XCOM 2
[WOTC] Hey, Stay Put!
19 Comments
Taylem 25 Nov, 2024 @ 6:15am 
Possible to make it if they do not shoot, they scamper? Right now if they don't shoot; they just stand there. Setting for me is at 75% right now.
Chocolat 17 Oct, 2024 @ 4:06pm 
does this work on lwotc
The Unslain Dragon 12 May, 2024 @ 11:12am 
Love this mod.
purple guy 3 Jan, 2023 @ 2:26pm 
This is both beneficial and harmful, so it's pretty balanced. Also finally no free cheats for alien scum.
FlorKiler 18 Jul, 2022 @ 6:15am 
finally! finally! finally! god I hate when the turn based strategy game doesn't obey the turn based strategy game that it is
Weazelsun 14 Jun, 2022 @ 7:42pm 
Man, it feels kinda cheaty to be able to just shoot them. lol Shooting fish in a barrel.
davidtriune  [author] 3 Jun, 2022 @ 1:14pm 
@bonatello vanilla chance to shoot is 50%
(You) Gooner 3 Jun, 2022 @ 8:56am 
what is the vanilla chance to shoot? I think download this item 20 hours into the game, and completely forgot that its 100% in mod menu and that I even had it. I wan't decrease it slight compared to vanilla but not turn off completely.
Hartman 7 May, 2022 @ 1:47pm 
when unconcealed and finding a pod of enemies they don't scamper as well, is it possible to only have them stand still when you break squad concealment like its a real ambush?
WaldoTheRanger 21 Apr, 2022 @ 4:35am 
ah there it is
unsub/resub got it. weirdly not the update button in aml though.
davidtriune  [author] 20 Apr, 2022 @ 10:02pm 
worked when i tried on another pc. try unsubbing/resubbing? or rightclick-> update in AML
WaldoTheRanger 20 Apr, 2022 @ 6:27am 
Hmm
weird. not seeing the config option in either mod config menu or the inis
WaldoTheRanger 20 Apr, 2022 @ 5:53am 
thanks a ton.

I think I'll wait till I lose this campaign to test it out, since I don't want to change things too drastically this one, but I'm looking forward to it

anything that makes this game more like a modern version of ufo defense is a plus in my book

and yeah, LW also allows you to have up to 3 grenades on each soldier (4 for grenadiers) from the start

actually I'd forgotten about vanilla balance lol. makes plenty sense there
davidtriune  [author] 19 Apr, 2022 @ 9:53pm 
i forgot LW gives you a bunch of soldiers though, maybe thats too many grenades lol
davidtriune  [author] 19 Apr, 2022 @ 9:20pm 
thanks for the feedback. i have made the option to shoot 0-100% of the time in the mod config menu. i just didnt like AI dictated by RNG. it should be clear about its decision.

actually, only the first enemy that "sees you" should be shooting at you (and maybe one or two after that, unsure what determines that), you shouldnt be having the entire group shooting at you. And that first enemy will always have only 1 ap remaining, since even if they only patrolled one step, that counts as using an AP point.

i dont mind the grenade spam, since you only have a limited number of them, and on harder difficulties you're gonna need way more than your grenades to clear the map. but i do wish enemies would patrol farther apart (another mod idea!).
WaldoTheRanger 19 Apr, 2022 @ 8:08am 
also makes grenade and aoe spam like the only tactic you need too, since they'll always remain clustered in their patrol
WaldoTheRanger 19 Apr, 2022 @ 7:55am 
Hmm

not sure how I feel about the aliens always shooting rather than running to cover when they see you on their turn

obviously makes beagle rushing a thing of the past, which is good, but if you're always keeping your soldiers in cover, then the aliens are leaving themselves very exposed for your next turn with little benefit to themselves

could you make it a configurable option whether they try for cover half the time or not?

of course obviously units that can't take cover shouldn't move in such a scenario

but advent soldiers and snakes and stuff should have the option I think.

also, is there a way to track how many actions an alien has used on their patrol?

cause if so, it would make sense to allow pods that haven't patrolled but are also activated on reveal to use both actions to take cover and shoot potentially
WaldoTheRanger 18 Apr, 2022 @ 3:52pm 
holy crap
so this basically turns pod activation mechanics on their head

it makes it more beneficial to reveal enemies and deal with them on your turn then to overwatch creep and ambush all the time

but doesn't come with the draw backs of the various 'all pods active' mods.

Yes

YES
davidtriune  [author] 16 Apr, 2022 @ 11:26pm 
oops, just fixed a bug that let the Lost and Chrysallids move.