XCOM: Chimera Squad

XCOM: Chimera Squad

181 ratings
[CS] Clear to Evac
   
Award
Favorite
Favorited
Unfavorite
Tags: Evac, Tactical
File Size
Posted
91.779 KB
2 May, 2020 @ 2:47pm
1 Change Note ( view )

Subscribe to download
[CS] Clear to Evac

Description
Commander, the area is clear. Get out while you can!
Bradford -Whisper

Clear to Evac
Clearing the area of all hostiles will allow Chimera Squad to evac immediately.

Enhancements
Certain missions require the squad to evac the team, or a VIP, from a hostile area while clearing enemies along the way.

With this mod, if all enemies are cleared, each squad member has the opportunity to evac the mission without the player having to move each unit one by one to the other side of the map.

The Evac ability will appear for use when all active hostiles have been removed.

Additional Details
This will seamlessly integrate into a current or new campaign.

Please let me know if you encounter any bugs or discrepancies. I hope you enjoy!

Collections [XCOM2]


23 Comments
SeriousCrunch 16 Jul, 2022 @ 8:18pm 
One issue in terms of compatibility, if used in tandem with the order surrender mod it will allow you to evac A UNIT if you successfully incapacitate the enemies in some way, panic, stun, berserk, etc. But in doing this the moment you evac with that mod any units that were ordered to surrender by the evaced character will immediately start attacking you having cleansed their panic status. Unintended side effect but if theres any chance that could somehow be mitigated it would be nice very useful mod BUT would not advise using both of the mods in tandem unless some kinda change is made in either to try to mitigate that small issue. (note this wouldnt be as much of an issue if you were allowed to ignore the evac and continue making actions, basically choosing when to leave instead of being forced to, dont know if thats cause of the mod or if thats because of the games design.)
Green Raven 23 Dec, 2021 @ 8:00am 
It's working only sporadically for me... I think all four agents need to have a turn before the next wave arrives in order for this to work.
sunnyjim790 16 Jun, 2021 @ 7:34pm 
Cool
robgair 29 Jul, 2020 @ 6:18pm 
This mod reveals a bug in the turncoat grenade. Rather than acting like a utility, it acts like an ability. If a team member who threw a turncoat grenade evacuates any effects from the turncoat grenade are removed leaving the remaining team members to face the recuperated hostile(s).
Snakegil 9 May, 2020 @ 4:16am 
I've uninstalled the mod because most of the time reinforcements are still coming my way, and i won't let them escape. Now i've a warning each time i load any save telling me the mod is missing. Can you help to clean up the game when the mod is uninstalled :/ ?
jaredjeya 6 May, 2020 @ 6:04am 
Can there be an option for this where this only lets you evac if you've killed all enemies *and* no more reinforcements are coming?

I feel like half the challenge is withdrawing while under fire - do you try and kill off the reinforcements as you go and slow your speed by half? Or do you just full dash out of there and risk getting shot? You're often more than a double-move away from evac, even if no enemies are on the field at that moment.
Merthykins 3 May, 2020 @ 11:49am 
I had the last enemy constricted by snek and it gave me the "evac" command for all my units, including snek. I had snek evac and he dropped the enemy, so then the next unit didn't have an evac and I had to kill the enemy.
NightNinja54  [author] 3 May, 2020 @ 11:28am 
@Ixidron
Interesting, I’ll keep an eye out - I haven’t run into issues with the reinforcements order but will review
Ixidron 3 May, 2020 @ 11:16am 
The first time i got the evac button correctly, and the only time it worked the timeline was like this

No hostiles remianing.
Turn 1: Chimera member
Turn 2: Chimera member
Turn 3: Chimera member
Turn 4: Chimera member
End round - Reinforcements arrive