XCOM 2
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Damage Reactions
   
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5.224 MB
12 Oct, 2024 @ 4:41pm
16 Dec, 2024 @ 3:22pm
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Damage Reactions

Description
I've had this sitting on my hard drive for too long now. Time for it to enter the workshop.

What do?
Adds damage reactions to virtually all combatants in the game (INCLUDING XCOM!)

If you're familiar with A Better ADVENT's prime reactions, it's like that, but the actual actions that can be taken are a lot more restricted here.

You can only perform:
Quick Hunker: provides smaller bonuses than hunker down.
Prepare: provides a small amount of aim and crit for your upcoming turn, but can be lost if you take damage again.
Quick Fortify: restricted to units who can't take cover. Provides the same bonuses as quick hunker, but the effect can be weakened and eventually removed as the unit takes damage
Standard move: a single yellow move. Might actually be the strongest out of all of these imo. You can now modify certain aspects of this ability. Go check out XComDamageReactions.ini

All of these can be tinkered with (and even disabled) in the config.

Is compatible?
Strangely, more than I thought. In fact, default config settings will enable SYNERGY with some other reactions from other mods, like prime reactions from A BETTER ADVENT. In that specific scenario, they will do their prime reaction, and THEN do their damage reaction from this mod.

New update adds a config option that should enable synergies with other prime reaction mods. Set TRIGGER_METHOD in XComDamageReactions.ini to ELD_OnVisualizationBlockCompleted if you want to make that happen. I only tested it a little bit and haven't done a full campaign with it though, so keep that in mind. Let me know if you run into any bugs with that setting.

DISCLAIMER
To get this mod to work in a way I liked, I had to do something that mod authors warned me not to do. They said it would cause bugs, but in my testing, me method has been removing bugs. If you're curious what I'm talking about go check out TRIGGER_METHOD in XComDamageReactions.ini.

GOT FEEDBACK?
You can either use the steam comments here or find me on the XCOM 2 Modding Discord. I go under the alias: Whiterun Guard.

I do want to say I have another crazy project in mind, so I may not be focusing on this mod too much beyond this point. Feedback is still welcome besides that though!
50 Comments
LightenedDark 14 Jun @ 7:23pm 
This is a really sweet mod, but the amount of time it takes for a extra scampers after each attack is painful. Is there a mod that makes enemy movement instant (besides just slomo'ing the game to insane speeds)
uberjammer 10 Jan @ 9:30pm 
Well, there's only one conclusion to draw from that... Advent has infiltrated the mod creator.
tac  [author] 28 Dec, 2024 @ 7:13pm 
I appreciate the suggestions guys, however I REALLY want to focus on my new project from this point forward. As it is, I'll leave the mod alone unless there's bugs that need fixing.
Fatal 28 Dec, 2024 @ 3:39pm 
Is it possible to make this only trigger based on a certain amount of damage taken, like x% of their max health?
uberjammer 28 Dec, 2024 @ 7:30am 
Would be nice to eliminate the scamper on MECs as well, while keeping hunker and aim. I think it would fit better.
This mod is pretty groundbreaking, by the way. First time I've really felt like Xcom started to "work".
uberjammer 28 Dec, 2024 @ 7:24am 
I really think that the hacking debuff on Rush is a bad idea. If it's possible to simply set hacking to 0 (or 1) for the duration, sure, but as it is, one of the main reasons to use it is because of Xcom having lousy mechanics for the "one square from the goal" phenomenon. In the case of hacking, the process should definitely auto-fail any bonus objectives, but you can't hack at all when you're at negative hacking, and I've had that mess me up at least 4 times now in the early game when I didn't roll any specialists.
tac  [author] 16 Dec, 2024 @ 3:23pm 
Update should be live!
tac  [author] 16 Dec, 2024 @ 3:18pm 
Ah, nice catch. Will update
LeyShade 16 Dec, 2024 @ 9:58am 
@Tac: To let you know, you have a minor issue in your AI.ini

DR_EmergencyFallback_TryStandardMove_Root should be "DR_EmergencyFallback_TryMove_Root" - otherwise it's an invalid child in branch.

This is one figure you may want to take care of directly rather than our group handling it.
Alecthelm 28 Nov, 2024 @ 12:45am 
great one, really like the unexpted reactions of some of my grunts:)