am 
Agreed. The AI has too many cheesy tactics it can try with little cost to itself. If we end our turn on pretty much any offensive action, so should they.
hammerstar 8 May, 2019 @ 12:46am 
Downloaded this solely for the viper tongue change. Hated how many times they'd use the tongue, miss, and then poison spit out of spite.
Malidictus  [author] 30 Sep, 2017 @ 2:40pm 
That turned out to be a bit more difficult than I expected, since action point costs share the same array as ability charge costs and potentially other costs I'm not aware of. That and I can't rely on action point costs to be the first item in the AbilityCosts array. Had to trace through that array, attempt a typecast on all AbilityCost objects and attempt to change the bConsumeAllPoints to true only on the objects which actually pass the typecast. Should avoid random crashes or unpredictable behaviour.

Incidentally, there's now an array of abilities which will all be set to end the turn if desired, so this functionality should be more easily extensible.
Malidictus  [author] 30 Sep, 2017 @ 12:01pm 
@-bg-

Well, a year and a half later, I finally got around to trying to make the Avatar's Dimensional Rift and Null Lance end their turn explicitly. Dimensional Rift was easy (I think, haven't had the chance to test it). Pull the 'PsiDimensionalRiftStage1' ability template, grab its typecast the only AbilityCost it has as an ActionPointCost, set bConsumeAllPoints to true, just like you said.

The trouble is Null Lance. Near as I can tell, Avatarts use the same Null Lance that Psi Operatives do, which is already set to end the turn when used. Near as I can tell, all of the Avatar's abilities are attached to its Psi Amp. I can find two of them - AdvPsiWitchM2_PsiAmp and AdvPsiWitchM3_PsiAmp. Not sure what they are, but both reference the ability 'NullLance', which is defined in the PsiOperative class and ends the turn already.
Malidictus  [author] 30 Aug, 2017 @ 8:46am 
Updated this mod to War of the Chosen. The ini file lines this mod targets have not changed so those should still work. There's a minor UnrealScript override for the Gatekeeper Mass Psi Reanimation ability to add a Shred effect. The majority of this was still the same, though a line to do with knockback was missing and a new auto-generated line had been added. Updated those.

So the mod SHOULD work. I haven't had the opportunity to test it, however, so let me know if it still works.
Malidictus  [author] 22 Jan, 2017 @ 4:02pm 
Yes, it is. Long time no see :)
Zombra 22 Jan, 2017 @ 1:56pm 
Samuel_Tow? Is that you?
Kikibreeki 20 Dec, 2016 @ 12:18pm 
TOBUSCUS!
Malidictus  [author] 30 Jul, 2016 @ 7:02pm 
Ah, gotcha. I'll look into that, then. I'm... Not nearly as good at Unreal Engine as your own mods :)
-bg- 30 Jul, 2016 @ 3:51pm 
unfortunately, no. But those abilities are op enough to be your only move, and AI are not smart enough to use non turn abilities before moving to cover anyway