XCOM 2
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[WOTC] Reaper Reworked
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26 Jul, 2018 @ 10:53am
11 Nov, 2018 @ 6:04am
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[WOTC] Reaper Reworked

Description
This mod improves 4 of the Reaper's abilities: Blood Trail, Distraction, Banish, and Infiltration.

Blood Trail - This ability was never really up to par with Remote Start, even if it was useful sometimes with Silent Killer. Now, in addition to the +1 damage boost on recently hurt enemies, it inflicts a 3-turn bleeding effect on organic targets, dealing 1-2 damage per turn.

Distraction - Returning to Shadow sounds useful in theory, but can be difficult to attain if a Claymore is required to get it. Instead, this ability makes Shadow re-concealment a bonus, with the main effect being that any enemies in the radius of the Claymore prior to explosion have their weapons disabled.

Banish - Possibly the best ability for a Reaper to get, with the only downside being that it can't critically hit the target. However, the revamped version does allow the Reaper to crit, making it synchronize well with traits like Soul Harvest.

Infiltration - This GTS perk, while useful for preventing the Reaper from getting revealed by ADVENT security towers, still makes them subpar hackers. Now, it gives them +50 hack instead of +25 hack, leaving the Reapers only 10 Hack away from Specialists at Colonel rank.

This mod works both mid-campaign and mid-tactical.

If you're using Musashi's RPG Overhaul, comment out or delete the line "+BLOOD_TRAIL_ABILITIES=Deadeye" in XComReaperReworked.ini.
This prevents soldier bleeding from occurring as a result of Deadeye being a passive ability.
Popular Discussions View All (4)
3
30 Jul, 2018 @ 11:50am
Russian Translation
XCOMrades
1
1
12 Nov, 2023 @ 12:50am
simple chinese translation
哦耶
0
23 Sep, 2022 @ 3:04am
Spanish Translation
Kanario97
98 Comments
Bethrezen 3 Nov, 2023 @ 1:48pm 
@walt.bustamante i have the same problem. Claymore not working with this mod.
JohnFire 14 Jun, 2023 @ 8:26pm 
update please
walt.bustamante 13 Dec, 2022 @ 4:14am 
any idea why the homing claymore deal no dmg regardless of how you activate it(with explosives or shots)? the shrapnel one is working normally.

only other reaper mod i'm running is the shadow ability cooldown one.
It's me | #FixTF2 #SaveTF2 28 Oct, 2022 @ 10:58pm 
It seems that apart from this mod, I don’t have anything on the Reapers, but for some reason on missions where the soldiers do not have disguise initially, the Reaper is also initially without without his unique disguise. How to fix it?
Mosesjns 11 Apr, 2022 @ 11:38am 
Just want to say Thank you for this mod. Your analysis is spot on, Blood trail vanilla is so weak, its laughable, you made great changes.
Rossocuore 3 Oct, 2021 @ 5:47am 
@Udaya: thanks for the comprehensive explanation. I always thought them to be robotic units!
Udaya  [author] 1 Oct, 2021 @ 10:36am 
@Rossocuore This is true, robotic units do not suffer from bleeding. However, the Codex is not technically classified as a robotic unit in the game code.

If you look at the CharacterTemplate for Codex (named "Cyberus" internally), the actual variable assignments for the Codex in X2Character.uc are:

CharTemplate.bIsAlien = true;
CharTemplate.bIsHumanoid = true;
CharTemplate.bIsAdvent = false;
CharTemplate.bIsCivilian = false;
CharTemplate.bIsPsionic = true;
CharTemplate.bIsRobotic = false;
CharTemplate.bIsSoldier = false;
CharTemplate.bWeakAgainstTechLikeRobot = true;

This means the Codex is a humanoid Alien unit that is both weak to Bluescreen/EMP-based attacks and weak against attacks that deal extra damage to Psionic units, like Volt. It is not, however, robotic. If it was robotic, you'd be able to use abilities like Haywire Protocol against it and deal increased damage to it with attacks like Combat Protocol and Whiplash.
Rossocuore 1 Oct, 2021 @ 9:24am 
I am pretty sure I saw a codex getting bleeding effect from my blood trail hit. Weren't robotic units not supposed to suffer bleeding effect? Thanks.
GargakOfTheEast 20 Sep, 2021 @ 5:09pm 
An outstanding upgrade to the Reaper. Great job, and well done.
ZJwh5S 20 May, 2021 @ 3:15pm 
Good mod. Distraction was terrible.
Only thing I would add here is maybe buff Sting charges to 2.