XCOM 2
[WOTC] Powered Armor Rebalance
62 Comments
PhilipFryJunior 29 May @ 4:28pm 
How does it work with Lago's [WotC] Shield Rework mod? Using Phalanx class alongside, I wonder if there is a weird interaction? Can anyone enlighten me?
Daddy Takeda 16 Jul, 2024 @ 8:37am 
Any fix to make it compatible with HQ Rounds?
Daddy Takeda 16 Jul, 2024 @ 8:13am 
"This ability is now a passive ability instead of an activated one"

Not at all. You have to activate it to go through walls.
michael199310 14 Nov, 2023 @ 8:10am 
Anyone knows, if this interacts in any way with Ballistic Shields? Since you can use Shield Wall with those as well.
4rrakis 18 Aug, 2022 @ 4:19am 
Yes.
ScriptGenius12 18 Aug, 2022 @ 3:56am 
Can this be installed mid-campaign?
Kevin from HP Customer Service 20 Nov, 2021 @ 6:24pm 
Great mod, will use.

HOWEVER. Shieldwall cover stays on the map even after the ability is over and/or the character moves, meaning you get left with a flat spot on the map which somehow provides high cover.

This is a vanilla bug I think, since I tested with regenerated inis and no mods too, but I find it strange that no one else mentions this.
Is there any bugfix for this out there? I had a quick look but I found nothing. Also, why has no one said anything, is it just me? lmao
XpanD 27 Aug, 2021 @ 8:41am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
FireBoltGames 6 Dec, 2020 @ 6:16pm 
@Udaya i did find what caused it by looking bellow it was the high quality rounds mod like another user of your mod
Udaya  [author] 6 Dec, 2020 @ 3:14pm 
@「Storm Flicker」 You may have a mod installed that conflicts with this one. They're probably both trying to edit the WallPhasing ability, but only one of them is having an effect (obviously not this one).
FireBoltGames 6 Dec, 2020 @ 1:32pm 
for some reason it isn't working for me i still have to activate the wraith skill on my character am i doing something wrong or is it just not working right for me?
RustyDios 4 Nov, 2020 @ 10:04pm 
Yeah.. I suppose 'odd interaction' was the wrong way to phrase it. I just wanted to point out the connection between the two mods, as obviously the shieldwall localisation text will be wrong (although it could be added to the exclusion list in the other mods configs) :)
Udaya  [author] 4 Nov, 2020 @ 9:20pm 
@RustyDios Based on what the mod says, it seems like an expected reaction to me. If people want Shieldwall to grant them invulnerability for one hit instead of ablative HP, then that seems like the best way to go.
RustyDios 4 Nov, 2020 @ 8:43pm 
Just thought I'd point out the shieldwall respec has an odd interaction with Energy Shield Overhaul

It doesn't grant the 8 Ablative HP, but instead adds the overhauls "lasting until hit" single shield
Hexiir 18 Nov, 2019 @ 2:08pm 
Nice. Giving this a try. I never use the vanilla wraith suit or shieldwall ability...because...meh...
Finical 30 Oct, 2019 @ 7:33pm 
I'm loving all these small tweaks you've made for the game. Every time I see one I'm like "oh, yeah, that'd be a good fix".

Great work!
Udaya  [author] 6 Sep, 2019 @ 5:45pm 
@Lux Manifestus Yes, Shieldwall still does that.
Lux Manifestus 6 Sep, 2019 @ 3:43pm 
Does it still provide high cover to adjacent units? If not, can you add that as an option?
Qurila 8 Aug, 2019 @ 9:07am 
Oh, great.
That's why it doesn't work -.-!

Hadn't noticed that they were just placeholders.
Thank you for pointing that out.

YES now it finally works !
Just had to write "WallPhasing" , without "_".
Udaya  [author] 8 Aug, 2019 @ 6:15am 
@Qurila Make sure to remove the semicolon before a line in an .ini file, or else it won't work.
ex.) +Abilities = (TemplateName=PoweredTemplarArmor, AddAbilityName[0]=Wall_Phasing)
not ; +Abilities = (TemplateName=PoweredTemplarArmor, AddAbilityName[0]=Wall_Phasing)
Qurila 8 Aug, 2019 @ 5:22am 
This mod is awesome thanks.

