XCOM 2
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Kehecks Sitting Ducks
   
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19 Sep, 2023 @ 1:04pm
24 Sep, 2023 @ 1:29pm
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Kehecks Sitting Ducks

Description
About
Have you ever wondered how your units were able to still miss enemies when they were stunned or disoriented? Well so have I, so I made a mod that makes hitting mentally impaired and controlled units easier.

Disoriented units confer +10 aim against them and have their base defense effectively reduced by 10%
Stunned units confer +15 aim against them and have their base defense effectively reduced by 20%
Mind Controlled units confer +20 aim and have their base defense effectively reduced by 100% only to units on the team of the mind controller.

All the values can be adjusted in the file "XComSittingDucks.ini". You will also find two values at the bottom, they don't do anything (yet?).

The code is available on GitHub [github.com]

Configurability
This mod is designed to be highly configurable. Here's what you can configure
  • Every included status effect's bonus (aim, crit and defence penalty)
  • Wether MC grants aim bonus to everyone or only the caster's teammates (off by default)
  • Whether status effects should give a "Good Angle" bonus on partial flanks (on by default)
  • Whether MC ignores cover (off by default)
  • Whether enemies have to be flanked to give full bonus (overrides Good Angle Bonus when true) (on by default)

Be aware that ADVENT gets the same bonuses, so Stun Lancer got ever so slightly more intimidating! (Thanks to Mr. Cliosta for pointing out the question)

It is recommended to play this with mods that give ADVENT more ways to stun or disorient your soldiers

Compatibility
This mod does not override anything, and only adds an invisible passive ability that convers these bonuses against affected units, so it should be compatible with pretty much every mod.

Should be compatible with non-WotC (citation needed)

Version History
  • 1.1 (Current)
    • Added small crit bonus to affected enemies.
    • Status effects now give a "Good Angle Bonus" the closer a unit is to getting flanked.
    • By default, the full bonus now only applies if the unit is flanked.
    • Added the option to have MC ignore cover (off by default)
    • Source code released on GitHub [github.com] :D (Note: The branch "release" will have the source code of the current release. The branch "indev" will have the code I'm currently working on)
  • 1.0: First release
29 Comments
JeffbotClassic.TTV 25 Sep, 2023 @ 5:05pm 
@Kawapatch op sorry U right
Keheck  [author] 25 Sep, 2023 @ 9:45am 
Glad to hear it made you laugh! Hope you enjoy my mod just as much :)
endersblade 25 Sep, 2023 @ 9:43am 
That thumbnail had me rolling far longer than it should :-)
Kawapatch 25 Sep, 2023 @ 12:25am 
@JeffbotClassic That's from the Frost Munitions mod chief
JeffbotClassic.TTV 24 Sep, 2023 @ 11:32pm 
@Kawapatch it is not. If I launch a frost grenade anyone in middle should be frozen but anyone who is a robotic enemy or is on the side of the blast will be "chilled" which applys Chilled units lose 25% of their Mobility stat and I THINK 100 percent to dodge stat but it also removes Burning from target.
Kawapatch 24 Sep, 2023 @ 6:06pm 
@Keheck I love you.

@JeffbotClassic That's a modded status effect from either Frost Munitions or Bitterfrost Protocol, idk which. Whatever one you're using, their mod creators may have opened up their status to the config so you might be able to do it yourself easily.
JeffbotClassic.TTV 24 Sep, 2023 @ 2:56pm 
Op, completely forgot lol does a bonus exist against "chilled" enemies?
Keheck  [author] 24 Sep, 2023 @ 1:31pm 
UPDATE 1.1 RELEASED!
Read the version history to catch up on what's new!
Kawapatch 24 Sep, 2023 @ 12:13am 
@JeffbotClassic If you mean giving soldiers an aim bonus shooting against a frozen target, a +10 aim bonus already exists in the base game!
JeffbotClassic.TTV 24 Sep, 2023 @ 12:02am 
Might be stupid but would you add a buff to also frozen enemies?