XCOM 2
[WOTC] More Dark Events: Enemy Abilities
95 Comments
bstar  [author] 8 May, 2024 @ 1:25am 
Not really modding right now, so no idea when/if I'll get around to it.
Iridar 7 May, 2024 @ 4:26pm 
Hi. This mod causes some redcreens on game launch. Please fix.
bstar  [author] 29 Sep, 2023 @ 6:58am 
The permanent DE toggle is in XComDarkEventSettings.ini. Added that to the description.
Unrealtairo 28 Sep, 2023 @ 10:35am 
"Almost all values can be configured and all Dark Events can be made permanent even without Grim Horizon"

How? There is no reference to that in the config, only duration of the abilities themselves. And it's a pretty tiny file lol, so would be hard to miss that.
Thalioden 12 Sep, 2022 @ 5:13am 
@mario taking a piss, have you tried Dark Events Manager ?
minecraft with gadget 12 Sep, 2022 @ 12:04am 
I wish there was an option to disable certain events. The Muton Close Quarters Specialist event can cause lockups with mods that add a similar ability to other units.
Dragon32 9 Jun, 2022 @ 6:28am 
@Crazyduck
It shouldn't do anymore now that EU Aim Rolls has updated. No-one's confirmed that though. See comments in August.
Crazyduck 8 Jun, 2022 @ 11:59pm 
Descriptoon says there is a conflict with EU aim rolls. How does it conflict? Are certain dark events not working with it? Or it cancel eu rolls after certain DE are applied?
silverleaf1 7 Mar, 2022 @ 11:59am 
@bstar They do show up. I was so far along in my campaign with none showing that I began to wonder.
bstar  [author] 7 Mar, 2022 @ 8:23am 
@silverleaf1 I don't see why they shouldn't be displayed there.
silverleaf1 6 Mar, 2022 @ 11:08pm 
@bstar Question: If the option to make the dark events permanent is used will the show up in the list on the world map?
Olof Plays 21 Sep, 2021 @ 2:09am 
Sooo.. this is now compatible with EU aim rolls?
bstar  [author] 10 Aug, 2021 @ 1:45pm 
If their CharacterTemplate.bIsAdvent=true (which there is no reason to doubt), they are affected.
RustyDios 10 Aug, 2021 @ 11:41am 
Yes they should be
lordabizi 10 Aug, 2021 @ 11:22am 
Are Frost Legion enemies included in the enemy families affected by those dark events?
bstar  [author] 5 Aug, 2021 @ 7:01am 
From what I can gather, EU Aim Rolls has implemented the highlander aim roll fix now. Has anyone successfully used the mod along with this one in the last few weeks?
Dragon32 30 Mar, 2021 @ 3:23pm 
@Pencey
Ah. Comprehension fail on my part there then.
bstar  [author] 30 Mar, 2021 @ 1:42pm 
Yeah I've been considering simply switching everything to flat bonuses, at least for aim. The percentage-based ones are simply too messy. Not promises when I'll get around to it though.
Pencey 30 Mar, 2021 @ 12:59pm 
Yep, that's exactly what I meant Dragon, not that Firaxis might've included some features requested by modders in a patch.
Dragon32 30 Mar, 2021 @ 10:57am 
@Pencey
I think that Reddit post would be better titled "Notes on the patch for modders", rather than it being a version of the game for those with the SDK.
Pencey 30 Mar, 2021 @ 10:34am 
At this point I just have to laugh at how cursed MODOP_PostMultiplication is when applied to aim. I wouldn't believe it if I hadn't just tested it myself, but it applies differently to ranged and melee skills.

I only came across this after the 'Advent allies' Skirmisher resistance card granted me a free Stunlancer. Check the screenshots on my profile: the Intimidating Presence debuff (correctly) reduces his ranged aim by 33% but reduces his melee aim by 133%. I bet you'd run into the same issue with an Adaptive Servos andromedon shell.

