XCOM 2
[WOTC] EU Berserker
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Update: 10 Sep, 2020 @ 7:59pm

update to the Armored Berserker's Crippling Blow. Now no longer reduces the target's mobility but now has a 20% chance to cause bleeding for 3 turns (1 bleed damage per turn).

Update: 24 Oct, 2019 @ 6:40pm

just a small update to better reflect how the Armored Berserker's stun immunity works. This info will now read with her Bull Rush Ability for those using mods to look at the enemy's abilities. Otherwise, that info has been added to the mod description.

Update: 24 May, 2019 @ 11:53am

quick update. the EU Armored Berserkers now have a updated reveal scamper. Instead of rushing to get right up next to you for melee range 100% of the time. They now have a 50% chance to rush for melee range or 50% chance to just scamper to a random open tile. This is to better give the player "some" breating room if you should happen to have multiples spawn in a pod or just multiples in more than 1 pod.


their new scamper tree is as follows.

+Behaviors=(BehaviorName=ScamperRoot_EUBerserker, NodeType=RandSelector, Child[0]=ScamperRoot_MeleeNoCover, Param[0]=50, Child[1]=ScamperRoot_NoCover, Param[1]=50)

//THESE BELOW are to better show that when it does 1 of these 2 scamper roots, what it should do. In this case, MoveMeleeFANATICUnsafe means it will do nothing else but try and get right next to you so on its next turn, it can use a melee attack.

+Behaviors=(BehaviorName=ScamperRoot_MeleeNoCover, NodeType=Selector, \\
Child[0]=CounterBeaglerushManeuver, \\
Child[1]=MoveMeleeFANATICUnsafe, \\
Child[2]=MoveNoCoverUnsafe, \\
Child[3]=SkipMove)

+Behaviors=(BehaviorName=ScamperRoot_NoCover, NodeType=Selector, \\
Child[0]=CounterBeaglerushManeuver, \\
Child[1]=MoveNoCoverUnsafe, \\
Child[2]=SkipMove)

Update: 26 Dec, 2018 @ 10:05pm

Fixed (I hope) an issue witht the Armored Berserker being stunned but the bull rush animation still played after and or the game would lock up due to visualization issues.

changes made.
1. added a line of code... Template.BuildInterruptGameStateFn = TypicalAbility_BuildInterruptGameState;
What this does is allow the Bull Rush to be properly interupted durring overwatch shots.

2. The stunned Berserker does work because of #1 but would now have a massive delay if stunned in the middle of the Bull Rush ability's animation. To fix the new issue, I gave the Berserker a temp immunity to stun ONLY after the Bull Rush has been activated. What does this mean? If you have multiple soldiers with ammo or other means to stun the Berserker... make it count and try and get that stun shot on your FIRST action againt it for THIS COMBAT PHASE. If you do not stun it on that first shot before the Bull Rush is activated, she will be immune to stun the rest of the combat phase. Will have to try again the next round.

3. Because she now has this temp immunity to stun once her Bull Rush is active for the round, Ive removed her immunity to fire altogether

Update: 4 Nov, 2018 @ 3:34pm

sorry guys, had to revert the Bull Rush back to Resistance fighters also triggering it. While it was working in missions that resistance are in... meaning not triggering when they shot the Berserker but still triggering if you shot them, the Bull Rush was not triggering at all in other missions if Xcom shot them. Not sure what the bug was but as soon as i removed that restriction, the Bull Rush worked normal. So for now, again sorry its going to stay this way. It can trigger with xcom or resistacne fighters doing damage to it. Just try and keep your distance and stay in cover when you know the resistance fighters will shoot them and trigger that bull rush. Use lots of poision and flash bangs on them to drop their aim and mobility too.

Update: 30 Oct, 2018 @ 9:34pm

Had some requests to please add in the function to disallow the EU Berserker from using its bull rush altogether durring the Resistance's turn. I talked with DerBK from ABA as his Primes also do not use their Prime reactions against the Resistance, and he was ok with me adopting that code to these Berserkers. So they will no longer bull rush the resistance OR YOU on the Resistance turn if shot by the Resistance. Now if shot by you, they will still bull rush you or the resistance, but no longer when shot by a resistance fighter. I agree, that its not fair for the AI Resistance to trigger the bull rush and it trigger on you and you cant react... only because there can be so many EU Berserkers in a mission. Now the Berserker Omega, ive left as is. Shes a big boss leader and still feel she should bull rush whoever and as many times as shes shot. Just part of what makes her a big bad, more so than the EU Berserkers.

Update: 25 Oct, 2018 @ 5:27pm

small update to the EU Berserkers spawn weights. Was set at 20 vs the base game Berserker at 22, lowered the EU Berserker to 19 just to make sure it was not still spawning too much.

Update: 8 Oct, 2018 @ 2:54pm

quick update to make sure the EU Berserker can now spawn as a follower to the Berserker Omega in Savage Sitreps.

Update: 8 Oct, 2018 @ 2:53pm

Update: 17 Sep, 2018 @ 5:35pm

update to the "Armored" EU Berserker's Bull Rush. They can now only Bull Rush once a combat round. Meaning the first time they are shot or take damage, they will Bull Rush. The rest of that combat round, they will not. So if you do not kill it in after it Bull Rushes, it will get to do so again in the next combat round unless you kill it outright. Keep in mind that if there are more than 1, EACH ONE will still get 1 Bull Rush a combat round. Mobility has again been adjusted back to its 18 it had.


NOTE: For those that have subbed to the Berserker Omega Mod, please know, she too has a form of Bull Rush called Omega Aggression. It hits a lot harder (does not cripple like the EU Berserker) but still hits harder and misses a lot less. Because she is a Boss Character, her Omega Aggression "Bull Rush" is unlimited. She will charge you every time she takes damage. She is meant to a harder Boss enemy like a Sectopod or Gatekeeper, so her abilities will not be changed.