XCOM 2
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Chryssalid Mutations
   
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30 Aug, 2019 @ 12:31pm
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Chryssalid Mutations

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Allows chryssalids to gain special abilities depending on who their cocoon was made out of.


Description
Chryssalid Cocoons now generate Chryssalids with special attributes or perks when applicable. For now, this includes the following scenarios:

Cocoon was from a high HP unit - Chryssalids birthed from this kind of cocoon start with more HP and can regenerate 2 HP per turn.

Cocoon was from a high mobility or dodge unit - Chryssalids birthed from this kind of cocoon gain the Shadowstep perk, enabling them to avoid reaction fire attacks.

Cocoon was from a high psi offence unit - Chryssalids birthed from this kind of cocoon gain the Fortress perk, making them immune to explosions and environmental effects.

There's backup rules for making sure a Chryssalid eating a Sectoid or a Viper gives out the appropriate perk if they don't meet the stat requirements. This is all controlled by the mod's XComMutatedChryssalids.ini, and you can add your own rules if you wish, which can also include what abilities the Chryssalid gets. Want to give them Bladestorm after they eat a soldier with the Ranger class? That's 100% possible with this mod.

Compatibility
This mod works via altering the base game's Spawn Chryssalid Cocoon ability. Any sort of Chryssalid mods that have a different method of spawning Chryssalids (or use a seperate ability) will not be affected by this mod.

34 Comments
TrooperCoon 20 Jul, 2022 @ 7:15am 
Does this work with the hive?
hunt showdown hoedown 1 Apr, 2022 @ 9:51pm 
I don't think this is working properly, or maybe it is. Cocoons are only spawning one Chryssalid. They say they spawn another one and get destroyed, but only one Chryssalid ever actually spawns.
Der Freischütz 26 Nov, 2021 @ 1:56pm 
It is safe for the mid-campaign?
Delirium 10 Nov, 2021 @ 8:49am 
what is wrong with this guy? I saw him on multiple mods' comment section.
CobyTheApple 13 Feb, 2020 @ 4:03am 
Great. Just what we needed, another broken and not working mod on the workshop.
Haybusa 14 Dec, 2019 @ 10:36pm 
@RustyDios well it just wouldn't make sense, the concept of a Psi Zombie is that the Sectoid is just forcing the body to move, even though its dead. So that's why it moves so corpse like.
RustyDios 22 Nov, 2019 @ 11:20am 
Is there a possibility of doing something similar for Psi Zombies?
Like a Sectoid raising a Stun Lancer would create a zombie with Shadowstep/Lightning reflexes/more melee damage...
RealityMachina  [author] 14 Nov, 2019 @ 2:09pm 
It wholesale replaces the X2Effect through X2PostTemplatesCreated: you can see how it does it in the X2DLCinfo class of the mod. I don't think it'll play well with any other replacer.
Vortex ♀ Pixalation 11 Nov, 2019 @ 6:46pm 
RealityMachina I haven't had a chance to test compatibility yet but what class is this mod affecting, my mod I've been working on replaces the spawn code to utilize my new stuff and I wanna see if they play nice
awkwardmoment 9 Sep, 2019 @ 7:27pm 
very cool! thanks