XCOM: Chimera Squad

XCOM: Chimera Squad

Grobo's Tactical Fun Overhaul
55 Comments
Zavia 25 Aug @ 3:07am 
Lmao the guy crying because people say ironman xcom 2 isn't challenging.. buddy it isn't.. have to play on beyond legend extreme 5x pod sizes mods to make it even close to a challenge and even then WOTC was hilariously easy..
littlek0i 8 Jul @ 2:34am 
Fun in theory, but probably too difficult. Even on Expert enemies simply overwhelm you on missions 2-3-4. Of course, you may reload 10+ times per mission in hopes for better RNG.
hanryang 4 Mar @ 6:57pm 
Fuxxing mod. Only people with a lot of time in their lives do this.
hanryang 4 Mar @ 6:42pm 
trash
Tempest1 5 Dec, 2024 @ 9:49pm 
So, I want to commend you on the work that you put into this mod.

However.

It's telling that enemies can now semi-consistently two-shot you from across the room through full cover on Expert, and when you look at the comment section of the mod you have the author saying XCOM 1 and 2 on Ironman/Impossible "aren't even close to challenging".

I can respect that different people have different tastes, but I feel like "Grobo's Masochism Overhaul" or "Grobo's Gambling Addiction Simulator" would be more accurate titles.
huntersorce20 1 Jan, 2024 @ 7:51pm 
if i wanted to revert the changes you made to subdue/melee, can i do that in the configs or is that not possible?
Luciferblack 28 Oct, 2023 @ 6:59am 
Does this work on Save games? I installed it and I have no idea if its even working.
rubyeye 5 Jun, 2023 @ 5:16pm 
There aren't many mods for CHIMERA SQUAD, but this one is definitely worth it - for the experience of something more challenging. Thanks for making it!
:xcom2grenadier::xcom2psiop::xcom2ranger::xcom2sharpshooter::xcom2specialist:
Sever 2 Jun, 2023 @ 2:05pm 
Thanks for the response!! I am enjoying your mod!
Grobobobo  [author] 2 Jun, 2023 @ 12:19pm 
Yes.
Sever 27 May, 2023 @ 12:39pm 
Does this mod remove the poison immunity that medikits grant in the base game?
charles "entertainment" bruckus 5 Apr, 2023 @ 9:38pm 
update, never mind, fixed it a better way.
(in case some future schmuck has the same problem as me: the xcom game console is not the place to try to fix this. go to your steam install folder, then workshop\content\882100\and find the folders for each mod class. theyll have sub folders for config, and you literally just change the starting values for their hp in the .ini file named XComGameData_CharacterStats or something similar using notepad. oops! i do think you need to restart your save, but oh well)
charles "entertainment" bruckus 5 Apr, 2023 @ 12:00pm 
hey man, cool mod! i know this thread is dead af but i got an issue i was hoping you could maybe help fix - less of a bug and more of a soft incompatibility i guess. i got a handful of third party agent mods on rn and they dont benefit from the general increase to hp that everyone seems to have received through the tweaks from this mod. i've poked around in the console trying to just manually increase their hit point total (set <class name> <property value> <n>) to be more in line with everyone else's, but i can't figure out what this game's code calls hit points. i feel like i've tried everything that *i* would name the property value for hp - hp, health, hitpoints, hit_points, etc etc - and none of it is getting recognized. do you happen to know/remember what the engine calls hp?
J_Gaming 15 Dec, 2022 @ 5:30am 
"My mind overwhelms you."

