XCOM 2
45 ratings
Scarier Faceless
   
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14 Feb, 2020 @ 11:09pm
27 Feb, 2020 @ 5:54am
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Scarier Faceless

Description
Faceless should bring the fear factor. Now with the ability 'Non Newtonian Fluid' the organic makeup of the faceless also allows them to absorb greater blows, increasing their Armour and Shield by 1 each time they are damaged. Will lose 1 Armour and Shield that was gained each turn.

Designed with Mod Armour Gives Defense in mind, download here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1997915945

The Ini Config file allows you to customise amount of Armour and Shield gained per hit and lost at the start of each turn. I won't be held responsible if you create a genuine horror for your soldiers.

UPDATE: Now you're able to put this ability on any unit type as long as you know their CharacterGroupName.

Applies to all enemies under faceless Category, which is a lonely 1 unit unless you mod in a friend.

War Of The Chosen Compatible. Will not break any mod as its just an additional ability.

Credit to Favid's Perk Pack, Iridar, Shiremct and DerBK's mods for learning how to mod by reverse engineering your methods.
Feel free to use any of the contents for your own modding purposes.

My second mod upload. More mods to come. Feedback appreciated.

48 Comments
Medias 19 Jan @ 2:16am 
Could I provide you a few lines of code to enable adding a maximum stack config?
BlackDog 13 Feb, 2023 @ 1:03pm 
You'd really think there would be some sort of cap on the maximum armour & shield generated to prevent it getting ridiculous, but the idea is great :)
Violet Aeon Snow 29 Jun, 2022 @ 1:28am 
Decided to uninstall this mod after a haven assault in which I was forced to use all of my grenades to murder the surviving resistance fighters, who would NOT. STOP. SHOOTING. the faceless.
Ian 25 Aug, 2021 @ 5:34pm 
This mod is good if you want difficulty. If playing with Beta Strike they become extremely tricky to deal with in early missions. Since they can't dash and attack on the same turn you need to keep your team very mobile to avoid their reach. Though if the Lost show up and start attacking them you're going to be hitting the evac button.
Orion 21 Feb, 2021 @ 10:46am 
I'd fix this myself because you don't exactly seem like you take issue with players having to fight an immortal Faceless during the early game haven missions, but I know jack shit about editing these kinds of things.
Orion 21 Feb, 2021 @ 10:42am 
This mod is great, but damn, if you have ANY missions with resistance allies sitreps, the Faceless is just going to be literally immortal, why is this a problem? First off, resistance allies that attack the faceless, deal no damage at all and add to it's apparently limitless armor cap, then there's the fact he showed up EARLY game, so that means I don't have ANY high damage weapons capable of piercing the armor that he's going to add onto anyway, not to mention, explosives only destroy ONE armor pip, it stops being scary and challenging, and just frustrating when the AI keeps attacking the Faceless and making it immortal because they deal too little damage and the Faceless has a limitless armor cap, if it's ability was ONLY able to stack up, to 3, or even 5 it'd be more acceptable, at least it'd be more fair during those early game missions when you're dealing with them and you have resistance sitrep mods.
El Psy Congroo 7 Jan, 2021 @ 5:34am 
I've upped the armour and shield degrade to -99 per turn, my reasoning being that in order for it to move again it needs to take a less solid form, so reverts to its previous state... that and resistance fighters make it damn near invincible as soon as my turn arrives, which is both frustrating and hilarious :steamthumbsup:
Jenny Chance 2 Jan, 2021 @ 12:20pm 
Just wanted to add praise for this mod - really adds to the horror action feel of it and stresses the importance of research choices. Love that it creates this potentially invincible foe you have to run away from. I was able to take down the first one I encountered on a commander level playthrough with a 10 man squad, but two died and it cost majority of my grenades. Four more immediately showed up, set off by a mobile task force group. Those a-holes quickly made the faceless invincible as it teared through their squad, providing me just enough time to rescue the bare minimum number of civilians and get the eff out of there. Awesome addition to the game, can't recommend enough, and can't wait to get armor shredding ammo.
Jestimac 26 Oct, 2020 @ 3:08am 
Hello Joul. I have been using some your mods and I like them all. I like this one as well, which I only recently started to use, but it is clear that the new Faceless has a presence on the field that the older version did not have !
I think I'll probably increase the loss of shield to -2 instead of -1. It should keep the Faceless scary and powerful enough, but it should possible to kill them with the right strategy. Excellent mod in any case...
Mr. Californication 6 Aug, 2020 @ 6:10am 
So your solution to making them 'scarier' is to turn them into bullet sponges? LMAO