Grobo’s Tactical Fun Overhaul
This mod is a complete overhaul of Chimera squad’s tactical gameplay in order to attempt to make it significantly less bland and boring.
1) Significantly increase the number of viable tactical options at every stage of gameplay
2) Increase the importance of cover and positioning in combat
3) Make each enemy more fleshed out and perform a distinct role
4) Reduce, or even remove the reverse difficulty curve.
5) Spread out the difficulties in difficultiy settings a bit more – Impossible should no longer be a joke, it might be advisable to turn the difficulty down for the first playthrough
Sadly, the Full list of patch notes has been lost, but here is the gist of the most important stuff:
- Over 50 new abilities for enemies and XCOM to use
- Long war 2 Hit Calculation
- Enemies gain some additional starting abilities, and will gain even more in act 2 and act 3
- Cover defense increased to 40/55, flanking crit chance to 50%, and crit damage rescaled to be a lot higher in general
- Androids now can be summoned as a reinforcement mid encounter as soon as your agent bleeds out.
- Android upgrades now grant abilities instead of laughable stat bonuses
- Utility Items have all been rebalanced, and using them is no longer a free action by default
- A lot of agent abilities have been buffed/nerfed to make them more interesting
- Almost All melee attacks are a lot more damaging and accurate, but their range is restricted to be within blue move
This mod is incompatible with other AI mods, and with a lot of other tactical mods, since it either contains the changes already, or does something else entirely. Be careful.
- Advent Avenger for laying out a groundwork for AI changes
- ∑3245 for creating the higlander and F1 versions for chimera squad – both pretty much nescessary mods for this one