XCOM: Chimera Squad

XCOM: Chimera Squad

Improved Chimera AI
63 Comments
Boomities 16 Jul, 2024 @ 7:49am 
This seems like good stuff! Gonna give it a try.

The only changes I strongly disagree with are the ones to tongue pull and bind. There are good reasons enemies are prevented from shooting after a pull, or shooting a bound enemy, and it's because with the extremely high accuracy of the tongue and the way you're outnumbered by enemies, it's unfair AF. XD
Brain_is_Back 11 Dec, 2021 @ 1:17am 
THIS, IS KOREAN translation
이것은, 한국어 번역입니다.

LET THIS COMMENT BE HERE. NOMATTER UPDATE THE MOD OR NOT.
업데이트를 하든 말든 이 코맨트는 그냥 냅두세요.

If someone needs a Korean translation, they will use my file.
만약 한국어 번역이 필요하다면, 누군가가 이 파일을 이용할겁니다.

https://drive.google.com/file/d/1dZZKC6NfqBejTnIqiIunBSd4zvrexvH6/view?usp=sharing
Juravis  [author] 3 Jan, 2021 @ 1:23pm 
- Chryssalids can (should) no longer attack civilians if just spawned or on the first combat turn.
Juravis  [author] 2 Jan, 2021 @ 9:26pm 
- Hopefully fixed an issue where an enemy unit such as the Berserker or Chryssalid didnt want to melee a target because when the test "TargetIsAlly" came up, the answer was technically Yes so it refused to attack. Now I test both for Is it an ally and "if its an ally, you can hit it if its mind controlled".
Juravis  [author] 7 Nov, 2020 @ 1:03pm 
- The Chryssalid has been converted to a 1/2 action point check system instead of a jumbled mess.
- Chryssalids are no longer allowed to attack cannisters of explodable materials (LOL)
Juravis  [author] 7 Nov, 2020 @ 12:40pm 
- Chryssalids will not attack civilians if they are wounded. This is just for regular civilians, not the VIPs or objectives.
- Neonates are not allowed to attack civilians at all. This is just for regular civilians, not the VIPs or objectives.
Juravis  [author] 6 Nov, 2020 @ 11:47pm 
- Purifiers are now allowed to use the Flamethrower to melee targets (Stock-Butt) ala Subdue. They will use it as a last resort and will check for anything else to do. This is a failsafe to ensure they are dangerous and never just double move around do nothing. It should also alleviate some issues with Disorient just locking them out of actions?
Juravis  [author] 1 Nov, 2020 @ 11:09pm 
- MEC AI was improved a bit.
Juravis  [author] 24 Oct, 2020 @ 12:26pm 
I just had a case where a Chryssalid next to an XCOM soldier who was thrown a Sticky Grenade meleed the unit instead of running away. There are no Melee instructions in the Sticky Grenade AI, so I made a condition on Meleeing that if you are Sticky Grenaded the ability is disabled. This should fix all issues with Sticky Grenade actions across the board, the unit will always either Move or do nothing (as intended).
Juravis  [author] 20 Oct, 2020 @ 10:19pm 
- Some units had gimped roots, they are coded on the Generic Scamper Root but they clearly needed their own specific branch. I have remedied this by making the Generic Root check for more available abilities that would be valid during Scampering. No shooting.
Juravis  [author] 18 Oct, 2020 @ 1:41pm 
- Fixed Soul Siphon targeting issues found in the base game. The scoring always failed, this is fixed. Resonants will now Soul Siphon according to their own HP, subservience status and the target HP.
Juravis  [author] 11 Oct, 2020 @ 12:23pm 
- Improved error handling a la LW2. Units who have exhausted all manual commands possible I asked them to check will now go through an Action Handler for exceptions and try all sorts of fun things not in their regular behavior. It should be almost impossible to see a unit do absolutely nothing (this happens if you poison/disorient or gang up debuffs on a unit and it finds itself unwanting to move and unwilling to fire with poor odds and all its abilities are blocked or on cooldown).
Juravis  [author] 8 Oct, 2020 @ 12:48am 
- Introduced a new fun behavior. Enemies under "Subservience" will now act like mindslaves and when they arent under the effect they will have their regular AI. This means that a Thrall is allowed to not go for cover under Subservience and fire at flanked targets in priority, but if he is not subservient he might go for cover then shoot. Ill try to make it as versatile as possible and also implement it for Resonants.
Juravis  [author] 6 Oct, 2020 @ 11:32pm 
- Units who have abilities that provide an extra Action Point will no longer select a target that is Low on HP and either Burning/Acid Burning/Poisoned or Disoriented. The first part because it would just kill them faster and the second one because a disoriented unit is mostly useless and you're better off just acting instead of giving an Action Point.
Juravis  [author] 4 Oct, 2020 @ 9:36pm 
- I made a change in the AI scoring for mind controlled units, they should normally ignore them sometimes instead of basically being a death sentence for the controlled unit because the entire alien team keeps firing on it until its dead. The chance for an AI unit to ignore a mind controlled ally is 50%.
Juravis  [author] 26 Sep, 2020 @ 5:38pm 
- Fixed Dark Event Regeneration not working. You're welcome.
Juravis  [author] 26 Sep, 2020 @ 12:44pm 
- Purifier AI upgraded.
Juravis  [author] 25 Sep, 2020 @ 9:27pm 
- Berserk AI behavior changed so that it always prefers firing on enemies that are closer than farther. It will prefer flanked units within 8 tiles first, then evaluate everyone else.
Juravis  [author] 25 Sep, 2020 @ 8:05am 
Thanks!
Faleap 25 Sep, 2020 @ 12:53am 
Yeah, working for me after messing with it for a while. No more nonsense overwatches and the AI will take a good shot if you give it one. I actually have my hands full between that and the rest of the changes.