I try with another mod to transfer the effect from the Wraith-Suit to the Templar-Armor.
How exactly is the effect described in the INIs?

It didn't work with this line of code.

; +Abilities = (TemplateName=PoweredTemplarArmor, AddAbilityName[0]=Wall_Phasing)

Tried other spellings, too.

The Mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1792964849

I am grateful for every hint.
Lebowskichild 1 Aug, 2019 @ 2:08am 
Thanks a lot peeps. Both you guys make incredible game changing mods.
MrShadow 31 Jul, 2019 @ 6:48pm 
I thank you and it just makes more sense for it to be a passive and work the same with Adv or XCom.
Udaya  [author] 31 Jul, 2019 @ 6:46pm 
@MrShadowCX I didn't even consider the load order when I tested the AI hotfix with both mods enabled. Thanks for letting me know. And you can incorporate anything you want from this or any of my other mods whenever you want to. You've done a ton of work in the modding community up until now, so the code will be better used in your hands anyways :)
MrShadow 31 Jul, 2019 @ 6:28pm 
@Udaya... yeah i had not thought about the conflict between wither mod. And which ever was subbed to last will override the other so if you dont mind, im just going to incorporate your changed to wall phase into the commando mod so people can use both together without one messing with the other. Ill give you credit in our mod for it bud.
Udaya  [author] 31 Jul, 2019 @ 6:29am 
@Lebowskichild I removed their pre-movement activation of WallPhasing in the AI, since the ability is now a passive. Technically speaking, they should still be able to phase during movement as long as they have it.
Lebowskichild 31 Jul, 2019 @ 4:01am 
Is there any way to make this mod & [WOTC] Advent Psi Ops work correctly?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1309465679

I've seen your replacement XComAI.ini in the previous comments but looking at it, it seems the fix you've made is just to remove that soldiers use of Wall Phasing completely. I'm wondering if you would know of a way to find a better fix to allow both mods to achieve both of their respective aims.
Udaya  [author] 27 Apr, 2019 @ 5:00am 
@Philadelphus Glad to help.
Philadelphus 27 Apr, 2019 @ 12:42am 
@ Udaya: Hey, thanks so much for the offer! That's really generous of you and I appreciate it. But I've figured it out! I scanned for "X2Ability_ItemGrantedAbilitySet" in my mods folder and found it in the "High Quality Rounds [WotC + Vanilla]" mod. I disabled that, fired up a skirmish map, and the Wraith Suit was working passively again! :D I re-enabled it and tried again, and the wall-phasing's back to charges. So I have no idea why that particular ammo overwrites the Wraith Suit, but apparently it does. I definitely wouldn't have thought to check it without your previous comment.
Udaya  [author] 25 Apr, 2019 @ 10:52am 
@Philadelphus I'll try my best to help you, but all I can say about the code is that this mod works by extending X2Ability_ItemGrantedAbilitySet and overriding the methods "WallPhasing()" and "WraithActivation()". Maybe you should compress the mods in your 268500 folder and send the file to me so I can search through the scripts.
Philadelphus 25 Apr, 2019 @ 6:34am 
So one of the comments on Proving Grounds Overhaul suggested it might be incompatible with this mod, and I'm wondering if anyone has any direct experience with that. I tried removing PGO without apparent effect, but maybe the effect persists after creating a Wraith suit with it active? I dunno, I'm grasping at straws at this point. I really want my passive phasing back. :|
Philadelphus 25 Apr, 2019 @ 12:12am 
Alright, I've started a new campaign with some additional mods activated, and discovered when I got to heavy armor that the passive phase ability was no longer working. (The modified shieldwall was, however.) None of the mods I've added since seem like they should conflict with it, and I've been going through and deactivating any that seem even tangentially related, with no luck so far. Could you tell me what code the passive phasing modifies or overrides? That might help me figure out which mod is conflicting quicker.
Philadelphus 11 Apr, 2019 @ 5:50am 
Constant phasing is quite fun (and slightly disorienting), thanks for this!
니만잡는파리채 12 Nov, 2018 @ 7:28am 
바로 이거지!
DukeBurger 16 Oct, 2018 @ 2:30am 
@Udaya i think that worked both units are taking actions again , although the wraith commandos dont take cover when using Momentum, they just run and stand out in the open . might just be the map if it keeps happening ill say .

