XCOM 2
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[WOTC] Reaper Reworked
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26 JUL 2018 a las 10:53
11 NOV 2018 a las 6:04
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[WOTC] Reaper Reworked

Descripción
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.
Discusiones populares Ver todo (4)
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30 JUL 2018 a las 11:50
Russian Translation
XCOMrades
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1
12 NOV 2023 a las 0:50
simple chinese translation
哦耶
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23 SEP 2022 a las 3:04
Spanish Translation
Kanario97
98 comentarios
Bethrezen 3 NOV 2023 a las 13:48 
@walt.bustamante i have the same problem. Claymore not working with this mod.
JohnFire 14 JUN 2023 a las 20:26 
update please
walt.bustamante 13 DIC 2022 a las 4:14 
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 a las 22:58 
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 ABR 2022 a las 11:38 
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 a las 5:47 
@Udaya: thanks for the comprehensive explanation. I always thought them to be robotic units!
Udaya  [autor] 1 OCT 2021 a las 10:36 
@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 a las 9:24 
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 a las 17:09 
An outstanding upgrade to the Reaper. Great job, and well done.
ZJwh5S 20 MAY 2021 a las 15:15 
Good mod. Distraction was terrible.
Only thing I would add here is maybe buff Sting charges to 2.