You really aren't messing around, mate.
Juravis  [author] 24 Sep, 2020 @ 9:40pm 
I added more conditions to flank fire, its also going to test distance to multiple flanked targets. Everything should be fixed 100%, give it another shot.
Juravis  [author] 24 Sep, 2020 @ 9:11pm 
One theory is that ShootOrReload doesnt pick the flanked unit for some reason, i would have to put a Flank Fire before the Regular Fire but that doesnt make sense, but ill do it. I want to be extra sure. I'll try to fix it.

I take my AI work seriously. I dont care about any other mods comments and such, but this one is important to me.
Faleap 24 Sep, 2020 @ 9:09pm 
Woah. You're quick af.

3 tiles, possibly 4.
Juravis  [author] 24 Sep, 2020 @ 8:55pm 
I've enhanced the code to detect JustSpawned, it will also check if it is the first turn of the match. Hopefully the function works.

How far was the flanked unit? The new AI cannot overwatch behind walls, I've put visibility conditions to Overwatching.
Faleap 24 Sep, 2020 @ 8:53pm 
I'm positive it happened - an acolyte used it's normal turn to walk into a perfect flanking position against the uninjured but marked and undefended cherub, only to point an overwatch at axiom who was down 1hp and behind a wall. Not the first time the AI has passed up shots like that (and I don't mean anything to do with breach) but it is the first time it's been quite that weird.

And no worries! I appreciate the mod a lot, just letting you know that a few things might be a bit buggy.
Juravis  [author] 24 Sep, 2020 @ 8:18pm 
"I've seen one pass up a near 100% shot against a flanked, undefended target to overwatch"

This is ONLY possible during the Surprise round of a breach. The AI is instructed to fire in priority on ANY target within 8 tiles that is flanked. The only reason this wouldn't work is that the function to check for tile distance doesn't work, which would NOT surprise me considering its based on imperfect XCOM 2 code.

