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; 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 :)
They'll be in your save game and uneditable.
Thanks for the very helpful Answer !
Do you know where i find my old Soldiers to edit them?
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.
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!
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 ;)
Would work with ABA if ABA did not change any of the panic routines. Would have to ask DerBK.
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.
Also, this mod sure makes you think twice before taking tired soldiers out on missions :)
Hmmm, the Description does say "no grenades". In all caps.
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?
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...
Regular Panic 40%
Confusion 30%
Shattered 20%
Berserk 10%