XCOM 2
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Black ICE Codex - WotC
   
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7 Nov, 2020 @ 5:32pm
1 Sep, 2023 @ 11:11am
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Black ICE Codex - WotC

Description
The third installment in Ashlynne's Alternate Aliens Collection! Joining the ADVENT Warlock and the Flame Viper is the Black ICE Codex. This Codex is the aliens latest design in cyber-security. She is equipped with a security protocol designed to protect the ADVENT Network by disrupting XCom's hacking ability. Like a real world anti-virus, the Black ICE Codex seeks to eliminate potential network intruders by destroying them... literally. The Black ICE Codex is a mid to late game enemy that comes in 3 variants, each more powerful than the last.

Black ICE Codex Features:

REACTION ABILITIES
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The Black ICE Codex gains an activation every time she takes damage. Using her reactive AI, she'll immediately use one of the following Reaction Abilities:

-Network Firewall: Instead of cloning, the Black ICE Codex raises an energy shield.
-Counter Shot: A standard shot targeted at a random, visible XCom soldier.
-Teleport: Flee to find better cover!
-Catastrophic Failure: If she dies, she'll try to take everyone nearby with her!
-Malfunction: A rare chance for the codex to malfunction and shoot one of her allies.


STANDARD ABILITIES
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In addition to her Reaction Abilities, the Black ICE Codex has a selection of Standard Abilities that she can use during her activation; some that end her turn, some that don't.

-Black ICE Quarantine: Places an enemy unit in quarantine, reducing actions by 1 and increasing to HIT, to CRIT, and CRIT DAMAGE for all attackers. Additionally, the victim's Hack Stat is greatly reduced.
-Standard Shot: Fire her Black ICE Rifle at a visible target.
-Teleport: Why walk when you can just appear anywhere?! This ability can be used Actively as well as Reactively.
-Reboot Sequence: Regenerate at the beginning of every turn.
-Destroy Intruder: A powerful beam attack that destroys intervening cover.
-Stalking: While in the presence of visible allies, if a Black ICE Codex doesn't have a high percentage shot at an XCom soldier, she will activate Stalking which grants an Overwatch shot with a high bonus to Aim and Crit.


STRATEGY ELEMENTS
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-1 New Research Project: Black ICE Encryption (effectively the autopsy); available after recovering an encryption by destroying a Black ICE Codex in the field.
-2 New Proving Grounds Projects: Black ICE Skulljack and Black ICE Rounds.


CUSTOMIZABLE
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To easy? To difficult? Just about every variable that makes up the Black ICE Codex is exposed and clearly labeled in the following configuration files:

Steam\SteamApps\workshop\content\268500\2280597326\Config\XComAshBlackIceCodexConfig.ini
Steam\SteamApps\workshop\content\268500\2280597326\Config\XComGameData_CharacterStats.ini

Configure her stats and abilities to meet the expectations of your XCom 2 environment. If you make changes, back up the changed config files or take note of your changes somewhere. If this Mod gets updated, you'll need to restore your changes.


COMPATIBILITY
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The Black ICE Codex Mod adds its own unique templates and config file entries to the game. It DOES NOT alter/override any Base Classes, Templates, or Config File Entries. As such, it "should not" have compatibility issues with other mods, but you never know. The only Base Templates this mod expects to find intact are the "Skulljack", "Bluescreen", and "BluescreenRounds" Templates. Mods that rename, replace, remove, or disintegrate these Base Templates may cause issues with the Strategy Elements.


NEW GAME
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DISCLAIMER: You should start a new game before enabling the Black ICE Codex Mod. Under testing in my environment, however, the Mod functioned as expected when enabled mid-campaign. If you decided to do so, the risk is all yours!


