XCOM 2
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[WOTC] Psionics Ex Machina 3.3
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32.936 MB
7 Sep, 2020 @ 11:04am
3 Aug @ 12:25pm
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[WOTC] Psionics Ex Machina 3.3

Description
What and Why?
Like many, we've never been fond of the Vanilla Psi-Op, and whilst other psi overhauls have been made, they normally make the psi- op a little over powered for our tastes.
Inspired by how DerBK did ABB:Psionics, MrCloista came up with this idea;
Psionics, as stated by Geist, is native to all humans, but it takes training and technology to draw it out. XCOM does not have the time for years of focused training. So it has come down to some highly experimental technology.

New Mechanics:
Old Psi-Lab is gone, vanilla Psi-Op too. (This is optional in the config file).
In it's place is an entire NEW facility.
  • Psionic abilities are now granted exclusively by gear.
  • Psionics: The main Psionic Research is now unlocked by Sectoid OR Priest Autopsy.
    This gives access to building the facility and basic amps.
  • Psi Amps: Grant a starting perk (default is Syphon Will) and provide Upgrade Slots (2/3/4). Psi Amps are still secondary weapons, and have been granted to all of the vanilla XCOM classes. This mod has support for the Dedicated Pistol Slot , allowing Psi Amp use in that slot.You still require the main research to unlock the CV tier Psi Amp!.
  • NEW Resource: Crystallised MELD: Used to build PexM gear, and a callback to EU/EW.
  • GEMs: Active Psi Abilities are granted by Weapon Upgrades, called GEMs, placed into the revamped Psi Amps. Yes, the new Psi Amp functionality was inspired by the Infinity Gauntlet. GEMs List
  • PCSs: Passive Psi Abilities are granted by Psi PCSs with a bonus to Psi Offense (42-69) and Will (1-11). PCS List
  • TECHs: There are 5 new Techs in the new facility, Psi: PCS, Psi: GEMs, MELD Extraction and 2 Projects to Upgrade Amps to the next tier.
  • Mag tier Amps require the Priest autopsy. Beam tier amps require a GateKeeper autopsy.
    Both of these need further study projects completed in the facility.
  • NEW FACILITY: An entire new facility dedicated to creating the above projects and minor Psionic grading. Built from the ground up!
  • Breakthroughs: 1 to improve the slots of Psi Amps, 3 to cut the costs of the facility and it's upgrades.
  • Loot Tables: Most GEM upgrades and PCSs are fully lootable, but some are also Project Exclusive!
  • Lost Corpses: Now have a decent use as the requirement for the extraction project. Used to create more MELD.
  • Will As Mana: Inspired by DerBK's Will as Mana, most GEM castable abilities now cost some Will to use. If your Will is too low, they cannot be cast. Some classes (Psionics, Templars, Stormriders, Biotics, Wardens etc) are excluded from the Will Cost, but not the minimum Will requirement.
  • Tiered Casting: GEMs have a multitude of tiers that modify the Will cost. GEMs of tier 3 (config editable) or above are mutually exclusive.
  • NEW ABILITIES: A selection of new abilities to enable the above; Syphon Will, Clarity of Mind and Psi Grading.

Results:
At maximum, this means that any soldier will be capable of around 100 PsiOffense, 1 Passive and a number of Active Psi Perks.
At the cost of some Will, a secondary weapon and PCS as a trade off, making it a more interesting choice whether to take psionics or not, and how and when to use them.

Useful UI Info:
Detailed Soldier List Redux will always display the PsiOffense stats in the soldier lists
UI Mod for Def/Mob/Psi allows you to see the PSI stat in the Armoury UI, but not elsewhere.
Extended Personal Info Redux lets you see the PSI stat in the Soldier List Sidebar. The grading perk shows in the sidebar. The GEM abilities can only be seen on the weapon.
RoboJumpers Squad Select UI Shows the PSI Stat after the main 'Psionics' research is done
Unit Flag Extended Can shows the PSI stats & does show Will Stats on the Unit Flag.
Standardised Resource Bar shows the amount of MELD on most screens.
PexM Show Unlocks creates an unlock list of the GEM's and PCS' you have gathered so far.
Improved Weapon Upgrade UI makes viewing GEM upgrade attachments easier.

Configs:
Lots of costs, and values and stuff can be changed in the config files.
Please read and adjust what you want for your playstyle.

Compatibility:
Please see discussion thread for any known conflicts and a list of all working perk packs.

