XCOM 2
Mitzruti's Perk Pack
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Update: 10 Oct @ 6:57pm

Changed a bunch of damage modifiers to not do anything if current damage is 0.
Hellish Rebuke no longer randomly fails to work for the mission if psi offense is low.
Hellish Rebuke's attack now uses a proper hit calc.
Vitals Shot will now play a flyover if the instant kill triggers.
Fixed Acidball using Fireball's range config. they're the same by default tho, so *shrug*.
Added a "melee" visibility check to psi support skills. the only function that should be lost is Mens Sana to cancel MC on targets no ally can see, but might improve performance on maps with lots of enemies.
Added a melee vis check to shotgun wedding's chaser shots. this will improve performance, but may result in some shots being lost if targets fall out of sight.
Restore Life, Flesh Of My Flesh: no longer rely on a chaser ability to proper rez the target. hurrah!
Fixed FireWhip and prolly a few other things not being able to disable Infinite Items instead of weapons with Infinite Ammo.
Minor config addition to prevent rulers from, in very specific circumstances, reacting to Last Wish or Blaze of Glory's stasis.
Updated viz on several abilities that use copys of faceoff's with changes from the highlander that make them apply ammo properly.
Double Up, Random Fire stuff: now reroll the ability hitcalc stuff. This is because if an attack hits is determined before anything can be done about changing targets. boo.
Swallow Reverse, Diving Slash: should now convert Reflect or CounterAttack HitResults into regular misses. Go forth, and sword a muton.

Added 15 new abilities.

Update: 18 Sep @ 8:25pm

Fixed RagingShot not being created properly.
Medishot can no longer target enemies. why was that a thing anyway.
Fixed TakedownVanish unvanishing immediately.
Changed the calculation of Amor Fati's damage reduction, so it should no longer provide total negation of low damage hits.
Changed Manu Forti's calculation too so they work similiarly.

Update: 5 Sep @ 7:15pm

Fixed GrimyEnrage's dummy passive displaying as a buff.
Fixed DivingSlash only being able to reset on the very first turn.
Fixed PointBlank never getting it's aim/crit bonus.
Fixed BurialProtocol not refunding it's AP cost on kill.
Fixed RipjackBleed not actually working.
Added 1 damage hit to Poison Dart Volley's extra shots, so you can see if they miss.
Changed a bunch of ability icons. Including Medishot, by EvilBob22.

Added 14 new abilities.

Update: 5 Sep @ 7:15pm

Update: 24 Aug @ 8:59pm

Fixed Silent Partner using Stubborn Partner's config values, resulting in bullshit.
White Flame will now also remove non-mental stuns.
Fixed ShockCircuits crashing the game on mission start.
Fixed a bug that was causing Mist Gatherer to apply to starting mana instead of mana recovery.
Fixed an issue with converted damage with negative scalars that would result in greater than intended damage reduction.
ShockBullet will no longer apply Stock damage twice on a miss. (oops)
RuptureBullet no longer reduces initial hit damage by it's rupture amount. (there was a highlander change that altered rupture behaviour)
Fixed a bug that would prevent equipping certain finite items in the specialty slot (ex. Canisters)

Added MZElectroShot

Update: 5 Aug @ 8:10pm

Rogue Focus Icons updated.
Phantom Mana now works correctly, instead of being an OP version of Necro Mana. whoops.
Fixed Incendiary Shot and Sonic Boom getting silly bonus damage based on weapon upgrades.

Update: 5 Aug @ 8:09pm

Update: 2 Jul @ 6:40pm

fixed a config error that was causing redscreens.
added a missing perk upk.

Update: 24 Jun @ 6:21pm

I forgot some ATSR config. oops.

Update: 24 Jun @ 2:38pm

Fixed a bug that prevented Phantasmal Prison (and friends) from nomming AP on it's last turn. Spoilers: Vanilla Void Conduit is borked.
Fixed a Typo that prevent Fortress Smoke from working.
Fixed a bug with depth perception where it wasn't using some of it's modifiers.
Fixed Electric Bullet increasing Hack Def instead of reducing.
Replaced ShockKnife's Hack Def debuff with Electroshock.
StormFusil, StormSabre, StormRuneshot, StormBreath, ThunderDragonBreath, StormLanceShot now also inflicts Electroshock.
Patched free grenade abilities so they should also work with spark Ordanance Launchers.
Fixed being able to hack Stormriders who have Aegis by using certain abilities (ex. Spagetti Code) on a nearby robot.
Armour System, Healing Aid, Mighty Aid now also apply to Proficency Aid Protocol and Phlanax Protocol.
Made some adjustments so Volt-Type abilites can now be used with Psiamps. (provided nothing else is restricting them, ofc.)
There is now a config option to control the default RewardDeck for ammos and grenades added by this mod. (in XComMZPerkWeapons.ini)
Unscarred, when granted to units that don't have armour (typically enemies) will now treat them as having plated armour. instead of causing accessednone errors.
Added "Psychic" or "Kinesis" to psionic ability localizations to hopefully make it more clear what kind of hitcalc they'll use. (also in perklist.txt)
Added an extra condition to ControlUndead to prevent it's use on targets that have no base mobility.
Added electrical to the array of damage types medikits will remove effects of. (this is to cover Electroshock)

Added Electroshock Ammo and Grenades.
Added 25 new abilities.