This might help explain why you'd get conflicting resuts testing these yourself. I can only guess that, because this option was released purely for modders , it slipped by Firaxis QA. Another point in favor of flat aim buffs/debuffs?
Dragon32 27 Mar, 2021 @ 10:41am 
@bstar
That's a relief, I obviously jumped to the wrong conclusion.
bstar  [author] 27 Mar, 2021 @ 9:04am 
Hey Dragon32, just saw your comment. No worries, everything's fine, I'm just not playing a lot of X2 at the moment and I usually only work on mods when I'm playing the game myself. Comes in waves :)
Dragon32 13 Mar, 2021 @ 4:28am 
@bstar
Hope everything works out for you.
Pencey 9 Mar, 2021 @ 6:50am 
Been there before. If you're looking for an easy fix without the F1 presentation issues, there's always flat Aim buffs.
bstar  [author] 9 Mar, 2021 @ 5:42am 
Thanks for the screenshots. I'll check if I can reproduce this on my end when I have time. Unfortunately, modding is not high on my priority list at the moment.
Pencey 8 Mar, 2021 @ 7:25pm 
Deactivated all mods but this, cleared configs, verified integrity of game cache, and got those results. You can check the screenshots on my profile for some examples of what I was seeing.
bstar  [author] 8 Mar, 2021 @ 3:48pm 
That is quite surprising since I did a lot of testing when the whole conflict issue initially appeared and I'm PRETTY sure, the mod by itself should behave correctly. Unfortunately, I don't have the time, to test this again at the moment. Are you absolutely sure there are no other mods loaded?
Pencey 8 Mar, 2021 @ 9:48am 
I did some console testing (because I really like this mod!) and found that on a new campaign with only this mod installed, the multiplicative aim boosts applied by Effect.AddPersistentStatChange(eStat_Offense, default.BOOST, MODOP_PostMultiplication) are adding too much Aim, and in the case of the Intimidate debuff, adding Aim when they should subtract it.

AdaptiveServos grants Mecs +125% Aim and Intimidating Presence grants the units around a Berserker +67% Aim. I tested with and without EU Aim Rolls and got the same result. It looks like the confusion comes from how Yet Another F1 displays the info: the F1 info pane shows +18 Aim for an Advent Mec, and yet when I control a Mec with the servos buff, the shot preview shows the much higher value, and I can consistently hit enemies in smoke and high cover.
Thalioden 30 Dec, 2020 @ 10:33am 
Do you know how I can check whether [WotC] RW Realistic Aiming Angles would have the same problem? If I check it out in game, how do I know that I'm not just getting bad RNG rolls?
bstar  [author] 30 Dec, 2020 @ 8:37am 
It's just some of them that conflict, namely all abilities that add a percentage-based aim modifier. The reason is that EU Aim Rolls overrides the class X2AbilityToHitCalc_StandardAim.uc and this override contains a faulty calculation for those percentage-based modifiers. Thus, you get situations where enemies "should" have 20% chance to hit but really have 100% because of the multiplication error.
Thalioden 18 Dec, 2020 @ 5:19pm 
Do you know the nature of the conflict with EU Aim Rolls? Is it all of these events, or just some of them?

I don't use EU Aim Rolls, but I do use [WotC] RW Realistic Aiming Angles with the EU Aim Rolls type features (separate rolls for hit, crit, and dodge) activated. Both mods overwrite X2AbilityToHitCalc_StandardAim.
bstar  [author] 23 Sep, 2020 @ 2:29am 
@s2pilman Thank you for the bug report. I'll check it out when I have time.

@13crusader Thanks for your valuable and well thought out in-depth feedback.
s2pilman 16 Sep, 2020 @ 9:21am 
Hi bstar,
First of all - great mod, adds a lot of challenge when facing boosted enemies ;)
I run into some problems with mutons though - they have Combat Hardened perk, and while it works correctly with crit chance, explosion reduction seems to be bugged:
- it reduces damage from explosions to 0 (armor shred still works though)
- when injured muton is hit by explosion damage (rocket, flamethrower) it heals up to full hp :D
bstar  [author] 8 Aug, 2020 @ 11:32am 
Yep, you can use this console command:

ActivateDarkEvent DarkEvent_Intimidate

You should use it on the Geoscape / in the Avenger and it should the display the Dark Event popup. Any further testing would be much appreciated!
DukeBurger 8 Aug, 2020 @ 11:25am 
@bstar sorry i didnt do a good job explaining performance problem . the fsp wasnt really effected it just transitioning between units and performing action was very slow which resulted in animations bugging out . it just took one Berserker being on the map to cause these issues even ones i spawn in using the console .

