XCOM 2
[WotC] Aggressive Chosen
71 Comments
Dragon32 15 Apr, 2024 @ 8:18am 
@JeffbotClassic.TTV
Not if I'm remembering my last play through with it correctly.
JeffbotClassic.TTV 14 Apr, 2024 @ 5:59pm 
Correct me if I'm wrong but doesnt warlock have a mind control ability? Did this mod disable that?
Sharpie 2 Aug, 2023 @ 1:31pm 
This mod makes the warlock incredibly broken by letting him bumrush you and disable one soldier guaranteed every turn while you're fighting pods with scorch and mind control, when you combine that with 3hp regen and reaction shots it's just not fair to fight
Knightmare047 21 Jan, 2022 @ 1:19pm 
This is a brilliant fix that makes the Hunter and Warlock's AI not exploitable anymore. It feels much better how they would move towards and pressure your soldiers by fighting directly. No longer are you just impeded with small setbacks, but actually needing to hold the Chosen back at the same time while going for the objective.
XpanD 27 Aug, 2021 @ 7:21am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, definitely upped the pace of my missions a bit. (which was a very welcome change)
Lago  [author] 9 Jan, 2021 @ 8:27am 
Unless A Better Chosen added ChosenActivated trees, it should still be, yes.
Warlock advances a bit slower with A Better Chosen because he has more to do.
Zoinho1 9 Jan, 2021 @ 7:38am 
Is still fully compatible with "A better Chosen"?
Lago  [author] 26 Jul, 2020 @ 7:41am 
ICAI doesn't edit the ChosenWarlock::ChosenActivated tree, so with just ICAI and Aggressive Chosen the Warlock should advance. It sounds like there's something else in your modlist messing with his ChosenActivated tree.
TheProtofire 25 Jul, 2020 @ 7:23pm 
Do I have to edit anything in the warlock's a.i to make this work with ICAI? I had a retaliation mission where he stood there and did nothing the entire time except summon zombies, I had several soldiers in his line of sight and hit him with a grenade twice and he just ignored us. I have several chosen related mods installed but the only two which affect the a.i are this and ICAI.
Thursdaythe12th 25 Jul, 2020 @ 12:42pm 
This and Realistic Chosen damage is utterly brutal. The chosen are the feared predators they are supposed to be.

Great stuff.
I'm Mr Meeseeks, LOOK AT ME! 29 Jan, 2020 @ 8:53am 
This is really cool mod, chosen are pretty smart too, they will arrive midway in fight bringing intensity up
Lago  [author] 11 Sep, 2019 @ 2:59pm 
It should be fine. It's just ini edits.
Roomba King 11 Sep, 2019 @ 2:12pm 
This works mid-campaign right?
Eqqsquizitine Buble-Schwinslow 15 Aug, 2019 @ 4:47am 
I hate the Warlock's vanilla behaviour, he just stands on the other side of the map and spams Spectral Zombies. Gonna try this mod out right away.
Lago  [author] 29 Jul, 2019 @ 5:26am 
Not with an AI mod, no.
MrMister 28 Jul, 2019 @ 3:38pm 
Request: could you make it so that the switch from activated to engaged is done instead when there are at most X remaining pods in the map, where X is configurable throu* mod settings manager?
Lago  [author] 28 Jun, 2019 @ 9:02am 
Make sure you only delete the ChosenSniper::ChosenActivated bits. If you delete the ChosenSniper::ChosenEngaged bits, you'll undo that mod's AI changes to the Hunter.
Birb 28 Jun, 2019 @ 9:01am 
so basically almost the entirety of the hunter's script in that other mod. gotcha
Lago  [author] 28 Jun, 2019 @ 8:59am 
Then yes, you delete all the + and - lines for ChosenSniper::ChosenActivated for one of the two mods.
Birb 28 Jun, 2019 @ 8:56am 
yeah
Lago  [author] 28 Jun, 2019 @ 2:10am 
Are you talking about making it compatible with Improved Chosen AI?
Birb 27 Jun, 2019 @ 9:42pm 
ok so.. what should i delete for the chosen hunter? all of those behaviors with + and -?
Cake_Knight 25 Mar, 2019 @ 10:08pm 
I now have a small panic attack when the Hunter shows up. Thank you for this wonderful mod.
Lago  [author] 15 Mar, 2019 @ 2:22am 
If New Chosen Traits doesn't make any AI edits, it should be.
TheRedHand 14 Mar, 2019 @ 1:42pm 
Is the compatible with New Chosen Traits?
gitrekt 26 Jan, 2019 @ 6:29pm 
It works. Wow. The Sniper is no joke now. I always thought he seemed like the easy one because his tracking shot is so easily avoided.
Lago  [author] 26 Jan, 2019 @ 3:04pm 
If you're not installing mid-tactical, it should be. It's only config edits.
gitrekt 26 Jan, 2019 @ 2:11pm 
Heyy is it save game compatible? I'm a bunch of hours into a campaign and just encountered the Warlord Chosen...he is pretty lame in a 1v8 lol...
Lago  [author] 13 Dec, 2018 @ 9:14am 
There'll be a -Behaviours for the original behaviour in both mods. I'd delete the full set of changes, both - and +, from one of the mods.
Syro System 13 Dec, 2018 @ 4:41am 
+Behaviors=(BehaviorName=MoveInIfLastUnitHunter, NodeType=Sequence, Child[0]=IsLastAIUnit, Child[1]=OverwatchIfLastAction)
+Behaviors=(BehaviorName=OverwatchIfLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=TryOverwatch)

