XCOM 2
Can't Execute Rulers
55 Comments
Danetta 30 May, 2024 @ 4:00am 
How to remove bonus damage altogether?
WarLLT1315 21 Apr, 2023 @ 2:16am 
@Noob Train thank you!
Noob Train 14 Aug, 2019 @ 1:01pm 
There is an updated and much better version of the mod called "[WOTC] Cant Execute These Enemies". I also recommend the mod "[WOTC] Cannot Crit These Units".

These two mods make the powerful enemies in the game immune to execute and crits.
The Wriggler 12 Feb, 2019 @ 1:12am 
I'll do you one better: Over a year and a half later
DeBlue 12 Apr, 2018 @ 2:41pm 
"Very soon" almost half a year later...
MrShadow 26 Nov, 2017 @ 10:02am 
I'm updating this very soon. For those that want it.
DERPKING1991 13 Sep, 2017 @ 6:41pm 
Love to see this updated for the rulers and chosen. JS
Sumbi 8 Sep, 2017 @ 3:20am 
Anybody tried it with WotC yet?
Idejder 3 Sep, 2017 @ 4:51pm 
Do you mind if me asking if this works with WotC?
Ebithril 28 Feb, 2017 @ 11:31pm 
Wait... you are telling me that in vanila Xcom 2, they are not immune alread?!
Pfft! AHAHAHA!!! WOW! That is amazing what an oversight that was on the developers! XD
Blooest 28 Jan, 2017 @ 6:03pm 
@Nitewolf: LW2 doesn't have repeaters. No execution in the first place.
Boisegangpc 25 Jan, 2017 @ 7:56pm 
How do I change the upgrade descriptions to correctly state that they increase damage?
uziel78 22 Jan, 2017 @ 3:28pm 
I had the Berserker Queen get executed at full health here the other day. Pretty funny, but I did feel like it was cheating somehow.
Nitewolf 19 Jan, 2017 @ 10:42am 
Compatibility with LW2?
Beggar 4 Jan, 2017 @ 6:21am 
I thought it was hilarious when the Berserker queen died on the first hit.
SentySent 30 Nov, 2016 @ 3:18am 
I didn't know the bonus damages are guaranteed, I was expecting them to proc depending on the repeater chance. Now I have to balance the bonus damage without being too weak or overpowered for each difficulty.
Spotter 13 Aug, 2016 @ 7:38am 
This is sick-sick COOL!
Insufferable Smartypants 1 Jul, 2016 @ 12:09am 
I didn't realize at first how necessary this mod is, until I excecuted the Berserker queen and three Chryssalid hive queens in pretty much back to back missions. Thanks for this!
Syntax 11 Jun, 2016 @ 8:24am 
Thanks for this! Any chance we can get a mod to give legendary health values to rulers on other difficulties? First time I did ruler missions was on legendary and they were terrifying, because of mod issues my next run was on commander and its quite a bit of health difference to the rulers, making them fairly weak.
Bullyhunter77 6 Jun, 2016 @ 3:53pm 
THANK YOU SO MUCH M8!
Podo1000 3 Jun, 2016 @ 8:34am 
@andbruu You can already change the bonus damage from repeaters.
andbruu 30 May, 2016 @ 1:38am 
@GrimyBunyip
Could you add ini to change repeater chance and bonus damage? IMO a 5% chance for a +1 damage would rarely be worth it. Would like it to be +2 damage regardless of tier, and the 5% chance per tier. Could also see it work with +1 damage per tier with a flat 20% chance.
Solanum Tuberosum 24 May, 2016 @ 2:19pm 
@GrimyBunyip
Well that was fast. Thanks!
GrimyBunyip  [author] 23 May, 2016 @ 8:07pm 
@CWRules
sure thing
Solanum Tuberosum 23 May, 2016 @ 7:59pm 
Can you add an option to just make every enemy immune to execution? I hate the way repeaters work in vanilla, and I want to replace the normal effect with the chance of extra damage from this mod. But I have a lot of mods that add more enemies, so adding them all as immune one by one would take a while.
Daiggsta 21 May, 2016 @ 6:27am 
I'd deeply recommend this mod - Execute is something you never expect to happen, and then it happened on the first time I encountered the Archon King on Legend. I'd only removed 2 of his utterly insane amount of health, only for one measly Squaddie (named Wizard, ironically) to Execute him. I wouldn't have won that op if it wasn't for the execution, but wow what an anticlimax
niesie_mol 17 May, 2016 @ 1:53am 
@GrimyBunyip
Oh cool! I never saw that before since every other mod I installed had it in the description
Thanks for making me look up ^^
Learned something new today :-)
GrimyBunyip  [author] 16 May, 2016 @ 3:00pm 
@niesie_mol
683125051
it's always in the URL of the mod page
niesie_mol 16 May, 2016 @ 2:59pm 
What is the ini number so I can exclude avatars, gatekeepers, and sectopods too?
SHADOWxMM 16 May, 2016 @ 8:43am 
ive never had a repeater eecute anything ever even using superior ones :/
Scottsch 14 May, 2016 @ 9:52pm 
That's awesome! I just had my good nights sleep and now I wanted to check the mods, but that's great work from you.

