XCOM 2
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Resistance Heroes Incursion Sitrep
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6 Jan, 2020 @ 1:01pm
25 Jun, 2020 @ 2:01am
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Resistance Heroes Incursion Sitrep

Description
"In case you needed a helping hand, commander, our soldiers are here to assist..."


Overview
This mod adds 4 (four) sitreps, that spawn friendly resistance teams, that will assist you in battle.

Sitreps that have a chance to appear are:

Skirmisher Battlemaster Party
3 Skirmishers (Later 4 or 5), one of which is much stronger are in the AO as fire support.
If you're using Skirmisher capes https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1125266610
and skirmisher helmets https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127668460
then the skirmishers will look just like in photos. Their appearance also varies depending on their tier, and type.
3 unit types with three tiers each. They behave just like Skirmishers would. Credit to derbk for skirmisher AI in ABA and to RealityMachina for Marauder AI trees.


Templar Psionic Assistance
3 Templar soldiers are in the area (Later more), Tearing through enemy units, and gathering focus. They have above average will and dodge bonuses.
If you have Templar helmets https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134202804 In the playthrough, the templars will use really cool helmets made by Claus.
Just like skirmishers, there are 3 unit types with three tiers each. AI Lines snatched from Cult of jariah by reality made sure they act the way they were meant to be.

Reaper Stalkers
3-5 Reapers are creeping through the AO, looking for prey. They do not utilize the Shadow mechanics, but i recompensed it by giving them defense (Lowering the chance for them to be hit in any situation). Large critical chance on the other hand recompenses low base damage output of their rifles.
As usually, there are 3 reaper types, with 3 tier variants. They are steered by a generic AI, that sometimes tries to detonate explosives carried by the enemies.

Joint Resistance Task Force
3-5 Resistance units, with 3 guaranteed stronger units from every faction, along with random other faction soldiers when team is larger than 3, are assisting your squad. Each of them fights in their own manner, but they move as a team.


All new resistance units use a new resistance target Icon that I made myself, but You'll propably never experience it in game, unless one of those folks gets mind controlled, or you'll try to heal one of them.

Also try out my other Sitrep mods
SCP Foundation Operatives
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1774066942
Chaos Insurgency Incursion
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1781154099
Global Occult Coalition Intervention
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1930344321

Credits
-RealityMachina, for Original Banditry mod, that I based most of my mods on, further evolving it with every Release, and for Skirmisher, and templar AI, and for Custom skirmisher and templar frames (?) I was able to mount body parts on.
-Derbk, for Advent Avenger AI from ABA, that i mixed with the lines taken from Reality's.
Popular Discussions View All (4)
2
1 May @ 9:24am
Russian Translation
U-Zver
1
22 Jun, 2020 @ 4:21am
Traditional Chinese Localization (正體中文翻譯)
Mogwai
0
20 Jan, 2024 @ 5:47am
some feedback regarding lategame heroes
AlFaraS'ulTane
347 Comments
AgentSrell777 8 May @ 9:31pm 
Would it be possible to config so that the templars are a third party (fight me and ADVENT)?
sushigirl 20 Apr @ 9:16pm 
For some reason the templars despite having their gauntlets, arent using them, they only use the pistols
Lyserus 24 Sep, 2024 @ 5:53am 
Why in the world does this mod remove the primary autopistol from "primary secondaries"? How? :steamsad:
(Tested on multiple saves, result is consistent, and once I remove it then it is fine
Moose 24 Jun, 2024 @ 8:05am 
Turns out something in my modlist or the mod itself is causing my game to crash whenever a sitrep comes up. I'll attempt to load into the mission and get stuck in an infinite loading screen.

Is there a safe way to uninstall this mod?
WorldWalker128 6 Jun, 2024 @ 1:28pm 
Thanks for this. I never understood why, if these factions have been a thorn in the aliens' side for so long, that you NEVER see them in the field at any point unless you put them in your group of soldiers (even when their faction leader is asking for YOUR help with something), or why when off-the-grid places came under attack that they did NOTHING to protect them.
This mod adds the implication to the game that they were in the neighborhood either doing a mission of their own or coming back from one and you ran into each other.
Rtma Eros Paragon 8 Feb, 2024 @ 2:49am 
I am experiencing something annoying so far, using yellow alert with ai to ai activation (Currently noticing with Skirmishers), when they activate without any enemies in range they just run around in circles turn by turn, thus making them useless and frustrating, can you do something that forces them to scout forward until they engage or stick close to XCom til they find someone if activated off screen? then function as programmed.
Giggles 26 Nov, 2023 @ 7:55am 
Any chance to get the factions to use characters from your character pool? Would like to use custom characters (Clone Troopers).
Dragon32 6 Aug, 2023 @ 5:16am 
@Rtma Eros Paragon
From XComGameData.ini:

[XComGame.X2SitRep_DefaultSitReps]
+SitReps="SRHIncursion"
+SitReps="TRHIncursion"
+SitReps="RRHIncursion"
+SitReps="ARHIncursion"
Rtma Eros Paragon 6 Aug, 2023 @ 3:08am 
What is the name of the 4 sitreps so I can add it to guarantee sitreps without multiple types overriding each other?
OxCD 22 Jul, 2023 @ 6:25pm 
It can even be worse, as my experience today.
The faction just focused the VIP until he was dead, before even targeting enemies once.