So does your dominance with that A-pose, Verge.
Latis 7 Jul, 2022 @ 12:26pm 
an update? Wahts new grobo?
r long 526 21 May, 2022 @ 12:42pm 
Found a bug when enemies can regen +4HP at end of round (not sure if its because of a dark event or other cause). It started happening in late game. Enemies that are killed or unconscious started to regenerate +4HP at the end of each round and appear on roster but have no action points. When their turn comes up - there is a several second timeout before moving to the next in line. More of an annoyance than anything as you have to fully kill them again after all others dispatched to end the encounter. When I remove this specific mod the problem goes away. Only effects certain biological enemies (Guardian and Commando for sure).
UMebius ™ 10 Apr, 2022 @ 5:57am 
Follow up on the issue mentioned, I made no changes to mod or whatsoever but now on a tactical mission the ability enabled my Android modules are back again. Not sure if this is a one-time thing or not, will pay more close attention later.
UMebius ™ 9 Apr, 2022 @ 10:49pm 
Hi I'm currently facing an issue where Android Modules can be purchased but none of their functionalities work as intended in tactical missions. For example, Scout's Module that grants Reposition ability is missing in mission, checked by using Another F1 and actual testing. I don't see mod conflicts in Alternate Mod Launcher and I don't use other mods that changes Android behavior, none that I know of anyway. Any suggestions would be appreciated, thanks.
Grobobobo  [author] 18 Mar, 2022 @ 10:36am 
I'm currently playing it now on impossible and having little difficulty, so probably.
Here's a playlist of me playing impossible, but I did make some changes in the meantime so it's slightly out of date.
https://www.youtube.com/playlist?list=PLOtDIHH3bcFVjtmvEKBf_Z-7KaPBJlKjv
Latis 18 Mar, 2022 @ 8:03am 
I see. the AI is wonderfull. Also im a long war player and i'm better on LW than here. Maybe i'm missing something in the way to play this one.
Grobobobo  [author] 18 Mar, 2022 @ 3:09am 
XCom 1/2 Impossible Ironman Is not even close to challenging, It's a big fish in a small pond kind of thing. This is closer to long war in difficulty.
Latis 17 Mar, 2022 @ 5:55pm 
And sorry if i sound harsh or a bastard, it's just frustration for some madness that can't comprehend (specially shots tru full cover). I really like your work and not being able of play tru it make my feel pretty noob
Latis 17 Mar, 2022 @ 5:50pm 
Even i finished the vanilla on imposible ironman expert.
But this is too much for me, i can't stand to that level of cheapness :(
Or eiter i have very very bad luck with the RNG or the rolls
Latis 17 Mar, 2022 @ 5:48pm 
i always played on difficult, like the challenge, but this not a challenge anymore, it's a rape.
That shot miles away goin tru cover like nothing are pretty insame tbo :(
Grobobobo  [author] 17 Mar, 2022 @ 3:32pm 
You could always like, you know, turn down the difficulty? Impossible is meant for players that are really, really good at the game, there are lower difficulties for the rest
Latis 17 Mar, 2022 @ 7:37am 
i'm done, is a very wonderfull mod, but too dificult for me, tired of getting shot 5km away and tru the wall.
Latis 17 Mar, 2022 @ 6:03am 
gosh can't even beat 5 levels, the ai shoot like cheaters, all shoots connect, all, behind hard or slow cover they ALWAYS hit me. jeez.. it's extreme difficult for me (playing on imposible)
Latis 16 Mar, 2022 @ 11:25am 
Very nice changes.
ty grobo
Grobobobo  [author] 13 Mar, 2022 @ 6:29am 
Preparation also puts down fire. But yes, medikits and terminal's heal work.
Latis 12 Mar, 2022 @ 10:24am 
And how i can put fire down? only with kits?
Grobobobo  [author] 12 Mar, 2022 @ 9:51am 
Chimera squad agents don't have hunker, they have preparation. That hasn't been changed by the mod, that's in vanilla too.
Latis 12 Mar, 2022 @ 9:36am 
One problem: i can't use hunker down. Neither in full or half cover
Latis 12 Mar, 2022 @ 8:47am 
Oh, sad to read that, but its a pleasure to see someone did something for this game.
Thanx Grobo
Grobobobo  [author] 12 Mar, 2022 @ 6:51am 
No agents either.
Ah, well, the mod is only localized in english, so any other language won't display the text properly.
Currently mach weave grants +1 mobility and infighter (+40 dodge when attacked within 4 tiles or by a melee attack)
Latis 11 Mar, 2022 @ 6:04pm 
And what about an Agent?
and yes, is challenge as hell.
One question, what the dodge armor do now? (don't remember the name in english, one of the ones you can buy after research armors). Since it isn't gave me any dodge and say 0 points of dodge
Grobobobo  [author] 11 Mar, 2022 @ 2:15am 
Not really, I think I sqeezed out what I can from chimera with this. Making maps is definitely beyond my ability.
I am making a recorded playthrough of me beating it on impossible, and making some balance changes on the go (ususally to make the game harder)
Latis 9 Mar, 2022 @ 12:44pm 
Any plans for the future grobo? i just take again this game when i see your work and is trully amazing. More agents? More game modes?
Something cool will be some more variety of maps, the same maps all again are kinda boring.