Thank you!
GrimyBunyip  [author] 14 May, 2016 @ 8:41pm 
alright, fixed now
GrimyBunyip  [author] 14 May, 2016 @ 8:31pm 
@Scottsch
You're right, I derped

I put in:
var array<UPGRADE_DATA> UPGRADE_INFO;
instead of:
var config array<UPGRADE_DATA> UPGRADE_INFO;

=( sorry guys, i dun fucked up
Scottsch 14 May, 2016 @ 2:05pm 
My mod compilation works stable at the moment (Only using the suggested mods for LWT in the discussion), but if I activate your mod everything breaks... I will do some testing the next days to pinpoint the conflict in these mods.
But I shouldn't have any mod active which alters repeaters or any other item...

(My installation is fine)
GrimyBunyip  [author] 14 May, 2016 @ 12:06pm 
@scottsch
Thats impossible, this mod alters repeaters at runtime, it doesnt mess with anything that could affect mod class overrides or screen listeners. And I am pretty sure LWTB doesn't also alter repeaters at run time too.

Either there is something wrong with your installation or you have another mod altering repeaters at run time.
Scottsch 14 May, 2016 @ 11:19am 
as it turned out this mod doesn't work with the Long War Tools (and some other mods) and I value LWT more than not to execute the Rulers, but it would be awesome if I could get both!
GrimyBunyip  [author] 13 May, 2016 @ 2:30pm 
@green raven
you should just remove them from your loot tables via INI edits you can do yourself.
if you want damage upgrades, my loot mod has those.
Green Raven 13 May, 2016 @ 1:45pm 
Can you make a mod that just changes repeaters, period. 1, 2, 3 damage, and thats that. I almost never use them becouse they are such high risk, this would make them much more appealing.
Coyote 13 May, 2016 @ 10:47am 
awesome! thanks for this mod!
GrimyBunyip  [author] 13 May, 2016 @ 9:24am 
Added the bonus damage feature as requested, feel free to turn it off if that isn't to your tastes.
ItsAName 13 May, 2016 @ 2:37am 
Did they seriously not take that into account?
vSammiel 12 May, 2016 @ 9:43pm 
I second the idea of making repeater procs do a bit of damage to rulers instead of having no effect at all.
Ser Lancelot 12 May, 2016 @ 8:47pm 
You're evil, aren't you? *checks Villains Database*

Nope, not yet.
Juravis 12 May, 2016 @ 7:50pm 
That's a nice oversight there from the devs.
Kanan 12 May, 2016 @ 6:04pm 
Sorry, I havent even started a campaign to encounter them, just get too hyped with mods when I see them, you guys add stuff we didnt even know we needed :P
GrimyBunyip  [author] 12 May, 2016 @ 5:55pm 
@hybridon
yo dawg, calm ur shit, I still got other stuff to work on.
Kanan 12 May, 2016 @ 5:51pm 
Even if its an optional complexity that can be turned on and off in an ini file? :p
Lurkerr 12 May, 2016 @ 5:39pm 
I am torn, yes it anti-climactic but . . . . seeing one of the final bosses die to a execute was pretty sweet.
Podo1000 12 May, 2016 @ 4:38pm 
Ah, alright. Sorry for bothering you.
GrimyBunyip  [author] 12 May, 2016 @ 4:35pm 
@podo1000
yes, but I'd rather not add more complexity at the current moment.