XCOM 2
[WOTC] Cant Execute These Enemies
48 kommenttia
Dragon32 31.12.2024 klo 3.30 
@Explode
You can edit the mod's .ini if you'd like
Explode 29.12.2024 klo 13.42 
I understand not wanting the chosen and rulers to not be one-shottable, but things like berserkers and sectopods? You'd be making the repeater completely useless
Sensei Wu 25.2.2021 klo 6.21 
Installed it midgame, CJ was in a hurry and executed both Julian and the Berserker Queen nonetheless. (but still couldn't follow the train)
Beta Strike were enabled and maybe it's just a mod compatibilty issue. Do you need annother mod, that updates the upgrade effects for midgame installations?
Daddy Takeda 5.4.2020 klo 9.23 
What line should I add for the Cryssalid Queen?
MrShadow  [tekijä] 10.1.2020 klo 14.01 
Yes you can activate it mid game
DareDevil 10.1.2020 klo 12.03 
Can I activate this mod mid-playthrough? Or do I need to start a new save?
MrShadow  [tekijä] 22.12.2019 klo 9.18 
one mod will always override the other
HandsomeCaveman 22.12.2019 klo 1.46 
So I've accidentaly activated both this mod and [WOTC] Better Repeater at the same time. I still get executions but not on the listed excluded enemies -- at least not yet.
MrShadow  [tekijä] 22.8.2019 klo 19.00 
well thats easy to add if you want to do it. Just copy the Alien names into the INI yourself like +IMMUNE_UNITS=Viper and +IMMUNE_UNITS=Sectoid and so on. real easy to add or remove what you want in. Even modded enemies too
DERPKING1991 22.8.2019 klo 18.42 
Maybe just a little bit but i really mean just add all the aliens on it and not the trooper type guys I dont mind one shooting the troopers XD
Other than that I love this mod either way it helps a lot when facing the big guys in the game and the alien mods
MrShadow  [tekijä] 22.8.2019 klo 16.01 
I sense some sarcasm there ;) This list is meant to be for boss and larger type enemies I FEEL should never just be one shot killed. To be honest, I feel the execution effect should have been an ability just for the Sharpshooter and not tied to a weapon mod.
DERPKING1991 22.8.2019 klo 7.27 
Should just add all the aliens to this list
Noob Train 30.7.2019 klo 20.25 
This mod is essential for my game. Great job! I can't figure out why this mod doesn't have 30K subs.
Deadput 29.6.2019 klo 9.24 
Alright sounds good.
MrShadow  [tekijä] 29.6.2019 klo 8.27 
Will add it as soon as I get to the PC
Deadput 29.6.2019 klo 1.31 
Sorry to bother but any chance to add the Forged Sectopod among the list?

The unit name is ForgedSectopod
☩A Smol Drorb☩ 19.6.2019 klo 13.55 
fair said, was only curious as it seems to be mods that try and remove the RNG out of a RNG strategy game are everywhere, nothing hard meant from it, just curious
MrShadow  [tekijä] 19.6.2019 klo 5.41 
Because some extreme gamers like a challenge and don’t want to insta kill the larger and boss enemies and would like to have the satisfaction of working to kill a tough enemy. This mod isn’t for everyone sure. But the option is good for those that want it.
Deadput 19.6.2019 klo 0.42 
Because insta killing a boss enemy is cheap?

It's not really playing the game your just skipping content by insta killing something.
☩A Smol Drorb☩ 19.6.2019 klo 0.41 
Call me a scrub but isnt RNG literally the name of the game here considering you can still have a 98% CHANCE TO HIT only for RNG to take it to a miss? Why would you knee cap yourself with this mod? (Just asking for curiosities sake cause i feel interested)
Deadput 9.6.2019 klo 14.06 
Sectopod_Markov is Julian's Sectopod
Valvatorez(Cox Cable = awful ISP 9.6.2019 klo 13.59 
How would I go about adding Heavy Mecs, Andromedons and Julian's Sectopod to this?
MrShadow  [tekijä] 8.6.2019 klo 20.40 
well that should be a given as tactical suppressors are reworked repeaters
darkdill 8.6.2019 klo 20.25 
WARNING: This mod should not be used alongside the Tactical Suppressors mod, as it'll override that mod's effects.
Dragon32 28.5.2019 klo 14.15 
@RagedSilencer:
No. This mod isn't set-up to use MCM.
SilentVigil 28.5.2019 klo 13.24 
Can the Mod Config Menu mod change the .ini file from options?
MrShadow  [tekijä] 2.4.2019 klo 16.18 
yeah some mods you can get lucky with and there wont be any issues. You may get lucky here to bud. I just kind of make it a rule of thumb to never remove mods mid game.
Dragon32 2.4.2019 klo 14.53 
@MrShadowCX:
OK, cheers. The only mod like that I know of is Remove Missing Mods. And, AFAIK,that just unbinds the mod from the save rather than scrubbing the save of any templates or what have you the removed mod has added.

