XCOM 2
A Better Chosen
357 Comments
Aru 25 Apr @ 8:30am 
Dude got a stroke or what? There are no dependencies even listed.

Most likely that dum-dum responded under the wrong mod.
DerBK  [author] 25 Apr @ 8:18am 
what
☥¤§ÑîGHTMÃRɧ¤☥ 24 Apr @ 5:22pm 
WHAT OTHER DEPENDENCIES!!!???
Aru 23 Apr @ 8:44am 
I see. Asked there too. Hopefully someone who used both will pop out at some point.
DerBK  [author] 23 Apr @ 8:42am 
I am not familar with that mod, so you'd have to ask there.
Aru 23 Apr @ 7:38am 
Will this mod work with "Plot gated Chosen missions" mod? I don't think that one changes AI of the Chosen it only lock out their stronghold missions unless some story missions are done first.
DerBK  [author] 26 Feb @ 6:34am 
I think LWotC does its own modifications to the Chosen. They definitely do their own stuff with the AI. You will probably find that most of the pre-LWotC mods that overhaul mechanics will conflict with LWotC in some way. You could get lucky, of course. But i'd caution you to not blindly "download everything that sounds cool" but to maybe check if there's LWotC specific alternatives.
... 25 Feb @ 3:04pm 
I'm on my "download every mod that sounds cool arch". I have LWOTC and this and I wouldn't know if they worked together or not. I just download everything and hope for the best lol.
Kei 24 Feb @ 6:41am 
I will do. I sincerely appreciate your permission!
DerBK  [author] 24 Feb @ 6:30am 
Yes, of course. Go ahead, that's exactly the sort of thing i want to encourage with that full permission disclaimer.
Kei 23 Feb @ 4:12pm 
If you don't mind (I know it's already stated in the description that you're already allowed free to use it, but I thought it would be polite to ask), would it be okay for me to publish a standalone mod on the Workshop that uses your mod assets to add only prime reactions to chosen?
Kei 23 Feb @ 4:45am 
Ooh, I understand. Thanks for your advice!
DerBK  [author] 23 Feb @ 3:49am 
I have stopped modding long ago, so no.
That being said, much of this mod is ini based and you can deactivate most of its features in the config files.
Kei 22 Feb @ 6:41pm 
Do you have plans to release a standalone mod that purely adds Prime reactions to the chosen individual without any additional abilities or AI modifications?
Bawkdragon 2 Feb @ 1:39am 
Has any crazy manic posted something to combine this with wraith of the chosen or harder chosen,
EB 22 Jan @ 6:29pm 
Thanks!
DerBK  [author] 22 Jan @ 6:15am 
The will reductions from this mod aren't permanent, but they will cause your affected soldiers to need a few days off to recover.
EB 21 Jan @ 12:22pm 
New to xcom and considering getting this mod to spice things up - I'm just wondering if the will reductions added by this mod result in permanently reducing max will on your soldiers?
Dealer Mangan 19 Jan @ 1:33pm 
Thanks!
Medias 19 Jan @ 2:18am 
Thanks!
DerBK  [author] 19 Jan @ 1:54am 
Yes, that ini flag is all you need, the rest is built into this mod.
Medias 18 Jan @ 3:16pm 
Are any other mods necessary to enable chosen with prime reactions? Or just set +ChosenArePrimes=true and good to go? I've been playing with chosen get rule reactions and uh that's wild, this seems like a nice step down lol while still getting the specific kind of threat from them that I'm looking for
DerBK  [author] 18 Jan @ 1:11am 
Check out the SoldierSkills.ini that comes with the mod. The Will penalties for Scorch, Hunters Mark and the Blind Grenade are in there.

As for the knowledge change, it is supposed to be in GameData.ini... but i don't see it :D I might be looking at the wrong version here or maybe that change got undone at some point? Honestly not sure anymore. If you can't find anything about knowledge in this mod's GameData.ini, it might actually no longer be in the mod.
Dealer Mangan 17 Jan @ 7:00pm 
The knowledge penalties and will penalties are absolutely brutal... Can this be configured on user's end?
DerBK  [author] 17 Dec, 2024 @ 6:30am 
I strongly feel like i remember that the Chosen originally weren't able to spawn in those VIP missions together with Lost, but i can't find evidence of that right now. So maybe i am wrong about that. But i did play literal dozens of campaigns without that ever occuring, so... yeah dunno. I suspect that some other mod unlocks Chosen to spawn where they wouldn't in vanilla, but i don't actually have anything tangible to prove it.
DerBK  [author] 17 Dec, 2024 @ 6:27am 
Gave it a look through if there's a sort of quick fix one could do for this. The GameData.ini has a spot where ExcludeChosenMissionSources can be defined that will stop the Chosen from spawning in that mission type. However, all council missions seem to fall into the same category for the purpose of that and deactivating the Chosen for all of them is hardly ideal.

