XCOM 2
[WOTC] Better Repeater
82 Comments
copyrite 30 May, 2020 @ 11:39am 
I too am getting executions, according to damage flyovers. Maybe the issue is with legacy weapons. I also have "Better Localized Text [WOTC]" on, which doesn't exactly help with pinpointing the problem.
NickSheperd 11 Mar, 2020 @ 5:44pm 
This doesn't seem to work on some weapons, as I'm suddenly still getting executions.
Dragon32 12 Feb, 2020 @ 2:46pm 
@Zwitter:
Not sure what you're seeing but it maybe text from the XComGame.int localisation file
I'm Mr Meeseeks, LOOK AT ME! 12 Feb, 2020 @ 12:46pm 
For some reason when i change the ini values for crit to 2,3,4.they never reflect on the critical damage in the armory, is it just visual?
HandsomeCaveman 22 Dec, 2019 @ 1:45am 
So I've accidentaly activated both this mod and [WOTC] Can't Execute these enemies at the same time. I still get executions but not on the listed excluded enemies -- at least not yet.
king hog killer 2001 21 Dec, 2019 @ 3:12pm 
@Flashstriker yeah, i've still been getting them.
Flashstriker 14 Nov, 2019 @ 2:58pm 
Out of interest, has anyone else still been getting Executions using this?
Lobuno 15 Sep, 2019 @ 9:02am 
@Lebowskichild, Thanks for the answer, but there's no entry in the Localizations file of this mod for the in-game description of the repeater.

Have you found how to fix this???
Lebowskichild 15 Sep, 2019 @ 3:01am 
@Lobuno, I'm still playing around with it but I believe you can change the descriptions in the Localization file of this mod.
Lobuno 8 Sep, 2019 @ 9:09am 
@ADVENT Avenger : Is there an easy fix for that ??? Thru an ini edit or something ??
ADVENT Avenger 29 Aug, 2019 @ 11:53pm 
Small detail but the Repeater description in game isnt updated.
x-the-Andy-x 6 May, 2019 @ 9:13am 
@Derbk, this might sound strange but does this work with the TLP weapons, cause i'm getting some executions using them.
Waves 10 Apr, 2019 @ 3:04pm 
Does this work with Grimmy's Loot Mod?
Zaiavarah 13 Feb, 2019 @ 2:39pm 
Forget this mod. I faced the berserker queen for the first time and it was destroying my whole team until my cautious anxious little specialist shot it at nearly full health while she was panicked and she killed it in one shot. THANK YOU VANILLA REPEATER!!
[IX] Linarielle 6 Jan, 2019 @ 12:30pm 
Big thanks for this, i wanted play a legandary game with all health x2 and mods that and alot of enemies making them stronger and and larger squad with 9 soldiers, vanilla repeater was a pain in the ass cause i have equiped alot of them and advenced game became realy boring cause i was sure to one shoot 1 ( sometime 2 or 3 ) enemy each turn :|
i realy hate planing the best startrgy i can, for see my sniper one shoot a boss with a quick pistol attack _._

if i can add a usfull information, adding this mod in mid game work perfectly for me .
moixcom 28 Dec, 2018 @ 10:32am 
i liked them repeaters during my early vanilla xcom start/end playthroughs but yeah one shotting them boss in fights kinda silly anyway. thanks for setting up this mod.
CyniksteR 18 Nov, 2018 @ 8:00pm 
hey DerBK, thanks for making this mod (and all your other excellent mods)

since I personally prefer to use the Stealth Overhaul and its silencers, I did steal your code and gave Hair Triggers the crit damage instead. I just felt obligated to let you know 😎
Ni 4 Nov, 2018 @ 3:39pm 
@ByTheNumbers @skaNoir

What he means is that the RNG is completely uncontrollable, you can't do anything to modify it, it's always stuck at 5/10/15%. This is unlike the rest of tactical game, where you can skew the RNG to your favor by getting the high-ground, flanking, blowing up cover, etc.
skaNoir 4 Nov, 2018 @ 1:10am 
@ByTheNumbers Yeah, I mentioned it at may as well, it's so funny. "The vanilla Repeater is an RNG dependent mess that has no place in a tactical game." like... are you f*cking serious mate?
ByTheNumbers 3 Nov, 2018 @ 6:59pm 
"RNG dependent" -- Serious? This entire game is based on RNG. You might as well say the whole tactical side of XCOM should be scrapped based on your argument on repeaters.
copyrite 26 Aug, 2018 @ 1:22am 
This is super late but I'm also getting the executions. It might be caused by Skirmishers' order that improves all attachments -- the issue seemed to present itself about then. The loadout tooltip shows +3 crit dmg and 0% instant kill chance, instead of +4 and no text about instant kills.
skaNoir 24 May, 2018 @ 4:04pm 
"The vanilla Repeater is an RNG dependent mess that has no place in a tactical game." I can't stop thinking how hilarious this is. XCOM is full of rng and you are saying "rng dependent mess that has no place in a tactical game". That is actually super ridiculous.
Kerag 10 May, 2018 @ 6:09am 
I'll download this mod because i find it hilarious that, in my modded campaign. A 200hp Chosen arrives, we hope for a nice boss fight, then we one-shots him.
Superior repeater with Skirmisher order. 20% instant kill chance, my grenaider just murdering everyone. Thanks for the mod.
Midori-No-Kinoko 6 May, 2018 @ 4:16am 
Yeah my repeaters are still executing targets, in addition to giving the bonus damage. I am using some other mods but there shouldn't be any conflicts with this one. I'm using ABA, hidden potential and not created equal. I'm not using any weapons mods whatsoever so I'm not sure what the problem could be.
DerBK  [author] 2 May, 2018 @ 12:42am 
I have no idea. Turrets shouldn't behave differently from other enemies here. I am sure that the mod works, so i assume it's either a UI weirdness or it's not working for you because of a conflict with another mod. Keep an eye on it and see if this happens again, i guess.
Midori-No-Kinoko 1 May, 2018 @ 7:57pm 
I'm using your mod and my soldier with a repeater shot a turret. It blew up with the message "executed". Hovering over my weapon it clearly says +1 to critical damage, nothing about execution chance. My soldier would have destroyed the turret anyway, so is this just a UI problem where it displays "executed" when someone lands a killing blow? Or is it a bigger problem?
Midori-No-Kinoko 27 Apr, 2018 @ 3:31pm 
Wow, DerBK, you are a god among modders. I love your creations!
Tim_ 6 Mar, 2018 @ 6:43pm 
Just completed a WOTC campaign with 63 mods including this one. All ran perfectly. I can't say this mod is for me, however, as having played with it, I just prefer the surprise of an "execution", so I'll pass on it for my next campaign.
not John 15 Feb, 2018 @ 11:42pm 
It's extremely sastifying on reapers, insanely broken on rangers and utterly useless on any other class. :(
Would really like a mod that allows Banish to critically hit in conjunction with this one.
DerBK  [author] 4 Feb, 2018 @ 9:10pm 
No.
That's the point.
花兔 4 Feb, 2018 @ 4:14pm 
execution
attribute
Still have?
talkingmute 19 Jan, 2018 @ 10:25pm 
@Lampros, if that's your definition of all or nothing then what about gts skills? Does getting +1 on flank shots or +10% crit mean all or nothing to you? How about talon rounds, that is that "all or nothing"?