I'll check for injured targets priority, that can be fixed. But yes, this is is still XCOM Chimera Squad I can't do miracles. You'll want to play XCOM 2 for complete, unrestrained challenge.
Faleap 24 Sep, 2020 @ 8:00pm 
This might need some work - the AI is much dumber than vanilla. They love overwatch and injured targets far, far too much. I've seen one pass up a near 100% shot against a flanked, undefended target to overwatch because they couldn't see the agent who'd lost 1hp. At the end of the day this AI is very easy to game because I always know who they're shooting at, and dumber overall because of constant nonsensical overwatches.

The rest of the changes are great, but those two issues are making the game feel cheesy.
Juravis  [author] 16 Sep, 2020 @ 9:06pm 
Firaxis forgot to give Spectral Zombies a Melee Attack... Their "weapon" is a template that does not exist in XC:CS, only in the XPAC for XCOM 2. I gave the Spectral Zombie the same melee attack as the PsiZombie, and now its fixed. Talk about your oversight.
Juravis  [author] 15 Sep, 2020 @ 8:52pm 
- Added an extra check so any unit that doesnt have any Ammo CANNOT use Overwatch via the AI paths.
Juravis  [author] 15 Sep, 2020 @ 6:03pm 
Spectral Zombies were re-reworked. I ignored ALL of the original code thats lines and lines long and just made them do this:

- Checks if it just spawned, then skips exploding.
- Arms exploding on their 2nd turn as the first action if they see enemies.
- Wait for someone to kill them to explode or act like a real zombie (melee, etc).

It's so, so much simpler. They should stop moving around like idiots or just act like homing missiles. They are zombies, and they explode when they die if they prepared for it. That's it.
Juravis  [author] 10 Sep, 2020 @ 10:15pm 
SECTOID PALADIN CHANGES

I have a surprise for you guys. If you encounter a Sectoid Paladin, they have a charge of Kinetic Screen on them and can use it on their allies. 1 Charge however. Holy Warrior was removed. Much more exciting.
Juravis  [author] 8 Sep, 2020 @ 12:11am 
- Cobras won't use Rooting Poison if they are alone and they see multiple enemies unless they've failed at trying everything else.
- In the case where a Berserk character or enemy becomes Panicked on top, the character will refuse to Panic Move and stay in place.
- The Python should be much smarter. Tongue Pull and gunning point blank is now an option.
Juravis  [author] 6 Sep, 2020 @ 1:59pm 
No it's all good. Just sub to all my stuff like weapon ranges and all itll make things harder.
SuspiciousSeal 6 Sep, 2020 @ 1:55pm 
No, though i may try it for my next play through. Also, looked into the extra enemy ablties more. I thought it was just to enable them to do overwatch.

Do note, my previous comment wasnt a criticism. I dont know if you are aiming for different or more difficult from this mod for gameplay. Also, you seemed want/receptive of commentary so I was giving it.
Juravis  [author] 6 Sep, 2020 @ 1:04pm 
Its still Chimera Squad i didnt remake the game. Are you subbed to my Campaign Tweaks also?
SuspiciousSeal 6 Sep, 2020 @ 12:06pm 
So, ive pretty much done a full campaign with this mid. If you want to make the AI operate differently, and were ok with the game becoming slightly easier, than I would say this did what you wanted. If you wanted this mod to make the game harder, I would say its not doing that. If you know what your doing, even on impossible, you can clear 1/2-3/4 of a room before they get turns. With the AI taking suboptimal offensive moves do to overwatch spam, a lot of time when I cant kill someone before they take a turn they still just overwatch, so it didnt matter. Perhaps if I used both of the melee agents, but they are underpowered at best for impossible difficulty IMO.
Juravis  [author] 5 Sep, 2020 @ 12:34am 
I discovered Aliens (Archon, MEC, Andromedon, Codex) do not have proper Overwatch abilities. You can fix that by subbing to my Extra Enemy Abilities Mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2213544646

I'm keeping it this way so if you don't like Overwatch, it'll just skip it just like the base game. But if you have my other mod it will Overwatch correctly.
Juravis  [author] 2 Sep, 2020 @ 4:03pm 
Oh also dont forget if the weird behavior is post breach, units who are surprised are not allowed to fire so it might be that which is also part of the base game.
Juravis  [author] 2 Sep, 2020 @ 3:46pm 
There are already provisions to have the unit try to fire on flanked units. If the command failed it goes to Overwatch, and it also mix and matches Overwatch before flanking depending on the unit type. Aggressive units will always take the shot (Archon for example), but a pistol unit might elect to Overwatch if assisted properly by other units if you are flanked and that's ok.

