XCOM 2
Moddable Ruler Turns
122 Comments
Swimmies 14 Dec, 2019 @ 3:16pm 
good lord this mod has made my playthroughs with the ruler dlc far more enjoyable, thank you thank you thank you
Age 11 Oct, 2018 @ 6:04pm 
WOTC works perfectly with this.

Dumb idiots who designed the game thinks it works, I think they're narcist pricks. One move and they move once, you cant change the rules like that. If you want that I want it to be a FPS instead, not a Slot Machine.
Remember Trampe ツ 28 Oct, 2017 @ 1:15pm 
Ddoes this work with WotC dlc
Kintaro 14 Sep, 2017 @ 6:54pm 
WOTC fine with that?
BlueRaja 1 Feb, 2017 @ 6:16am 
Would you mind posting those configs as separate mods? It's a lot more convenient to be able to just hit 'subscribe' to try it out, rather than having to fiddle around with config files.

I don't mind doing it myself, but since you did the work you deserve the glory.
BootsyFarnsworth 30 Jan, 2017 @ 9:54am 
This is awesome.
Juravis 28 Jan, 2017 @ 10:54am 
LW2 XComLW_Overhaul.INI 1.1

ALIEN_RULER_ACTION_BONUS_APPLY_CHANCE=25

This means that the Moddable Rulers Action: Rulers takes regular turns is no longer required? Put this to 0 and they'll act like other aliens.
Juravis 16 Oct, 2016 @ 11:03am 
Anything that doesnt cause damage or any kind of debuff/penalty on the opponent. Anything that disturbs the opponent. There are exceptions, I think tossing a smoke grenade counts but i'm not so sure when i think about it.
Juravis 10 Aug, 2016 @ 11:38pm 
Quick update for DLC 3, add these to ignore.

+RISM_Info=(AbilityName=AbsorptionFields, PerkName=none, EffectName=none, IgnoreChance=100)
+RISM_Info=(AbilityName=Repair, PerkName=none, EffectName=none, IgnoreChance=100)
+RISM_Info=(AbilityName=Sacrifice, PerkName=none, EffectName=none, IgnoreChance=100)
+RISM_Info=(AbilityName=Overdrive, PerkName=none, EffectName=none, IgnoreChance=100)
Juravis 17 Jul, 2016 @ 8:05pm 
By the way Ruler Reacts to Violence ignores Lightning Hands. This isn't a bug, it's a "feature". It's too fast to react to.
Juravis 14 Jul, 2016 @ 2:08pm 
+RISM_Info=(AbilityName=NanoMedikitHeal, PerkName=none, EffectName=none, IgnoreChance=100)

This was missing I think
YggdrasilsSword 14 Jul, 2016 @ 2:07pm 
Btw, there's one change I made to the config. Added "NanoMedikitHeal" as a non-violent action. Otherwise rulers would ignore drone heals and regular medkit heals, but attack if you specifically used a NanoMedkit. Not sure if this is missing from all the config files, or just the first one
YggdrasilsSword 14 Jul, 2016 @ 1:43pm 
Really appreciate having this mod. In vanilla the Ruler Reactions were WAY over the top, getting a turn every time I move, blink, or scratch my head. Can't run away from them, can't get in position to attack... This is so much better! Currently using "react to violence" settings :)
Juravis 10 Jul, 2016 @ 11:45am 
Note: Airdrop is IMHO very strong, Rulers will react to you giving a grenade to anyone on your team even if it's technically non violent.
Juravis 10 Jul, 2016 @ 11:44am 
Rulers React To Violence (And Sometimes Overwatch) LW Perk Edition:

http://pastebin.com/evrYs1EU
Juravis 10 Jul, 2016 @ 10:35am 
It's on my to do list, that and the AWC abilities.
Tyranniac 10 Jul, 2016 @ 10:25am 
Alright, thanks for the help! ::)
robojumper  [author] 10 Jul, 2016 @ 7:37am 
@Tyranniac
It works both.
Tyranniac 10 Jul, 2016 @ 7:33am 
I'm a little unclear on something - should I add the lines for the mod-specific actions to the config of your mod, or should I add an XcomRISM.ini to the mod that adds the new actions and do it there instead?
robojumper  [author] 10 Jul, 2016 @ 5:41am 
@Tyranniac
I see. From the technical side they are compatible, but you are right - the presets will probably not include modded abilities, so that the rulers will trigger on abilities from perk pack that cost action points.You can include your own lines to the config, the second pinned discussion has information on the syntax.
Maybe ADVENT Avenger has time to update the presets.
Tyranniac 10 Jul, 2016 @ 5:33am 
The Perk Pack adds a lot of new actions that soldiers can perform, actions that I assume this mod doesn't account for. Could I for example add modded actions to the config or does it only allow for vanilla actions? Sorry if this is a stupid question, and thanks for the mod ::)
robojumper  [author] 10 Jul, 2016 @ 12:36am 
@Tyranniac
I don't think Perk Pack does anything with rulers, so I guess they are compatible.
Tyranniac 9 Jul, 2016 @ 6:30pm 
Is this compatible with the Long War Perk Pack?
Juravis 6 Jul, 2016 @ 10:34am 
@robojumper In my Aliens Overwatch Mastery mod I gave Viper King Shadowstep and also to the Archon King Lightning Reflexes in the config file. Its why i didnt feel it was that powerful to just let them not react to it.
robojumper  [author] 6 Jul, 2016 @ 10:31am 
@ADVENT Avenger
"fixed" lol. Did you make a mod to expose ruler abilities to the config yet?
Juravis 6 Jul, 2016 @ 10:29am 
This can also be fixed by keeping the original "Reacts to violence" mod and just giving rulers Shadowstep... ;)
Juravis 6 Jul, 2016 @ 10:24am 
Here's a separate version.

