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Most likely that dum-dum responded under the wrong mod.
That being said, much of this mod is ini based and you can deactivate most of its features in the config files.
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.
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.
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.
Luckily, this interaction is quite rare.
When I checked they didn't modify the same behaviours; but yeah, it's made by a different person.
@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.
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.
- 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.
- 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.
- 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?
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.
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.
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 👍