One could probably build some checks and balances into the AI.ini, but that is more than i can currently do. I have not been modding the game for a couple years now and i am too out of the game to confidently tweak the AI in a major way now.
Zyxzy 16 Dec, 2024 @ 7:34pm 
It appears the "Chosen shooting VIP" is very common specifically on the "VIP manning turret" mission. The Warlock and Hunter spawn near the VIP, and the maps mean you'll probably activate the Chosen before you can reach the VIP.
DerBK  [author] 28 Sep, 2024 @ 9:29am 
The Warlock uses the same Teleport ability as the Codex. You can give it a cooldown through the SoldierSkills.ini (TELEPORT_LOCAL_COOLDOWN and TELEPORT_GLOBAL_COOLDOWN), but be aware that doing so will also apply this cooldown to the Codex.

Something of note about the Warlock Teleport is that i set up his AI to only use it defensively. So he will only teleport when flanked or standing in dangerous terrain.
Soul 28 Sep, 2024 @ 7:16am 
Mod's great but the Warlock could use a one turn cooldown on teleport,he's now as boring as the Assassin,flanked,teleport 10 tiles away and can summon and then shoot,like come on lmao,at least have a turn where he need to actually run and not as far. It become just chase and shoot instead of tactical placement
DerBK  [author] 21 Jun, 2024 @ 11:56am 
Yeah, their AI doesn't discriminate between VIPs and soldiers, inactive or not. All they see is an enemy they have a flankshot on and take it. This can happen in vanilla as well, but it is certainly more common with ABChosen because it makes the Chosen actually take their shots. Basically an unfortunate side effect of being told to act more efficient.
Luckily, this interaction is quite rare.
Dignan Zazumba 21 Jun, 2024 @ 11:37am 
Just had Hunter gun down an inactive VIP at random?
T.tv/Olucasartes 22 May, 2024 @ 10:11pm 
Dude, you're to be congratulated! I put this mod on today and was surprised right at the first meeting. I faced the Chosen hunter and he just wouldn't sit still, he would shoot all the time, he wouldn't look like an idiot aiming like he used to, it was an amazing experience, thank you!
Iceman970 14 Apr, 2024 @ 11:31am 
Yeah MindShield is Essential to avoid a one off mind control (from sectoid or warlock) which ends the run but Unfortunately It doesn't seem to do anything about Daze from assassin or hunter which are going to land if your within line of sight.
DerBK  [author] 14 Apr, 2024 @ 10:08am 
I am not 100% certain on this, but possibly a Mindshield blocks Dazed? Could give your one soldier one of those and hope that it's enough.
Iceman970 13 Apr, 2024 @ 9:35pm 
Okay thank you, Just takes a while with "save scumming" to make that type of run even remotely possible but idk maybe I just need to get good XD
DerBK  [author] 13 Apr, 2024 @ 3:11pm 
The Daze stuff is pretty integral to how the Chosen work, i wouldn't expect there to be something like that around except as a very targeted mod built specifically for your purpose. I am not aware of such a thing.
Iceman970 13 Apr, 2024 @ 8:38am 
Is there a mod to remove all insta daze from the Chosen As doing a one man army run with a unit feels almost impossible with insta traq or what be completely ending the run
Dragon32 10 Mar, 2024 @ 3:02pm 
@Orikon
When I checked they didn't modify the same behaviours; but yeah, it's made by a different person.
Orikon 10 Mar, 2024 @ 2:50pm 
@Dragon32 Sure, but Aggressive Chosen overlaps with AI changes done by ABC, and goes against DerBK's vanilla design philosophy, which I'm strongly in favor of.

@DerBK You're completely right when it comes to the Hunter. I was just throwing ideas around on how to prevent him from rotating between spots and/or wasting his action points. As for the Chosen not kidnapping/extracting, it's totally possible this is vanilla behavior. I've used ABC for so long at this point I've forgotten all the specifics of the vanilla behavior. Still, it doesn't change the fact that even with ABC, generally speaking the only way a Chosen will ever extract or kidnap is if you intentionally let them do it.
DerBK  [author] 10 Mar, 2024 @ 7:05am 
I think part of the issue here is that a Hunter that consistently goes for flank attacks would be a very frustrating thing to play against. With the lifepool he has and the Grappling Hook for near-perfect positioning, it would often become near-impossible to avoid losing someone and that doesn't make for great gameplay. I remember intentionally toning some of his movement options down ... while i believe he still is overall more aggressive than he is in vanilla. The Warlock had a similar thing going on with his teleports.