Thanks for the quick fix :steamhappy:
Udaya  [author] 15 Oct, 2018 @ 3:02pm 
@Duke Burger Alright, after a bit of testing, it seems possible for the ADVENT Psi Ops enemies to use passive WallPhasing given that you replace the XComAI.ini in that mod folder (1309465679) with this one: https://drive.google.com/open?id=1dU5wrVgnxQe0oNlEVC2INAOpDvjFXXqw
Udaya  [author] 15 Oct, 2018 @ 2:21pm 
@DukeBurger That's troubling. I thought the ADVENT Psi Ops mod had its own version of WallPhasing, and that's what the AI used. As a temporary fix for now, you may have to set "PASSIVE_WALL_PHASING=false" in the configuration of this mod.
DukeBurger 15 Oct, 2018 @ 2:09pm 
"During the Alien turn"

im bad at typing :(
DukeBurger 15 Oct, 2018 @ 2:02pm 
This mod seems the break the A.I. of two of the units from creative xeno's psi ops mod.

when this mod is installed the wraith commando and the phase drone wont take any actions figuring the alien turn .

both units have the wraith ability , this mod's changes might be affecting their A.I
Udaya  [author] 13 Oct, 2018 @ 1:42pm 
@Briar_Black That definitely sounds cool in concept, but the reason Wall Breaking is just an Overdrive-passive ability instead of a regular passive is because smashing through terrain easily breaks concealment, with no warnings applied (and sometimes even when nothing is broken).
Briar_Black 13 Oct, 2018 @ 1:15pm 
You know what would be cool?
If the Bulwark ability of the War Suit was swapped out for the "Run Through Stuff" bit of the Sparks Overdrive.
Still a cool mod though, thanks.
Udaya  [author] 11 Oct, 2018 @ 10:55am 
@voice_of_enigma The blue haze is actually something that happens outside of my control. If you use the console command "ttc" on a soldier using the Wraith Suit with this mod, it should show up on them for the rest of the mission. Other than that, I've never had it happen.
ScorchedVanilla 10 Oct, 2018 @ 11:44pm 
this made owning a wraith suit useful instead of carrying shredstorm cannons on warsuits my rangers can finally go murder people twice as fast
Green Raven 10 Oct, 2018 @ 6:21am 
Hey! So I dont know what went wrong last night, but the haze is gone. My Wraith equipped troopers look thier usual epic selves, and thanks to your mod, they're actually happy to be wearing this new tech!

Thanks again for your hard work!
Green Raven 9 Oct, 2018 @ 6:57pm 
Thanks
Udaya  [author] 9 Oct, 2018 @ 6:52pm 
@Green Raven I've only played TLP without any mods, so I wouldn't know how my mods work in it. Eventually, when I've seen and played all of the TLP content, I'll look back at my mods and see how I can fix any issues that may arise in this expansion.
Green Raven 9 Oct, 2018 @ 6:32pm 
Thanks for answering!
So, wait, its not always there?
Ive just been playin g the Legacy missions, it seems like its permenant?
Udaya  [author] 9 Oct, 2018 @ 6:30pm 
@Green Raven While it wasn't intentional, I do somewhat like the effect. I'm not sure how I'd go about removing something like that, since it's not something that happens regularly. I only get the blue haze when using teleportation console commands on someone who activated Wraith.
Green Raven 9 Oct, 2018 @ 6:20pm 
Awesome mod, can you get rid of the permenant blue haze that sourounds the troopers in Wraith suits?
Udaya  [author] 9 Oct, 2018 @ 11:39am 
@SentySent Wraith already seems good enough to me as a passive, so I don't want to take away from the effectiveness of other classes and their abilities by giving Shadowstep, Lightning Reflexes, etc. to the Wraith Suit.

As for the Shieldwall idea, it's a pretty good idea to implement a protection system for adjacent units, but I probably won't be into the modding game for at least 2-4 days while I look at every single thing TLP has to offer in terms of gameplay.