Other WotC Mods by Ashlynne_Lee!
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Loot Piñatas: http://steamproxy.net/sharedfiles/filedetails/?id=1128231549
ADVENT Warlock: http://steamproxy.net/sharedfiles/filedetails/?id=1144417938
Flame Viper: http://steamproxy.net/sharedfiles/filedetails/?id=1160638944
Muton Destroyer: http://steamproxy.net/sharedfiles/filedetails/?id=2482812108
More Skill Events: https://steamproxy.net/sharedfiles/filedetails/?id=3043880113
Popular Discussions View All (3)
4
4 Jul @ 12:52pm
RUS Translation \ Русский перевод
MaxMNG
1
11 Sep, 2022 @ 1:24am
PINNED: Update Complete
Ashlynne_Lee
0
1
19 Jun, 2022 @ 12:02am
CHT Localization (File name 2280597326)
woodydaisy
89 Comments
Soul 4 Aug @ 8:05am 
My men know the risks thats why we xcom babyyy!
But yeah the golden path reason back then would be a good one,stuff was still iffy on what would work or not lmao.
Ashlynne_Lee  [author] 4 Aug @ 12:42am 
XCOM not being able to Skulljack a Black ICE Codex was definitely an intentional decision. I remember thinking through it all those years ago.

There were 2 reasons I decided against it:

The first being, when I started creating Alien mods, I purposely stayed as far away as possible from anything that might tinker with the 'Golden Path' (the main story quest line) or any modifications to base code. That was a personal design choice I made with the goal of creating Aliens that were as safe as possible to install. I wanted all of my code to exist in XCOM's extensible vacuum where it wouldn't conflict with the base code or any other mod that a player might be using.

Knowing what I know now, changing Icy's character group name to 'Cyberus' would probably be fine.

HOWEVER................

That leads to the second reason........ Icy blows up when she dies. :steamsad:
RustyDios 31 Jul @ 10:48am 
hmm.. okay, I looked into this and it seems that is because they are a different character group name "BlackIceCodex" instead of "Cyberus"

would need a confirmation on the design aspect here from the Mod Author on if it is intentional that these gals cannot be skulljacked (to advance the story)
Soul 31 Jul @ 9:45am 
Oh hey (sorry double post) I already have core collection,but couldn't skulljack it,weird.
Tho I could skulljack base codex and the Frost codex that was around too from frost mod.
Soul 31 Jul @ 9:43am 
Aight thx for the infos,appreciate it,gonna do that
RustyDios 31 Jul @ 8:59am 
You could also use Skulljack Mind-Controlled units OR Core Collection MetaMod

(Personally I'd go with the last option here)
RustyDios 31 Jul @ 8:55am 
Yes, you need another mod to fix that interaction...
Codex Skulljack Fix should do it
Soul 30 Jul @ 7:06pm 
Is it normal I can't skulljack this one? Kinda sad I saved it for last on the mission.
Mungojerrie 3 Jul @ 7:07pm 
Ashlynne_Lee, I am indeed using a bunch of mods of that sort. Those would be:

- Encounter List Replacer WOTC
- [WOTC] Universal Enemy Compatibility Patch (BETA)
- [WOTC] Covert Infiltration (As mentioned previously)
- Lalup's Covert Infiltration Collection Tweaks

Your help is very much appreciated!
Ashlynne_Lee  [author] 11 Jun @ 11:01pm 
@Mungojerrie: Are you playing with a mod that modifies Spawn Rates and Encounter Lists? You shouldn't encounter any of my aliens during a Covert Ambush Mission (Black ICE Codex, ADVENT Warlock, Muton Destroyer, Flame Viper). None of them are included in any of the Covert Escape Encounter lists per my design for the very reason you're citing: it would be a miserable game experience because they all have some form of hard crowd control (binds, stuns, invoke panic, loss of action points, etc.)! I can't recall ever running into one during an Ambush.

There are mods out there, however, that scramble up the Encounter Lists to increases pod sizes and alien variety during missions. If you have a mod like that, it could cause my aliens to spawn in any type of mission, including Covert Ambushes... which... wouldn't be very fun. :steamsad:

If you have such a mod and can let me know what it is, I might be able to look at it and make a recommendation.