Let's call it "Rulers React to Violence and Sometimes To Overwatch". It's not pretty but it will do.

http://pastebin.com/pkBfEG4L
Juravis 6 Jul, 2016 @ 10:19am 
Make it interesting. Put a 50% chance on Overwatch in "Rulers React to Violence" if you want a fix that's not too obtrusive. You'll have to also update Long Watch, etc.
Lepuroid 6 Jul, 2016 @ 10:05am 
Hey again. I've figured out some strange behavior with the first preset. It allows to put soldier on overwatch if this soldier is out of sight for the ruler. So this situation allows to lure the ruler with one non atacking soldier for the overwatch fire of the others. Pretty close to 1 turn for both sides per round and this makes rulers too easy.
P.S. Currently I've just unchecked 2nd DLC in steam for the ironman legend run :jarhead:
robojumper  [author] 6 Jul, 2016 @ 9:48am 
@Imperator1125
It allows you to change the way rulers get their actions. With the two presets in the description, one prevents the action if the ability isn't hostile, the other one has lower activation chances for non-hostile abilities. The third link is a link to a mod that gives rulers normal turns, it requires this mod.
Imperator1125 6 Jul, 2016 @ 9:44am 
Forgive my ignorance but what does this mod do exactly?
Lepuroid 3 Jul, 2016 @ 5:22am 
That would be truly great, if you could.
robojumper  [author] 3 Jul, 2016 @ 5:20am 
@Masque
I could probably include that option, but updating the mod would reset people's config and I don't want that. If you only want that feature, I might make a second mod that does only that (but would be incompatible with this one).
Lepuroid 3 Jul, 2016 @ 5:09am 
I've just thought that evac action is becoming available when unit is inside the zone, so there must be a trigger to differ it from all other moves. Honestly, it's the only thing I don't like - you just can't escape when you are not ready to fight.
robojumper  [author] 3 Jul, 2016 @ 5:05am 
@Masque
Not using the current implementation. Interesting idea nonetheless.
Lepuroid 3 Jul, 2016 @ 5:01am 
Is it possible to turn off just one situation? Just the moving soldier to the evac zone.
Trooper 1 Jul, 2016 @ 3:32am 
Thank You
robojumper  [author] 1 Jul, 2016 @ 3:15am 
Replace everything in the XComRISM.ini
Trooper 1 Jul, 2016 @ 2:36am 
How do i copy and paste the ini? should i remove the XCOMRISM? or paste the contents inside the XCOM RISM?
Juravis 30 Jun, 2016 @ 2:21pm 
Jesus thank god, the DLC is unplayable without this
Vortex ♀ Pixalation 30 Jun, 2016 @ 2:20pm 
It worked, Thank you
robojumper  [author] 30 Jun, 2016 @ 2:11pm 
I have no idea. I'd have to redownload Alien Hunters to check everything.
Vortex ♀ Pixalation 30 Jun, 2016 @ 2:10pm 
no... would that really work, the game doesn't say it is missing
robojumper  [author] 30 Jun, 2016 @ 2:08pm 
Have you tried turning it off and on again?
Vortex ♀ Pixalation 30 Jun, 2016 @ 2:08pm 
This is broken due to Shen's Gifts :(
Juravis 23 Jun, 2016 @ 4:13pm 
I didnt put Icarus Jump in "React to Violence".

If you want you can add:

+RISM_Info=(AbilityName=IcarusJump, PerkName=none, EffectName=none, IgnoreChance=100)

And

+arrFreeActionsToNotIgnore=IcarusJump

So the ruler will react only if the ability is free.
Juravis 23 Jun, 2016 @ 3:21pm 
Not my mod, it's Robo's. I just made an INI file for it!
robojumper  [author] 23 Jun, 2016 @ 3:04pm 
@Alphad0g
Yes, copy paste exactly one of them, overwriting anything that is by default in XComRISM.ini
Alphadog 23 Jun, 2016 @ 3:01pm 
hey ADVENT Avenger. Great mod. been hoping for a mod that basically rebalances the Alien Hunter dlc's ridiculously OP bosses. I like the fact this is basically a tiny nerf, and that it'll still be challenging, but maybe at least now, I can actually beat them w/o having to reload saves a dozen times. Quick question though: my understanding is subscribing isn't enough and will not edit the game files, but rather, I have to copy paste either one of the two .txt files in the links above to the steamapps\workshop\content\268500\683977672\Config\XComRISM.ini file, correct? Thanks.
Zenteck 16 Jun, 2016 @ 2:56pm 
Thanks for the mod and configs you two. Rulers should be tough, I get that. But not even being able to take positions for the fight without getting stomped is ridiculous. Anything less than a perfect overwatch trap and you're dead.