XCOM 2
Damage Reactions
50 Comments
LightenedDark 14 Jun @ 7:23pm 
This is a really sweet mod, but the amount of time it takes for a extra scampers after each attack is painful. Is there a mod that makes enemy movement instant (besides just slomo'ing the game to insane speeds)
uberjammer 10 Jan @ 9:30pm 
Well, there's only one conclusion to draw from that... Advent has infiltrated the mod creator.
tac  [author] 28 Dec, 2024 @ 7:13pm 
I appreciate the suggestions guys, however I REALLY want to focus on my new project from this point forward. As it is, I'll leave the mod alone unless there's bugs that need fixing.
Fatal 28 Dec, 2024 @ 3:39pm 
Is it possible to make this only trigger based on a certain amount of damage taken, like x% of their max health?
uberjammer 28 Dec, 2024 @ 7:30am 
Would be nice to eliminate the scamper on MECs as well, while keeping hunker and aim. I think it would fit better.
This mod is pretty groundbreaking, by the way. First time I've really felt like Xcom started to "work".
uberjammer 28 Dec, 2024 @ 7:24am 
I really think that the hacking debuff on Rush is a bad idea. If it's possible to simply set hacking to 0 (or 1) for the duration, sure, but as it is, one of the main reasons to use it is because of Xcom having lousy mechanics for the "one square from the goal" phenomenon. In the case of hacking, the process should definitely auto-fail any bonus objectives, but you can't hack at all when you're at negative hacking, and I've had that mess me up at least 4 times now in the early game when I didn't roll any specialists.
tac  [author] 16 Dec, 2024 @ 3:23pm 
Update should be live!
tac  [author] 16 Dec, 2024 @ 3:18pm 
Ah, nice catch. Will update
LeyShade 16 Dec, 2024 @ 9:58am 
@Tac: To let you know, you have a minor issue in your AI.ini

DR_EmergencyFallback_TryStandardMove_Root should be "DR_EmergencyFallback_TryMove_Root" - otherwise it's an invalid child in branch.

This is one figure you may want to take care of directly rather than our group handling it.
Alecthelm 28 Nov, 2024 @ 12:45am 
great one, really like the unexpted reactions of some of my grunts:)
tac  [author] 23 Oct, 2024 @ 9:00pm 
New update out. You can now enable/disable certain aspects of damage reactions (quick hunker, prepare, etc.)
p6kocka 20 Oct, 2024 @ 10:27pm 
Great. Thank you.
tac  [author] 20 Oct, 2024 @ 10:15pm 
@p6kocka Ah ok. Well, you'll be happy to hear the next update will add what you want as an option.
p6kocka 20 Oct, 2024 @ 10:13pm 
It doesn't make sense for a damage reaction.
tac  [author] 20 Oct, 2024 @ 10:01pm 
@p5kocka Ah, that's fair. Do you mean how it works or more like it doesn't make sense for a damage reaction?
@fifteenspades You're welcome!
p6kocka 20 Oct, 2024 @ 9:08pm 
It just doesn't make sense to me
fifteenspades 20 Oct, 2024 @ 9:01pm 
New update is exactly what I was looking for. Thank you! so far, it's been working great.
tac  [author] 20 Oct, 2024 @ 4:58pm 
I have to ask though, is there a reason to want to disable it? Is it to strong?
tac  [author] 20 Oct, 2024 @ 4:44pm 
There is no way to disable prepare from within the mod, no. I could... PREPARE another update to do that though
p6kocka 20 Oct, 2024 @ 2:16pm 
Is it possible to disable the Prepare reaction? If yes, how?
tac  [author] 20 Oct, 2024 @ 12:39pm 
New update's out. Added the ability to toy with yellow moves in config (default values are set such that nothing changes for people who liked the yellow moves from the previous version). Also, USE_DELAYED_TRIGGERS was changed to TRIGGER_METHOD. This was done to support the three options I'm supporting in the mod. For more details, go check it out in XComDamageReactions.ini. There's some comments on what's the best to use.
tac  [author] 17 Oct, 2024 @ 7:58pm 
@fifteenspades and @C7 as well as others who have been requesting messing with yellow moves. There will be an update in the future that adds configs to mess with that aspect. The update's ready, but I'm going to put out an update warning for whoever may have already been toying with their configs. I'll let that sit for a bit and then update.
tac  [author] 16 Oct, 2024 @ 5:01pm 
If you're referring to that Forcefield thing running all the time, that is not from this mod.
Mr.Nuke 16 Oct, 2024 @ 4:45pm 
Seems to run that on every enemy and soldier every action. Is it pre-calculating the reaction or something?
Mr.Nuke 16 Oct, 2024 @ 4:43pm 
I have 64GB physical and 128GB virtual RAM so no deficiency there
Mr.Nuke 16 Oct, 2024 @ 4:41pm 
I'm not sure it's this mod though because I don't want it to be LOL. But this loops before the crash ScriptLog: SWDS: Forcefield - Accuracy cut: -10 Not sure what mod that references.
Mr.Nuke 16 Oct, 2024 @ 4:40pm 
68
tac  [author] 16 Oct, 2024 @ 4:23pm 
How numerous are they? Give an example number
Mr.Nuke 16 Oct, 2024 @ 2:40pm 
I'm loving the dynamics this mod adds. But in my mod list it seems to introduce freezes and hangs when enemies are numerous. I will test the performance with it disabled first to confirm but it is the most recent mod I enabled. I want to keep it too.
grammarsalad 16 Oct, 2024 @ 7:40am 
More enemies*than* allies are going to benefit from it
grammarsalad 16 Oct, 2024 @ 7:39am 
Yeah, that's what really makes me want to use this in my next playthrough. It may seem at first that it gives XCOM an edge. And, sure. But more enemies and allies are gonna benefit from it in the long term. Seems like even relatively simple fights can quickly get away from you if you aren't careful
steven777 16 Oct, 2024 @ 6:15am 
No I have no interest in removing the Move ability - it is what the makes Mod interesting. Gives the Aliens a chance. And a chance to surprise you.
fifteenspades 16 Oct, 2024 @ 1:55am 
From my testing, it works with custom templates as well. Next would be nice to figure out either how to remove the move ability (even though self control does this) or make it a half move?
fifteenspades 15 Oct, 2024 @ 11:38pm 
Sure, it's obvious, but you can also add modded enemies. Myself, I added some of the Advent To Galactic enemies to the blacklist. Check the localization file for template names. So far, it's working with any overwritten template, but this pack has some custom ones; I haven't seen yet to see if it's working like MedDroidM1/2/3 or the TX130.
steven777 15 Oct, 2024 @ 6:00pm 
A simple idea with game changing results. It shows there can still be new ideas that have a big gameplay impact. I haven't found any bugs so far. Excellent.
grammarsalad 14 Oct, 2024 @ 2:01am 
Watching that Mr.Nuke video, this seems like it can really make for dynamic battles. Looks fun (and dangerous). I might just try it as is.

