XCOM 2
[WOTC] Yellow Alert Gameplay (Unsupported)
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Update: 16 Sep, 2018 @ 7:28am

Update: 12 Sep, 2018 @ 3:14pm

Added an option in the config file XcomYellowAlert.ini to disable yellow alert patrol movement and use the vanilla green alert patrol movement. See discussion for more details.

By default this mod now allows AI to AI damage and taking fire to activate the units taking the damage or fire outside of the vision of Xcom. Keep this at true if you want AI to AI that are outside of xcom's sight to activate each other when taking fire and damaging each other. This will enable fired up units to fight back (like on retaliation missions when advent stands there and take damage while resistance fighters shoot them). Set to false to revert to vanilla behavior.

Update: 12 Sep, 2018 @ 3:03pm

Update: 7 Sep, 2018 @ 6:57am

Made 3 changes to the value given to alerts in the enemy behavior tree. Lessoned the value for Sees Allerted Allies. and detected ally taking damage. Increased the scoring for dangerous alerts such as taking fire, see spotted unit, and took damage. The scoring is used to determine alert priority when the enemy AI is deciding which alert to go to.

Update: 6 Sep, 2018 @ 3:42pm

Fixed a bug where on certain missions the pod leader was the only one patrolling.

Update: 3 Sep, 2018 @ 2:50pm

Added tags to make this mod easier to find in the workshop.

Update: 31 Aug, 2018 @ 10:05am

Updated to add one other yellow alert cause - SeesAlertedAllies. Beware, this trigger will cause one alerted pod who sees another pod to place the other pod on yellow alert. Now they are communicatiing!

Update: 27 Aug, 2018 @ 6:41pm

Added sound for Grenade Launchers (thanks to code from LW2).

Update: 26 Aug, 2018 @ 12:41pm

Update: 25 Aug, 2018 @ 3:09pm