I didn't touch the mechanics for kidnapping aside from upping the percentage that the Chosen goes for it. I believe they were done the way they are to avoid frustrating moments as well. I've been out of the game for a while, but iirc the exact mechanics behind the kidnapping were not open to ini edits. Maybe something in the Kismet? Out of scope for this mod in any case.
Dragon32 10 Mar, 2024 @ 5:03am 
@Orikon
- The Hunter's movement AI should still be tweaked, if possible. Too often he will rotate between two spots, for instance by grappling to a ledge and then running back to where he was a second ago. Maybe make it so that he attempts to flank XCOM soldiers?
I've paired this mod with "Aggressive Chosen", it goes some way to addressing that.
Orikon 9 Mar, 2024 @ 11:52pm 
Feedback, Part 2/2:

- I would perhaps increase the range at which the Warlock's Mind Scorch can link to other soldiers. Both the Assassin and Hunter daze/blind groups of soldiers, but the poor Warlock can only ever hit a single soldier. He already uses the ability pretty rarely, and there's always a chance your soldiers will resist it, unlike the Hunter's grenade which presents a genuine danger.

- I've noticed that there's a delay between a soldier being dazed and a Chosen going for extract/kidnap? Intentional or bug? They'll usually spend a whole turn gloating about how they're about to kidnap/extract before they actually do it. This trivializes any sense of danger since Reviving dazed soldiers cost 0 action points (for some reason), and 1 turn is plenty of time to get the situation under control.

Personally, if these things could be addressed, this would be a genuine 10/10 mod.
Orikon 9 Mar, 2024 @ 11:51pm 
After several playthroughs (Rookie, Commander and Legend) where I used this and Restored Chosen Traits, here's my quick feedback (Part 1/2 due to character limit):
- I love all of the changes. Makes the Chosen better while staying vanilla-friendly. I was a bit unsure about the Will reductions, but it's balanced and makes sense when you think about it.

- In no playthrough, regardless of difficulty, have I ever seen the Warlock use The Elder's Champion. Issue with the mod or incompatibility with Restored Chosen Traits? I'm not using any other AI or Chosen mods.

- The Hunter's movement AI should still be tweaked, if possible. Too often he will rotate between two spots, for instance by grappling to a ledge and then running back to where he was a second ago. Maybe make it so that he attempts to flank XCOM soldiers?
weiwentg 18 Jan, 2024 @ 7:02am 
I'm playing this and a Better AI, without all the other A Better stuff but with an expanded squad. I don't like too many changes. This is truly diabolical.
DerBK  [author] 29 Sep, 2023 @ 2:12pm 
That's not something i can confirm for myself, i always saw Avenger Takedown missions in my games. Didn't really tweak anything surrounding that either.

That being said, there are some values in GameData.ini that you can tweak.

GuaranteedKnowledgePerMonth (default at 4) can be increased for steady progress towards finding the Avenger.
KnowledgePerExtract (default 10) and KnowledgePerCapture (default 20) increase how much the Chosen gain from accessing your soldiers.

The same ini also has Knowledgegain values for some of the Chosen actions.

Just open the GameData.ini, Ctrl+F for "Knowledge" and scroll through the options. Should find something you can use.
Unrealtairo 29 Sep, 2023 @ 5:07am 
Hmm. Seems like Chosen taking the Avenger down is a rarity because of this mod. Probably because they're not going for extract as much.

Is there a way to simply buff all chosens natural knowledge gain each month dynamically to counter this?

Avenger takedown by chosen is one of the best events in the game but you'll never see it with this config.
DerBK  [author] 25 Sep, 2023 @ 5:45am 
I don't think so. I am not familiar with the mod, but reading over its description, there is a lot of overlap. So chances are the two mods don't play nice with each other.
Kinsect 24 Sep, 2023 @ 10:40am 
Does this work alongside A Harder war: Chosen pack?
OxCD 16 Jul, 2023 @ 10:12am 
I took this mod blinded because I love all your aliens overhaul (ABA, ABC, etc.), and I was surprised about how much squad's will was affected when fighting chosen.
Happily surprised I mean. Even if for any reason you are stamping on the Chosen, each time they appear (and even more during strongholds assault) this has to be taken seriously as lack of will can really affect soldiers availability for the next days.
And yeah especially Warlock's behavior gets such a good upgrade.
Thanks, once again, for your work 👍
Hit by a Parked Car 5 Jul, 2023 @ 4:39am 
Problem with this mod is that it punishes you for having your units within up to 3-9 tiles of each other, almost a guarantee on most maps...