You said: "But "all or nothing" by definition means it either works or does not work. And a bonus that triggers only when there is a crit also means it either works or it does not work." then by your definition any weapon upgrade is all or nothing (including mag and beam weapons, they might hit or they might miss).

Basicaly the mod turns it from something that insta-kills something (like a conventional rifle doing 3-5 damage killing a sectopod or late game chosen in one hit) into something that makes more sense.
Lampros 14 Jan, 2018 @ 10:41pm 
Propagating,

I get your point about the vanilla Repeaters trivializing what is meant to be difficult end-game boss-type of fights. In fact, I have long felt that that was a problem. But "all or nothing" by definition means it either works or does not work. And a bonus that triggers only when there is a crit also means it either works or it does not work. So I do think the mod creator's wording things was a bit misleading. But I suppose I was quibbling with semantics.
Propagating 14 Jan, 2018 @ 6:57pm 
@Lampros, not really. They are all or nothing in the sense that they either trivialise every difficult encounter when they work, but leave you in a sub-par position when they don't work due to having them equipped on all of your soldiers(which is optimal with their default implementation).

Crits are just that, they happen naturally for every soldier in the game. Augmenting them doesn't lead to trivialising fights as the executions do.
Lampros 14 Jan, 2018 @ 6:00pm 
Isn't this version of the Repeater also "all-or-nothing," because you get no benefit unless you crit?
MoronicCinamun 16 Nov, 2017 @ 5:50pm 
Woot, finally I can not hate myself for putting repeaters on pistols!
I always thought something like this would be great, but didn't really know what to search to find it (should have just searched repeater, derp).

Thanks for the great work!
DerBK  [author] 12 Oct, 2017 @ 2:15am 
No, i couldn't get that to work.
MY DISCORD IS HACKED BTW 12 Oct, 2017 @ 1:13am 
Does your mod get affected by Inside Knowledge continent boost? It boosts weapon modification strength (basic will give +2 crit dmg and so on)
Cake_Knight 8 Oct, 2017 @ 3:11pm 
This makes my Reapers even deadlier crit demons. It finally makes them stonger in more drawn out gunfights. I love it!
sebkulu 29 Sep, 2017 @ 8:54am 
Hi dude, I just made a french localization for your mod.
Here it is: https://www.dropbox.com/s/86u3eopkzqt1fya/XComGame.fra?dl=0
ADVENT Avenger 29 Sep, 2017 @ 7:14am 
Ah that's what i wanted all along thanks captain
DerBK  [author] 29 Sep, 2017 @ 2:09am 
Have you seen my Better Attachments mod?
ADVENT Avenger 28 Sep, 2017 @ 11:34pm 
@DerBK Can you make a Stocks provide +Aim like in LW or XCOM 1? I dont like the sureshot damage boost. I can rapidfire 6 points of damage without looking at the % to hit and that's antistrategic to me. If you find the time of course, i just thought it would go well with this.
DerBK  [author] 28 Sep, 2017 @ 11:15pm 
It should work. Grimys Loot adds new stuff, this mod changes a vanilla item. I'd assume there is no overlap that could conflict.
Propagating 28 Sep, 2017 @ 2:45pm 
Does this happen to work with the updated WotC Grimy's Loot Mod? I'm assuming not, but wanted to check in case.
DerBK  [author] 26 Sep, 2017 @ 11:51pm 
I saw that in the UI and didn't care enough to look for a fix. It serves as a handy reminder that the Repeater does indeed no longer execute things.
ADVENT Avenger 26 Sep, 2017 @ 9:08am 
The vanilla UI needs an update, it still shows in the bottom right the old properties of the repeater with +0 next to it. However i guess it requires an override, and other mods wont be able to?
Kal 25 Sep, 2017 @ 7:05am 
I can actually use repeaters now, yay! Vanilla repeaters are so OP I don't use them at all. Thanks for this. :)
DerBK  [author] 23 Sep, 2017 @ 5:56am 
It modifies the vanilla Repeater. No idea if the Loot mod does anything with it.
Wicked Joker 23 Sep, 2017 @ 5:51am 
How does it interfere with new WOTC Grimy Loot?