XCOM 2
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[WotC] Gene Mods - Iridar's Pack
   
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686.121 KB
9 Oct, 2019 @ 8:54pm
19 Jan, 2022 @ 9:44am
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[WotC] Gene Mods - Iridar's Pack

Description
FEATURES

Converts my Rabbit Ability to a Gene Mod that can be applied to any soldier.

Rabbit Genes
The infusion of Rabbit's Genes grants an active ability that provides 1 Mobility and up to 30 Defense and 30 Dodge against reaction fire until the end of turn. These bonuses are counted after the reaction fire penalty. Using this ability costs an action on the soldier's next turn. No cooldown.
  • Category: Legs
  • Passive Stats: Dodge +10, Mobility +1, -5 Will, -5 Aim
  • Requirement: Stun Lancer Autopsy
  • Cost: (Rookie, Veteran, Commander, Legend) = { 45, 45, 55, 65 } Supplies, 1 Stun Lancer Corpse
  • Operation Time: (Rookie, Veteran, Commander, Legend) = { 4, 4, 5, 6 } Days

REQUIREMENTS
Can be safely added mid-campaign.

CREDITS AND DONATIONS

Thanks to E3245 for developing the amazing Gene Mods mod, and allowing me to collaborate with them on it.

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
19 Comments
Iridar  [author] 17 May @ 8:19am 
You can change costs in the config.
Kinsect 16 May @ 7:13pm 
is there a config to have it cost meld instead?
zin 13 Apr, 2023 @ 8:43am 
Thank you.
Iridar  [author] 13 Apr, 2023 @ 3:38am 
In this mod's config.
zin 12 Apr, 2023 @ 10:59pm 
Oh, I should’ve been more specific. I wanted to increase the passive bonuses granted by the ability, when using this Gene Mod plugin. I was wondering in which file I should change the numbers and why they’re set to 0 in the Gene Mods - Iridar’s Pack config file.
Iridar  [author] 12 Apr, 2023 @ 8:19pm 
@zin
You don't "have to" anything. It depends on what you want to achieve.
zin 12 Apr, 2023 @ 7:48pm 
The stats are set to 0 in the config (but not in the Rabbid Ability config). Do I have to change the stats in the Rabbid Ability config instead of this mod’s config?

; Passive stat bonuses are applied via Gene Mods instead.
RABBIT_PASSIVE_MOBILITY_BONUS = 0
RABBIT_PASSIVE_DODGE_BONUS = 0

SERPENTINE_PASSIVE_MOBILITY_BONUS = 0
SERPENTINE_PASSIVE_DODGE_BONUS = 0
XpanD 27 Aug, 2021 @ 2:25pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
nekus 16 May, 2020 @ 8:49am 
ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[0]=(ItemTemplateName="CorpseSpectre", Quantity=1))
nekus 16 May, 2020 @ 8:49am 
ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=45), ResourceCosts[0]=(ItemTemplateName="CorpseSpectre", Quantity=1))