XCOM 2
Panic Mod WOTC
60 Comments
Juravis  [author] 6 Aug, 2024 @ 7:12am 
I dont touch the base game perks, if Mental Fortitude doesnt work it means it was always broken
Rtma Eros Paragon 6 Aug, 2024 @ 5:50am 
Does panic work with Mental Fortitude perk? I am currently using return GTS perks from fraction orders, I do not recall reducing the duration down to 1 turn as stated.
Juravis  [author] 26 Oct, 2023 @ 5:00pm 
Not compatible
Genom 26 Oct, 2023 @ 2:18am 
LWOTC i have green bar only on my soldier. Advent too yes?
jat11241976 3 Mar, 2023 @ 10:49am 
I see, fantastic mod regardless :steamthumbsup: really adds to the difficulty. Thank you for the explanation!
Juravis  [author] 2 Mar, 2023 @ 8:45pm 
This is a base game bug, the game rolls for hits and damage separately. If you get hit, even if that hit is mitigated you got hit. It rolls for hit and it also checks for damage severity (if the soldier is near death, panic happens more).
jat11241976 2 Mar, 2023 @ 7:58pm 
Noticed an odd thing on a recent retaliation strike. When one of my tropps took damage, it was ablated by shield. So just shield took a hit, no HP. However, 2 of my other troops were shaken because he was injured? I don't think its a bug per se, just very odd.
Anelorfin 24 May, 2022 @ 3:49pm 
I did, and made several missions and saw no difference, so I would say it doesn't work with LWOTC or at least has no perceptible effects.
Juravis  [author] 21 May, 2022 @ 11:49am 
LWOTC has its own AI, so it depends if they touched the original panic code or not. You'd have to try.
Anelorfin 21 May, 2022 @ 7:50am 
Works fine with LWOTC?
Juravis  [author] 16 Oct, 2021 @ 9:30am 
Would require some modding, enemies dont fire
MrMister 16 Oct, 2021 @ 5:56am 
Is there a way to change the panic reactions of enemies? They always get standard Panicked, and if using your Everyone gets Hunker Down mod, they will always hunker down if possible when panicking, putting out the fire from the flamethrower that caused them to panick in the first place, which makes it prefereable for the player if they don't panick when the burning pip would have killed them come their turn.
Juravis  [author] 5 Jul, 2021 @ 5:12pm 
Yeah its pretty standard in my AI mods. Have fun ;)
Nemo Jr. 5 Jul, 2021 @ 4:47pm 
[XComGame.XGAIPlayer]
; This is essential to Chryssalids, but also to general AI.
-LastResortTargetEffects=(EffectName="Panicked")
-LastResortTargetEffects=(EffectName="Berserk")
-LastResortTargetEffects=(EffectName="Obsessed")
-LastResortTargetEffects=(EffectName="Shattered")


This means the AI will now freely target panicked soldiers, right?
If so, you should probably add that to the description :)
Juravis  [author] 21 Jun, 2021 @ 9:38am 
Thats correct this mod doesnt have any tags in the project file you can only find it by typing WOTC in the search bar directly
mynameactually 21 Jun, 2021 @ 3:33am 
Mod isn't properly tagged with WotC when doing a search for only those mods.
Dragon32 5 Jun, 2020 @ 3:03am 
@✠ M I N O S ✠
They'll be in your save game and uneditable.
MINOS 5 Jun, 2020 @ 12:19am 
@ ADVENT Avenger :

Thanks for the very helpful Answer !
Do you know where i find my old Soldiers to edit them?
Juravis  [author] 4 Jun, 2020 @ 11:57pm 
Note that this applies only to NEW SOLDIERS. If the soldier is already in your ranks or in the Rookie roster list to recruit, they are not affected. New rookies or new game will.
Juravis  [author] 4 Jun, 2020 @ 11:56pm 
To fix your issue and make the game still challenging I suggest subbing to this Mod, but also increasing the base WILL scores of all your soldiers by about 20.

Open file:

C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultGameData_CharacterStats.ini

Find these lines and change the numbers to the ones i listed (search for [Soldier using CTRL F and use NEXT).