Suggestion: Special perks that give additional reaction options, or improved reactions (bonuses, etc.)
grammarsalad 14 Oct, 2024 @ 1:56am 
Awesome! Much appreciated
tac  [author] 13 Oct, 2024 @ 2:16pm 
Pushed out an update. Originally I had disabled damage reactions on A Better ADVENT enemies, because I was planning on releasing the mod with USE_DELAYED_TRIGGERS set to false, but, well, that's changed, so they're re-enabled.
tac  [author] 13 Oct, 2024 @ 2:10pm 
I suddenly realize I need to modify that config and push out an update
tac  [author] 13 Oct, 2024 @ 2:09pm 
@C7 There isn't anything to mess with standard moves, no

@grammarsalad there actually is a way to do that! Go check out UseWhiteListInstead in XComDamageReactions_BlacklistsAndIncompatibilities
Mr.Nuke 13 Oct, 2024 @ 1:44pm 
I'm enjoying this mod. You can see it in action here https://www.reddit.com/r/xcom2mods/comments/1g2zatk/damage_reactions_mod/
grammarsalad 13 Oct, 2024 @ 12:13pm 
Cool idea. Is there a way to make this specific to certain creatures (e.g. just chosen, or only mechanical enemies)?
Mr.Nuke 13 Oct, 2024 @ 6:39am 
This is EPIC. I love how you just dropped this like .."yeh had this on my ssd, here ya go!" You gatekeeper. This is brilliant. Thanks!
C7 13 Oct, 2024 @ 6:07am 
is there config for penalized/discounted Standard move?
tac  [author] 13 Oct, 2024 @ 5:11am 
It works with modded enemies. You make the choice when it's your reactions and the ai will do its own thing for deciding its own reactions.
p6kocka 13 Oct, 2024 @ 3:33am 
And does it work with modded enemies?
p6kocka 13 Oct, 2024 @ 3:05am 
Just once on a hit. Does the mod choose between the three actions?
tac  [author] 13 Oct, 2024 @ 3:02am 
@p6kocka Once per character per turn is the default. Attacks from concealment won't trigger them and reaction attacks won't trigger them.
p6kocka 13 Oct, 2024 @ 1:42am 
Looks interesting. You get it every time you are hit?
Bubby Avenger7 13 Oct, 2024 @ 12:07am 
This seems kinda peak...