Requirements:
AND one of the below

Credits:
PexM Team Members;
  • MrCloista - Concept and Project Lead
  • RustyDios - Lead Dev
  • TeslaRage - Dev Support
  • dotvhs & nelVlesis - New 2D art
  • Flashstriker - Lore/Flavour Text consultant

Special Thanks To:
Bstar, Iridar, Robojumper, Veehementia, PZ, Musashi, Mitzruti, Favid, Xymanek; et al for building the mods this is built upon.
Mitzruti and NotSoLoneWolf for helping with the code for the new research options.
Drakten-Hughes for help with the loot tables.
RealityMachina for code from Cross Weapon Training that allows the cross training into Psionic Rifles.
DerBK for ABB and Will-as-Mana which provided the inspiration for the ideas.

Translations: Russian by Aks. French by TRNeedAName. Korean by Kei. Chinese by Tommy.

Thanks to help from AstralDescend/Xymanek, RedDobe and Kdm2k6 for the UI fix to show resources and fixing issues with the Facility Project menus and general Facility/UI help.
Shoutout to Xylthixlm for XMB which the training perk drew inspiration from

Thanks also to the BETA testers; NelVlesis, Kexx, DragonKingAbashi, Drakten, ObelixDK, Amezzeray, CmdrEmily, CrazyEyed1, SOPHIA, BowWow, DeaconIvory and CommanderOdd.

Feedback would be greatly appreciated. Bug reports welcome.

~ Enjoy !! It was a team effort so it wouldn't be OK to ask for a Cuppa Tea[www.buymeacoffee.com]
- but I (RustyDios) put a lot of personal work into this project so I'm going to ask anyway :)

~ Enjoy !! If you like what I do, please Buy My Cats Treats[www.buymeacoffee.com]
- (MrCloista - Project Lead) who slaved for hours with ideas to get this formulated and balanced
Popular Discussions View All (8)
48
29 Sep, 2023 @ 1:44am
v3.1 Update Notes
RustyDios
47
9 hours ago
PINNED: Mod Compatibility List
RustyDios
7
9 Sep, 2021 @ 12:12am
PINNED: Experimental Psionics: Empowered Gem List
MrCloista
660 Comments
Scroller 3 Aug @ 11:09am 
@RustyDios - It seems that Den Mother had some sort of default situation with the pistol slot which worked until the setting was updated. I added her to the list on the pistol slot mod and she's back to normal.
Scroller 3 Aug @ 4:10am 
@RustyDios - Interesting. Maybe there's something else going on. Thanks.
RustyDios  [author] 2 Aug @ 12:08pm 
This mod does add the PsiAmp for the keeper class in the pistol slot.. but it shouldn't affect any other mods also adding stuff to the class for that slot
Scroller 2 Aug @ 11:28am 
@RustyDios - I added the additional items via Dedicated Pistol Slot and it still works with all other RPGO and faction soldiers. For some reason, only Den Mother has changed since my last playthrough. The fact that she can only add a basic psi amp is why I wondered if this mod might have changed something. Although, I don't know why it would only affect her.
RustyDios  [author] 2 Aug @ 11:01am 
If you had a multitude of items in her sidearm (pistol) slot from the Dedicated Pistol Slot mod.. then chances are you had something like Proficiency Pistol Slot configs giving her access to more stuff
RustyDios  [author] 2 Aug @ 10:59am 
Den Mother by default doesn't have any secondary weapons, or even normally a secondary slot!! .. her grapple gun was turned fully into a "always have" set of squaddie perks.
Scroller 2 Aug @ 10:14am 
I've started a new playthrough with this mod insatalled alongside RPGO and Rescue Den Mother. So far, everything seems fine except for Den Mother herself. She can now only add a basic psi amp to her sidearm slot (mod), whereas she could add a number of different items in previous playthroughs. Could this mod be causing this?
Soul 31 Jul @ 8:07pm 
gotcha
RustyDios  [author] 31 Jul @ 8:04pm 
You would have to chase down whatever perk pack it is from and ask there. On it's own PexM doesn't technically 'add' any psi-perks, they are all utilised from perk packs.
Soul 31 Jul @ 7:32pm 
How does Pandemonium actually work? It say mass panic but everytime I use it,my char do the psionic move,and nothing happen,tried like 7 time with different psionic classes with good Psi offense but yeah,nothin happen to the targets in the AOE,no "failed" prompt or anything telling me it tried something.Kinda lost on if its bugged or I'm missing something about its use.