Is there a Console command that can be used to activate Dark events ? because id like to do some testing on a fresh campaign because the campaign i just finish loading times make testing time consuming.

bstar  [author] 8 Aug, 2020 @ 2:04am 
Thanks for the report, @Dukeburger. I uploaded a fix a while ago that should fix the aim increase bug in most cases. Unfortunately, I can not reproduce the issue anymore without knowing exactly which mod is causing it for you. To find out which one it is, you'd have to identify it on your end.

As for the animation/performance bug: No idea how it would cause that. Have you checked if the performance improves after the Berserker(s) are dead? And what kind of system do you have? I hvae not noticed any issues with 10+ Berserkers.
DukeBurger 6 Aug, 2020 @ 9:56pm 
@bstar So i finally got the Intimidating Presence dark Events again and it was still causing the same issue as before (Causing an aim increase rather than decrease). i tried removing EU aim rolls like you suggested but it didnt work it must be another mod im using causing the issue .

also another issue with the ability is whenever a Berserker is present on a mission with the Intimidating Presence dark Events active it causes grenade abilities animations on xcom/Advent/Andromedon to bug out usually on the enemy turn and makes my game performance alot choppier .

all other dark events (the ones ive gotten anyway) work as intended . if i ever did out which mod is causing this issue ill let you know .
Rtma Eros Paragon 24 May, 2020 @ 8:06am 
I find it rather interesting that Sectoid Soldiers have Solace, you can interpret as some sort of Augmentation for them, like a Mind Shield/Psi Shield, customisation is always nice to have, control and tweak to your preference.
bstar  [author] 22 May, 2020 @ 11:28am 
Do you think it shouldn't, Rtma? It is absolutely intended that these abilities apply to mod-added enemies of the same type/race and if you ask me, Sectoids are primarily psionic units so they should all get the abilities from this mod.

I know that ABA adds a Sectoid Soldier and perhaps an argument could be made that they don't have psionic powers and shouldn't be able to use Solace. But excluding them by default would be inconsistent imo.

What I can do is add a blacklist of enemies that you can use to prevent them from getting it.
Rtma Eros Paragon 22 May, 2020 @ 9:59am 
Also playing a Better Advent, Solace applies to all Sectoid types, not just the Regular one in Additional Enemy Perks, so their is that.
Rtma Eros Paragon 17 May, 2020 @ 11:09am 
Yep, getting Solace as Bonus and Passive for Sectoid. :3
darkdill 23 Apr, 2020 @ 12:14am 
Any thoughts on giving particular enemies access to something like Bioelectric Skin? This would help a lot when using stuff like RPGO and having characters who can walk right under an enemy's nose without being detected.
DukeBurger 20 Apr, 2020 @ 5:36am 
@bstar i am using EU aims roll however i wont be able to test since i finished that campaign , if i get that dark event again ill check .
bstar  [author] 20 Apr, 2020 @ 4:11am 
@DukeBurger Sorry for the late response. Are you by any chance using the mod "EU Aim Rolls" and can you test if the issue persists if you deactivate that mod?
DukeBurger 10 Apr, 2020 @ 1:46pm 
Is anyone else having an issue were the Intimidating Presence dark event is giving xcom soldier aims boost instead of a nerfs when berserker are close ?
bstar  [author] 24 Feb, 2020 @ 7:49am 
The answer is definitely maybe. You could try it out and let me know. My guess it that nothing terrible will happens, except maybe a doubling of the visual effect. It will take a while before I get around to testing this.
Rtma Eros Paragon 24 Feb, 2020 @ 5:35am 
Additional enemy perks consider being compatible with this mod? because Solace for Sectoids overlap by the look of it, cause they already have solace.
Scarno 24 Feb, 2020 @ 4:30am 
@bstar - Thanks for the reply!
bstar  [author] 24 Feb, 2020 @ 4:08am 
@Scarno No, this mod is 100% compatible with CI. The only reason More DEs Spawn Each Month is "incompatible" is that CI overwrites the # of DEs per month itself. So it's at most a "soft" incompatibility - one mod will "win" and apply its values, the other will be ignored. Unless you are expecting a certain number of DEs, you won't even notice the issue in game.

Which Dark Events can spawn is not affected by this in any way.