Hope your take on this game bring back some love for the game and more modders

Thanks you again for your great work
PointMeAtTheDawn 10 Jan, 2022 @ 11:24am 
Oh snap! A favorite dev for a favorite game :D. Exciting!
Grobobobo  [author] 4 Jan, 2022 @ 7:58am 
@brokuify The Melee change is a script change rather than a config change. I could probably make it a config at some point, but I strongly disagree with melee characters being too weak, they are very, very strong (especially axiom). Giving them more range would make them extremely overpowered.
brokuify 3 Jan, 2022 @ 9:23pm 
I really love what this mod does except for the melee changes. Specifically with Zephyr and Axiom in mind. I tried looking in the configs to tweak this a bit, but I have no idea what I'm doing and I don't want to mess up the mod too much. I just think having melee specific characters that limited makes them less worth it. Maybe let them charge into yellow to hit, but lower their mobility for balance?
Grobobobo  [author] 25 Nov, 2021 @ 2:50am 
Mods don't disable achievements in XCOM
Arcitens 24 Nov, 2021 @ 6:54am 
Just curious if achievements will still be unlocked with this mod or not. Thinking of giving it a go on my next playthrough.

(Though I am hesitant like some others about melee skills only being usable within blue, since that will make them much harder to use + negates some tactics like Blueblood's ever vigilant + subdue)
Grobobobo  [author] 4 Oct, 2021 @ 3:34pm 
I've already have a list of recommended mods in description. Sadly, I'm pretty sure most of your mods are either redundant (absolutely critical/cover changes) or incompatible (campaign tweaks, ai tweaks)
Juravis 2 Oct, 2021 @ 12:46am 
Nice work. I've marked some of the mods I made which conflict with this mod, either because of integration or incompatibility. I haven't seen your entire code so I couldnt be 100% sure for some so i erred on the conservative side and marked stuff i thought you'd put in your mod as incompatible. Will most definitely try your stuff.

If you'd like you could also list explicitly which ones you use that are compatible in either your doc or description.
Grobobobo  [author] 26 Sep, 2021 @ 7:43am 
Yeah, you can, as far as configuration allows anyway. Although I don't particularly see what's wrong with playing on Expert. Impossible difficulty is not the default difficulty, it's meant to be for extremely good players who know exactly what they are doing (and I find it a bit on the easy side myself). Whether you should be aggressive or defensive depends purely on your team composition.
Cúchulainn 24 Sep, 2021 @ 9:57pm 
Is there any way i can revert some of your changes? I feel like early game it's a bit Toooo punishing and it's roughing me up, Had to bring it down from Impossible difficulty to Expert bc I was getting my ass handed to me by suicidal enemies trying to flank, and when I can do nothing to mitigate that damage, I have to take an L, which leads to Scars, which leads to further harder missions, and it kind of snowballs out of control.

Had to restart thrice because of the ridiculous difficulty. In addition, because of higher cover stats, it feels like I'm the one that has to be super aggressive to take out the enemies before they decide to be super aggressive to steamroll me with numbers and by flanking. It feels a little too ridiculous, at least in the beginning
Done25 26 Aug, 2021 @ 1:14pm 
I have to agree with Zepod that limiting melee to blue range only is too much. I'm finding it quite vexing to try and use any of the melee heavy operatives. Trying to Subdue a panicking person Sprinting around the map is also quite annoying.

One other thing I would suggest. Changing base Bind damage to 0, but then making the sustained to 4. This gives the AI/you a chance to react to someone getting wrapped up, but failing to punish will very quickly result in the target taking a nap on the ground.
Grobobobo  [author] 4 Jul, 2021 @ 7:14am 
As for Mind merge, I don't understand why should an ability be detrimental to the user, especially since it's not even that strong. Mind merge killing or damaging the user means that most of the time the best move for the AI is to never ever cast it, which feels like shit from design standpoint.
Grobobobo  [author] 4 Jul, 2021 @ 7:12am 
part 2
Some enemies are simply the most effective while being really agressive, while others work best from a distance - you should simply employ countermeasures like root, weapon disable or overwatch. I really don't see how having to consider that the enemy can flank you and play around it is an issue.

For the same reason I don't see why getting yourself flanked should not be punishing, It's already not an instant death like you say since no early game enemy can one shot most operators even on crit. There are generally more, much safer ways to kill something than brainless bumrushing if you are even a bit patient. Worst comes to worst you can have tools to minimize the danger, like parry, smoke being much stronger, or safeguard giving a movement action
Grobobobo  [author] 4 Jul, 2021 @ 7:11am 
Vanilla Chimera squad was absolutely not the game where positioning was important - Even at the highest difficulty level you could pretty much stand in the open and tank hits with some characters, Maps are so small that melee units could target everyone from pretty much everywhere, cover bonuses were weak so you could just kill everyone through it etc.

Which is why so much emphasis was put on it this mod, including subdue. A guaranteed way to kill of low hp units was iffy, especially with long range form of it called tranq rounds existing. Plus, it made collecting intel far too easy, giving you far too much intel in the strat layer.

Cherub Simply got compensated in other ways - Being able to shield bash across the map or shield + shield bash was pretty braindead. Now you have to consider using his other aspects, which got a buff