[Soldier X2CharacterTemplate]
CharacterBaseStats[eStat_Will]=60

You need to also do this for
[Soldier_Diff_0 X2CharacterTemplate]
CharacterBaseStats[eStat_Will]=60

[Soldier_Diff_1 X2CharacterTemplate]
CharacterBaseStats[eStat_Will]=60

[Soldier_Diff_2 X2CharacterTemplate]
CharacterBaseStats[eStat_Will]=60

[Soldier_Diff_3 X2CharacterTemplate]
CharacterBaseStats[eStat_Will]=60

I don't recommend putting it higher because everyone will hit 100 too fast. It will also make them resistant to mind control and PSI.
MINOS 4 Jun, 2020 @ 8:15pm 
Is there actually anywhere a Mod which lessens this?

I hate it when a Soldier got hit 1 Point Damage out of 15 and suddenly 3 of my Guys panicked and had a Resolve Test because of this...
Felt even worse than the Stress System of Darkest Dungeon!
Juravis  [author] 11 Oct, 2019 @ 6:44pm 
@DerBK This is correct. ADVENT Future and Blessings both allow firing on anything that is alive, even bound soldiers. Thanks Admiral.
DerBK 11 Oct, 2019 @ 6:42pm 
Late to the party for people who asked here before but since someone just asked me on my page before, i figured i should answer here as well:

I would think that you can use this with ABA. Sub to ABA first, then to this mod. Then this mod would be able to override ABA's changes with its own due to load order. ABA's changes to panic are minor (just some rejuggling of the panic tree) and can easily be pasted over by the bigger changes done here.

Note that ABA allows enemies to target panic'd soldiers with their attacks and unless manually removed from ABA's AI.ini, this mod here wouldn't override that. But i would think that it's very well in theme with what ADVENT Avenger is doing here ;)
Juravis  [author] 25 Jul, 2019 @ 10:42am 
I removed all Berserker self-hitting in my AI mods. Makes the game too easy and they select their own units too much. These changes are in Blessings of the Elders.
Juravis  [author] 25 Jul, 2019 @ 10:39am 
Would probably break then
Syro System 25 Jul, 2019 @ 10:18am 
ABA does contain changes to panic. I know that for sure but I can't remember the specifics.
Juravis  [author] 25 Jul, 2019 @ 9:35am 
Doesn't touch Berserker.
Would work with ABA if ABA did not change any of the panic routines. Would have to ask DerBK.
Swanky 25 Jul, 2019 @ 3:37am 
I'm curious about how it will work with ABA AI changes. Does this mod also touch the berserker rage? Would be fun to have an EU Berserker rampage through its own lines...
Syro System 23 Jul, 2019 @ 5:28pm 
Alright, sounds good. This makes it so that when sectoids panic you, it's not just a joke (kill the sectoid, panic ends).
Also really like the fact that your guys no longer think grenading all their friends is a good way to get their emotions under control.
Juravis  [author] 23 Jul, 2019 @ 5:02pm 
Stat loss during a mission are permanent to that mission, but temporary to the campaign. You can regain lost Will during a mission with various acts of bravery but none of this is changed by my mod its part of WotC itself. You can see the WILL changes with a highlander mod and then a mod that shows panic, there's one on the workshop.
Syro System 23 Jul, 2019 @ 3:24pm 
If I'm reading this right, the stat nerfs (dodge, will and sight range) persist even after you have regained control of the soldier. Does it have a limited duration or is it for the rest of the mission?

Also, this mod sure makes you think twice before taking tired soldiers out on missions :)
Juravis  [author] 5 Feb, 2019 @ 4:18pm 
I guess I should have cut and pasted it to the other sections, but the units NEVER GRENADE EVER. They can fire, and firing is really rare (berserk fires on opponents, unless you dont see any but that's rare).
Dragon32 5 Feb, 2019 @ 11:29am 
@Frightener_One:
Hmmm, the Description does say "no grenades". In all caps.
Frightener_One 5 Feb, 2019 @ 11:18am 
Does anyone know if panicked soldiers still throw grenades with this mod?
Frightener_One 5 Feb, 2019 @ 10:50am 
Thank you for responding. We appreciate the work.
Juravis  [author] 27 Jan, 2019 @ 1:35pm 
Everything is possible but im not updating this anymore
Khan 27 Jan, 2019 @ 9:02am 
Most of the flamethrower panic mods I have seen only affect XCOM flamethorwers, not Purifiers (or are not for WOTC at all), and most mods that do anything with Purifiers are major wide-reaching overhauls.