I can remove the LOS requirement, but they will missile people behind walls.

Reserves as in they have infinite units. They dont have to manage a roster of wounded people.
SuspiciousSeal 2 Sep, 2020 @ 2:51pm 
Also, what do you mean by reserves? If you mean ammo, they have to reload themselves as well.

If you mean reinforcments, well I guess im a bit of a masochist when it comes to difficulty for this game.
SuspiciousSeal 2 Sep, 2020 @ 2:49pm 
If you want to keep current overwatch, if possible, you may want to put in an override for flanking shots. Several times I've had enemies run to a position to get a flanking shot and then overwatch.

The MECs needing LOS makes it harder to tell then. I think I remember a 3 man group he could have grenaded while having LOS and choosing to fire, but that may be faulty memory.
Juravis  [author] 2 Sep, 2020 @ 10:14am 
MECs will not grenade launch if they cannot see both enemies, and they wont take all chances to do it because if they did, they would do it ALL THE TIME. So it's by design. It's also really good range.

Overwatch is used randomly by enemies if they have allies supporting them. They wont overwatch alone, this is also by design to mix it up. I cant have the AI just constantly fire at you everytime they have 50% chance to hit, they would just trounce you they have infinite reserves. Wouldnt be fun.

Please report anything else you find, always helps.
SuspiciousSeal 2 Sep, 2020 @ 9:30am 
Mec is good on the double move. Though they kept shooting instead of hitting what would have been a really nice grenade launch. Leginiaries i cant test as im past that part of the campaign, though they kept double moving into melee range or double moving behind a wall that blocked LOS.

Overwatch is working a lot better. No more block LOS overwatches. Though I think, if you can, you should fiddle with when they overwatch. Almost all the enemies are overwatching isntead of shooting, even when im only in half cover.
Juravis  [author] 31 Aug, 2020 @ 2:14pm 
- Targets will consider "Very Good" to be 8 tiles instead of 5 leading to ridiculous decisions not to shoot flanked targets that are at reasonable distance.
Juravis  [author] 31 Aug, 2020 @ 2:07pm 
For the Legionnaire I cant see where it would fail. If you see any behavior like this, note down where he was, where he was going, did he stop then move again or did he move twice?

Also, you can see this behavior in the first round of combat on the first enemy turn which is normal. I call it the "respite" turn, it's the the turn where all units are considered "JustSpawned" and are forbidden to act except move or overwatch. If its the first action of the turn, it's OK. If its mid-play, its not normal.
Juravis  [author] 31 Aug, 2020 @ 2:00pm 
Overwatch was patched, bRequireLoS=true was put in the targeting system
Juravis  [author] 31 Aug, 2020 @ 1:59pm 
MEC is patched. I couldnt see a direct issue but i fixed a couple lines just in case. The MEC will not move on 2nd action unless it sees no one.
SuspiciousSeal 31 Aug, 2020 @ 12:19pm 
AI also keeps trying to overwatch through walls.
SuspiciousSeal 31 Aug, 2020 @ 12:18pm 
Been getting a lot of legionaries and Mech double moving into the open even if they have clear shots.
Juravis  [author] 29 Aug, 2020 @ 11:59pm 
You should see the AI use Overwatch more with the new version. Yes, I'm aware Pistol Overwatch doesn't show an Eye icon over the unit. It's an old bug that's also present in XCOM 2. Remember the Chosen Hunter Pistol Overwatch?