Seem to remember in my last WotC campaign removing some melee weapon mods part way through (The Bat Mod, The Axe Mod, maybe Katanas. Anyway). Whilst there were errors in launch.log for the rest of the campaign there were no (apparent) issues.
MrShadow  [tekijä] 2.4.2019 klo 12.57 
Unless you’re using a mod to help remove other mods from your current game, you should never remove a mod mod game. Adding mods is fine but removing mods, can always cause issues.
Dragon32 2.4.2019 klo 10.57 
@MrShadowCX:
Would you anticipate problems switching from this to DerBK's in mid-campaign?
MrShadow  [tekijä] 22.9.2018 klo 10.35 
If you have the repeater, you get the bonus damage all the time against only the enemies that can't be executed.
Tayron 22.9.2018 klo 9.40 
question the repeater goes of at 5,10,15% certain enemies are now immune to that so they now instead just recieve the +1.2,3 damage. My question is do you have to roll the % to get the damage. or simply having a repeater makes you get the damage bonus vs rulers (ect) all the time?
Alastair 1.4.2018 klo 10.53 
Is it bad I am using this mod just for the bonus damage ini.
MrShadow  [tekijä] 29.11.2017 klo 6.30 
@Dragon32 on the Repeters, insider knowledge ups their % to execute from 5%, 10% and 15% to 10%, 15% and 20%. But it will not change the added +1 to +3 damage that this mod adds.
Dragon32 29.11.2017 klo 1.14 
@shadow79:
I mean that a standard repeater normally gives +1 damage with this mod, if I have Insider Knowledge would that repeater give +2 damage?

For some reason repeater became suppressor when I typed that :S
Lord Neccy 28.11.2017 klo 19.14 
My RNG is really bad, so I never get any sort of reliable use from Repeaters, even superior ones anyway, but I prefer having those hilarious moments when a huge unit eats it after one shot that would just tickle it normally.
Like this one time when I was doing an ADVENT Train 'Hack the Objective' mission and the Chosen Hunter decided to show up. I just happened to make contact with him at the end of my turn with only one solider left to take a shot. Even if the repeater hadn't dropped him instantly he really wouldn't have done much damage aside from soak up shots on the next turn since everyone was in cover, but lo and behold he gets kale'd instantly by a 69% shot and I finish the mission.
MrShadow  [tekijä] 28.11.2017 klo 17.36 
@Dragon32 altered suppressors?
teh1archon 28.11.2017 klo 16.03 
Nice. Subbed even though I probably never use it since I use the mod the replaces repeaters with silencers.
Dragon32 28.11.2017 klo 15.10 
Excellent stuff, shadow79. A question, if I may...

Do the altered suppressors benefit from the Insider Knowledge continent bonus (etc.)?
Rster11 28.11.2017 klo 14.39 
@shadow79 Ahh, thanks, I wasn't aware that the one seen in the Forge was a entirely different enemy. I just thought it was a regular Sectopod. Thanks for the information.
bishopwulf 28.11.2017 klo 14.16 
Love the mod in principal. But I have deep personal attachment. My first OMG moment playing XCOM2 was when my specialist Executed the Zerk Queen as she was about to lay down total death on my squad. We were engaged with an Advent pod indoors, with lots of high cover. A grenade to a hunkered down commander blew open the wall and revealed Her Highness near the end of my turn. She was so close I was sure it was a squad wipe. My specialist was on the roof and overwatch tagged her as she was charging. It took me all of a minute to figure out what happened, I was so shocked. So, in principal I agree that they should be immune, I can't personally get on board.
MrShadow  [tekijä] 28.11.2017 klo 14.13 
@Rater11 in the game the Blacksite Forge mission is meant to be the "First time" you see a Sectopod and there is one in that mission that is a "Prototype Sectopod".
Rster11 28.11.2017 klo 14.08 
@nekoworkshop I thought that was the Prototype_Sectopod. If not, then what's that?
Deadput 28.11.2017 klo 13.42 
A great and much needed mod, insta sub!
nekoworkshop 28.11.2017 klo 13.21 
@Rster11 Julian's final form in Shen's Last Gift, the JulianPod.
Rster11 28.11.2017 klo 12.58 
What's the Sectopod_Markov?
($S360)Aeronautic ver.2.50668... 28.11.2017 klo 12.21 
@p6kocka You can kill them. Just not with repeaters (instant kill).
p6kocka 28.11.2017 klo 12.12 
Does it mean you can't kill those enemies?