As for Faceless paranoia, you are saying there is no way to distinguish mission-essential VIPs from other civilians? Thats a shame. In real life you would never be sure the "VIP" really isn't a Faceless, so maybe on higher difficulties that should just be allowed to happen (especially if it is at least possible to exclude VIPs who are already rescued / KOed / under player control from the start of the mission), though maybe that should be a separate mod or alternate version.

Would it be possible for that behavior to be disabled or suppressed (skip to "do some other form of panic") in missions with VIPs, or only occur in terror missions?
Juravis  [author] 26 Jan, 2019 @ 12:26pm 
Flamethrower panic mod already exists. Everything else you mentioned is either not feasible to technical reasons (you could end up shooting the VIP) or is just straight up not possible or already exists (Terror is already included, it's a double move here).
Khan 26 Jan, 2019 @ 6:55am 
Is it possible to change panic behavior probabilities based on...
1. Cause of panic (in particular, psi attacks vs other causes)
2. Type of unit affected (e.g., Mutons more likely to berserk)
3. Individual soldier traits (Soldier X more likely to shatter, Soldier Y more likely to berserk)

What about adding new behavior trees? For example:
Terror - run away screaming as far and as fast as possible, with little (rational) regard for own safety (cover, flanking, suppression/overwatch, etc.)
Paranoia - Shoot / move and shoot / melee random nearby civilian, because you think they are a Faceless (possible, purely by coincidence, to target actual hidden Faceless). If there are no civilians within reach, do another panic behavior.

Finally, would it be possible to make Purifier (and XCOM flamethrower) attacks panic, or have a chance to panic, affected targets? One of the virtues of flamethrowers is their psychological intimidation factor...
Juravis  [author] 18 Jan, 2019 @ 9:39pm 
All of the panic stuff is already exposed in the base game INI files, go nuts. I think what you want however is a more fatigue mod, there's one recently posted i believe.
Frightener_One 18 Jan, 2019 @ 2:36pm 
I love what this mod does but is there a way to make all panic types simply happen more often through the ini's? I miss EU days when if you took a rookie on a mission he was going to panic if he saw his teamates get slaughtered by some evil alien creatures. Not only is that what a rookie is supposed to do but it also added to the overall fear factor of the game. In WOTC rookies are boring. If I send a well-rested 6-man team on a mission and everyone starts dying there is no panicking even if the will bar is depleted. I don't suppose there is a ini fix for that?
gitrekt 16 Jan, 2019 @ 5:15pm 
I figured it out. I just went into the ini file and changed the percentage to 0.1%
Juravis  [author] 16 Jan, 2019 @ 4:36pm 
You could make all soldiers immune to panic. That's moddable.
gitrekt 16 Jan, 2019 @ 11:00am 
Any mods to remove this stuff all together? I have notcied since the legacy update if one of my soldiers get shot or takes 1 damage from a zombie two other soldiers will become "shattered" Its not fun and is unplayable because I play with large pod size mod. Not very realistic either. I cant even enjoy this game anymore with all my soldiers just going crazy after another one of them 30 feet away stubs his toe.
Juravis  [author] 21 Oct, 2017 @ 1:20pm 
I made a small change to the multi-panic in the same battle check. If a unit panics more than once during a mission, instead of weighing all panic options equally, the following are now applied randomly from this list:

Regular Panic 40%
Confusion 30%
Shattered 20%
Berserk 10%
Khan 4 Oct, 2017 @ 6:41pm 
I always felt that one of the biggest problems with panic in in XCOM2 (in every XCOM game all the way back to the 1990s, really) was the use of the eame panic behavior for soldiers panicking from bad stuff happening (including "intimidation" by Mutons in EU/EW and SPARKS in XCOM2) as for soldiers or enemies hit by psi attacks (panic, mindspin, insanity). Randomly attacking friendlies, in particular, should never occur for ordinary panic and be a frequent occurrence for psionic panic/confusion attacks.
PogChamp 30 Sep, 2017 @ 8:07pm 
Oh damn, I was thinking about trying to do something like this myself. Nice job.
Juravis  [author] 30 Sep, 2017 @ 7:57pm 
It usually a good rule not to mix AI mods, but I think this one might be OK.
=[NK]= Col. Jack O'Neil 30 Sep, 2017 @ 7:54pm 
Hey advent, do any of your AI mods/ and this, mess with ABA?? I'm presuming yes..
Juravis  [author] 30 Sep, 2017 @ 6:38pm 
Possible, but the code doesnt seem to show that. If i ever see it happen ill fix it.