XCOM 2
[WOTC] Sword AP changes
23 Comments
Bunbun 14 Mar, 2022 @ 4:36pm 
Hello BG, thank you for the wonderful mod. I have a question regarding an ability not working with the mod. It's MZAbyssalBlade. How would I go about adding this and possibly other attacks to work with the ap changes consdering when I use the slash from abyssalblade in blue movement range, it automatically ends the turn.
Nemo Jr. 3 Aug, 2021 @ 7:42pm 
@W1ll0311
The answer is just under your comment xD
Though I'll admit, my question was a bit confusing.

Basically, the mod doesn't affect how Reaper works. If Reaper is active, and you get a kill, you end up with 1 regular action point to use (as in vanilla), regardless of what you did before. If you don't get a kill, it acts like a normal sword attack.
Vizins 3 Aug, 2021 @ 3:14pm 
Hey, thanks for this mod, it works great and I really needed this :D
But I was wondering, how does the movement penalty affect the Reaper ability? Does each slash attack gain more and more penalty or is it just once for that turn?
Nemo Jr. 22 Jun, 2021 @ 1:51am 
Thank you very much for the detailed AND fast reply.
Glad to see you're still around :)
-bg-  [author] 21 Jun, 2021 @ 3:37pm 
question 1: 3 times, the first slash uses no AP because of bladestorm says it is free, second time because infinte free is off, the no ap rule is ignored and fallback to consume 1 AP, leaving 1 last AP for the third slash.

question 2: skills from other mods, reaper will make sure you always end with 1 AP after killing.
Nemo Jr. 21 Jun, 2021 @ 11:18am 
+NO_CONSUME_ALL_FLAG_CONSUME_MOVEMENT=true
; Enabling this will make abilities/effects that causes sword slice ability to not end turn to consume AP equal to movement required without ending turn instead, disabling this will make it always consume 1 AP instead of movement cost.


Does this refer to e.g. Reaper, or is this setting meant for sword-related skills added by other mods? Sorry for the trouble :3
Nemo Jr. 21 Jun, 2021 @ 8:20am 
Hello! I have a question (of course I do):

Assume I have a Bladestorm Ranger with 2 AP standing next to an enemy.

+STATION_SWORD=(APRemaining=eConsumeNoAP, AbilityRequired=Bladestorm)
+STATION_SWORD=(APRemaining=eConsumeOneAP, AbilityRequired=None)
+ALLOW_INFINITE_FREE_AP=false

With these lines in the config, how many times would I be able to smack the enemy without moving?

In other words, after I use up my free Slash, do I get to use the rest of my AP like any other Ranger (which would mean 3 total slashes in this scenario), or will I have lost my station_sword privileges (so the second slash ends my turn, like a vanilla slash)?
mst3kdavid 23 Feb, 2021 @ 11:29am 
i don't have wotc this shows up when i exclude wotc from search.
=[NK]= Col. Jack O'Neil 2 Oct, 2020 @ 7:30am 
Can you make it so we can add abilities? Like iridars bayonet rush and templar claws?
Hotl3looded 2 Oct, 2020 @ 5:27am 
Thanks for the great mod! I asked this in the vanilla mod years ago but it would be neat to have the same mechanism for all vanilla melee abilities (skirmisher, templar, spark)
Hyperdragon1701 28 Jan, 2020 @ 12:48pm 
I have the same problem as @MaS. Though given i use primary secondaries. Not sure if the problem lies there. I narrowed the issue down to this mod. I tried changing the values in the config but with no luck.
-bg-  [author] 14 Jan, 2020 @ 5:41pm 
it is already checking for both abilities and effects
Iridar 14 Jan, 2020 @ 9:07am 
@-bg-
Looks like you have the additions I have asked you for, thank you very much for that.
However, could you please go one step further and add a check for an Effect on the unit, in addition to the ability? There are abilities like Samurai's Shinigami that make melee attacks not end turn, but only while that effect is active.
Syro System 14 Jul, 2019 @ 12:53pm 
@MaS Did you activate reaper before you did the sword slice?
MaS 21 Mar, 2019 @ 8:21am 
I am having an issue with the "Reaper" ability on my Rangers, namely, it doesn't proc the kill correctly. I can not Slash attack after the first kill. What am I missing?
How it zeR? 7 Mar, 2019 @ 3:21am 
How does this interact with team work AP after slice or kill terget? i think i have the movement penalty on that
Martox 23 Feb, 2019 @ 10:11am 
This doesn't seem to work with the LW2 perk pack, is there something you can do to fix that?
-bg-  [author] 26 Jan, 2019 @ 9:33am 
if you think it's too op you can always change the behaviour in the config, I put it in bladestorm because back then someone requested that behaviour so I have to implement it somewhere.

Implaccable will always give you +1 movement on a kill, regardless of the behaviour, so if you blue move kill someone and your behaviour is set to able to move after attack on bluemove, you will end with 2 movement points available to dash away.
Astral Descend 26 Jan, 2019 @ 6:19am 
How does this interact with implacable?
Element UK 26 Jan, 2019 @ 2:47am 
This Mod sounds great and fair right up to the point you get 'Bladestorm'. Then it turns into overkill
yes_commander 21 Jan, 2019 @ 8:14am 
Would this allow other weapons to benefit from the same change? Specifically I wanted to try setting this up with the scimitar from the Celatid mod but I haven't tried tinkering with the ini files yet. I'm hoping I might be able to just plug in another weapon name or two to alter them. I just find that I never look forward to building melee-focused soldiers, and being able to apply this mod to weapons other than the basic swords might be a good incentive to explore RPGO builds I generally ignore.
Arkhangel 20 Jan, 2019 @ 6:20pm 
@Mr. Nice: no, it actually means exactly what it says, that you get a move action AFTER slicing someone if you only did a blue move to do so.
Mr. Nice 20 Jan, 2019 @ 5:55pm 
Does that mean you can melee from Implacable, or did I misunderstand the description saying "move only action"?