+Behaviors=(BehaviorName=TryGrappleMoveForDefense, NodeType=Sequence, Child[0]=IsAbilityAvailable-HunterGrapple, Child[1]=FindDefensiveGrappleDestination, Child[2]=SelectAbility-HunterGrapple)
+Behaviors=(BehaviorName=FindDefensiveGrappleDestination, NodeType=Sequence, Child[0]=ResetDestinationSearch, Child[1]=RestrictToAbilityRange-HunterGrapple, Child[2]=RestrictToEnemyLoS, Child[3]=RestrictToUnflanked, Child[4]=OverrideIdealRange-23, Child[5]=FindRestrictedDestination-MWP_GrappleDefense)
+Behaviors=(BehaviorName=OverrideIdealRange-23, NodeType=Action, Param[0]=23)

And I'm assuming the -Behaviors should be left as is because we do want the old AI removed.
Syro System 13 Dec, 2018 @ 4:41am 
This is everything listed in the ChosenActivated list before it gets to the ChosenEngaged list.

+Behaviors=(BehaviorName=SelectHunterMovement, NodeType=Selector, Child[0]=TryGrapple, Child[1]=HuntEnemyWithCover, Child[2]=HuntEnemyUnsafe)
+Behaviors=(BehaviorName="ChosenSniper::ChosenActivated", NodeType=Selector, \\
Child[0]=EngagedSniperBranch, \\
Child[1]=MoveInIfLastUnit, \\
Child[2]=TryTrackingShotIfFirstAction, \\
Child[3]=TryGrappleIfJustShot, \\
Child[4]=TryMoveForTrackingShot, \\
Child[5]=TryTrackingShotMark, \\
Child[6]=TryTrackingShotMove, \\
Child[7]=MoveDefensive)

Lago  [author] 13 Dec, 2018 @ 2:21am 
There should be a +Behaviours too. The -Behaviours removes the vanilla behaviour, the +Behaviours adds the new behaviour.
Syro System 12 Dec, 2018 @ 5:56pm 
for the compatability with ICAI, is it only these lines that need to be removed or do I need to delete anything else?

-Behaviors=(BehaviorName="ChosenSniper::ChosenActivated", NodeType=Selector, \\
Child[0]=MoveInIfLastUnit, \\
Child[1]=EngagedSniperBranch, \\
Child[2]=TryTrackingShotIfFirstAction, \\
Child[3]=TryGrappleIfJustShot, \\
Child[4]=TryMoveForTrackingShot, \\
Child[5]=TryTrackingShotMark, \\
Child[6]=TryTrackingShotMove, \\
Child[7]=SkipMove)
DukeBurger 22 Sep, 2018 @ 5:09pm 
@Lago and Dragon32 thanks
Lago  [author] 21 Sep, 2018 @ 8:46am 
In that case I believe they'll work together fine.
Dragon32 21 Sep, 2018 @ 4:57am 
@Lago:
DerBK's mod doesn't affect these three vanilla game behaviours:
ChosenWarlock::ChosenActivated
ChosenSniper::ChosenActivated
ChosenMoveTowardDazed
Lago  [author] 18 Sep, 2018 @ 2:28am 
If DerBK's one doesn't edit the Activated state (when the first track plays before you engage them) then I reckon they're compatible.
Dragon32 17 Sep, 2018 @ 11:33am 
@DujeBurgur:
Not confirmed but DerBK believes they're compatible.
DukeBurger 17 Sep, 2018 @ 7:35am 
will this work with A better A.I: chosen tweaks?
tobias599 18 Jul, 2018 @ 3:02am 
*Sub Sonic Grenade and +A Better Everything. I just woke up :o
tobias599 18 Jul, 2018 @ 2:59am 
GUA really plays 10 man squad, without Beta Strike, every enemy mod (A Better Everything), random pod spawning, increased pods, dynamic pod activation and this mod? That's how I play XCOM :D

I'm not using the Avenger's Chosen, because it's hard enough for me without and believe me, leaving 5 or more enemies can easy kill one soldiers! I don't need a Chosen to make it a 10 man squad wipe ;P
I have over 50 GAMEPLAY mods and the mods don't conflict, most are just small tweaks or small things like the new super sonic grenade. I'm surprised how it still runs without crashing!
Lago  [author] 28 May, 2018 @ 11:07am 
I'm not surprised if he was up against a 10 man squad. You'd probably be better off with ADVENT Avenger's Chosen mod if you're balancing for 10 man squads.
GUA 28 May, 2018 @ 9:22am 
The only chosen this works against is the Hunter. He spawned on a small map, when I had my team of 10 on overwatch. He got killed from the overwatch, in one turn.
Lago  [author] 27 May, 2018 @ 10:31am 
True. :)
tobias599 27 May, 2018 @ 10:27am 
It's XCOM, everything is possible :P
Lago  [author] 27 May, 2018 @ 9:43am 
Can't see why it wouldn't.
tobias599 27 May, 2018 @ 9:37am 
It should work with the Chosen Dialogue Tweaks mod, right?

Edits the following templates
- NarrativeCondition_IsAbilityRapidFire
- NarrativeCondition_IsAbilityTargetHighRankSoldier
- NarrativeCondition_IsEventSourcePsiOperative
- NarrativeCondition_IsAbilityTargetPsiOperative
Lago  [author] 19 May, 2018 @ 5:49am 
Glad to hear it's working well for you. :)
famalex 19 May, 2018 @ 2:39am 
This is a great mod, it made both the hunter and warlock an actual challenge as opposed to target practice- seriously i nearly lost a mission as a result
RainingMetal 17 May, 2018 @ 8:04pm 
This makes fighting the Warlock a lot easier. Normally that coward would just camp at the opposite end of the map, spawning endless waves of psi zombies at you. Now he actually fights fair.