XCOM 2
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Improved Chosen AI
   
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16 Sep, 2017 @ 2:16pm
10 Oct, 2017 @ 5:24pm
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Improved Chosen AI

Description
* Improved Chosen AI *

Improved Chosen AI is a mod that seeks to increase the difficulty of the Chosen in the tactical layer by making them smarter and more aggressive.
This is also accompanied by some minor buffs to abilities that are otherwise underwhelming options for the Chosen. Changes can be viewed in more detail below.

*** WARLOCK ***
The Warlock has mostly received changes to his movement and ability priorities. He will play more defensively, and use his gun more often.
He has received one gameplay change: Spectral Zombie now costs 0 Action Points to use, and can be summoned in his engaged state. This change was done to make up for the warlock
having the least offensive capabilities of all three Chosen. He now is able to fulfill the role of a battlefield disruptor more effectively. This change has no effect on his regular
usage of Spectral Zombie in his activated state.

*** HUNTER ***
The Hunter has received the most significant changes by far. The original Hunter AI had a very heavy priority on movement, sometimes to the point of putting himself in a very
undefensible position to get a grenade on one soldier or even just spend all his action points moving. His tendency to keep close to your squad contradicts his identity as a sharpshooter.
The improved AI Hunter now favors high ground and long-range combat. He is a mostly offensive unit, with his stun grenade and tranquilizer mostly reserved for clumps of soldiers and
short-range combat respectively. Fair warning that he has a high Aim stat; it might be best to stack up on defensive options if you know the Hunter could appear.
He has received one gameplay change: The danger zone of Tracking Shot has been roughly doubled. The default Tracking Shot diameter is typically easy to escape with a single move, rendering it a minor threat. The increased range now results in most soldiers (barring mobility upgrades or LoS issues) needing to take a dash to escape the shot, making it a much more serious disruption tool.

*** ASSASSIN ***
The Assassin has received very little adjustments in the current build of Improved Chosen AI. This is due to the general consensus that she has the most impressive AI of the three, while
the other two Chosen acted inconsistent at best and completely ineffective at worst. Any feedback on possible changes for the Assassin is appreciated, as I'll continue to evaluate her and
make changes as needed.

Any feedback about enemy difficulty, behavior, etc. is welcome, as I am unable to test the Chosen in every possible environment by myself.

* Conflicts *
This mod interacts with DefaultAI.ini and DefaultGameData_SoldierSkills.ini. A Better AI works with this mod.

* To-Do *
- Continue to make adjustments on Hunter AI. Grapple issues should be fixed, currently looking at unnecessary dashes.
- Test the Hunter in more environments with little to no high ground.
- Examine and test Assassin AI to evaluate if changes are needed.
100 Comments
Sodium Chloride 3 Sep, 2023 @ 1:06am 
The Hunter keeps grappling and running, half the time he doesn't even shoot for an entire mission.
//MX` 28 Apr, 2023 @ 4:30pm 
A Greater swarm would be better too, more size, more action.
//MX` 28 Apr, 2023 @ 3:08pm 
Hi, just a request, is there a way you could design a way for "the fallen" to be auto target and wiped away. Like a whole squad command if they are "by 1 button" designated to open fire at free will" on an oncoming swarm. It's kind of similar to selecting overwatch as a retaliation to enemy movement. But happens in your turn.
Junk 24 Aug, 2022 @ 3:02pm 
Was very satisfying having to actually prepare for the Hunter and Warlock with certain items and strategies instead of seeing them get melted down in a certain turn. Against the warlock I'd have to stock up on flashbangs and have mindshielded templars constantly pinning him down or else I'd have half my squad controlled. I'm still not sure how to deal with the Hunter but I'm thinking I should carry more smoke, armor and medkits when I know I'll encounter him in an area.
Recruits 27 Mar, 2022 @ 5:52am 
LOL this image
Lobuno 12 Mar, 2022 @ 5:55pm 
Hummmm, installed this, Hunter just went close to my team and got overwatched to death in a single turn. Also, looking at the mod's code I've seen this mod does not change the hunter's aim stat, neither any other of the chosen stats at all.
Nemo Jr. 6 Jul, 2021 @ 7:13pm 
Mind you, there's also this value in the AI file:
+Behaviors=(BehaviorName=ChooseKidnapOrExtract, NodeType=RandSelector, Child[0]=TryKidnap, Param[0]=70, Child[1]=TryExtractKnowledge, Param[1]=30)

The 150% is probably just there to ensure they always go for it when they have the opportunity , and even then, the actual kidnap chance is 70%. You can tweak those values, just like the "ignore Mindshield" stuff.
Flashstriker 26 Jan, 2020 @ 3:47pm 
I like what I've seen of this mod. I also like that you've set the chance for a Chosen to go for a kidnap to 150% (I guess you're just making sure? XD). However, I didn't actually realise you'd done this until my friend went diving into the Ini files. Maybe list it on the modpage?
Kaleidio 8 Dec, 2019 @ 12:56pm 
Installed this, the Hunter now absolutely wrecks my team early.
Not that far in, but I have yet to kill him once after meeting him four times, nobody died to him yet as I always managed to escape, but he did get 5 into bleeding out.
He just snipes one after another with his insane aim.
To be honest, I am happy he is a threat, even on legend he sucked before.
MinnesotanIceCube 1 Feb, 2019 @ 1:22pm 
@Masterman I don't think so, since Aggressive Chosen alters the "Engaged" state, and i assume this mod also alters files pertaining to the Chosen's "Engaged" state. I haven't tested this, this is only a wild guess.