XCOM 2
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Wrath of the Chosen AI Pack
   
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16 Oct, 2017 @ 5:12pm
12 Oct, 2019 @ 1:30pm
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Wrath of the Chosen AI Pack

Description
An unchained AI for the Chosen. As usual, this also includes some gameplay changes to accomodate balance and smarten up the AI.

Please note that this AI is unfair in a sense, it is considered a difficulty mod. It does not cheat however.

-= ALL CHOSEN =-
- All chosen have 3 Action Points like a Sectopod starting at their 1st level up (the basic Chosen you meet at the start still have 2 AP and are more than a match for rookies).
- All Chosen now behave very intelligently in battle, expect to be punished for playing badly (dont stay flanked, keep a good 1 1/2 movement distance if you can which is about 1 screen away).
- Most chosen do not end their turn when firing.
- The Chosen have a chance to daze you then abduct you in the same round. This is not systematic, you'd have to make great tactical mistakes for this to happen. Keep a good distance at all times. You could also be unlucky, but then again, this is XCOM. I tried to minimize the unfair scenarios.

-= CHOSEN HUNTER =-
- No longer uses the lame Tracking Shot. Instead, the Hunter now gets to use Longwatch. Since he has unlimited vision, this means the entire board is threatened if there are no walls (which is almost never the case).
- Chosen pistol actions do not end the turn (Quickdraw). This includes Tranq Shot.
- The hunter gets Cool Under Pressure and Guardian. I strongly suggest while he is on the map and semi-active to watch your step. The flyover will show where he is however to give you a generic sense of where not to step. You should adapt to this change.
- The Chosen Sniper will hang back, but not in a stupid inactive way.
- The Chosen Sniper IS CAPABLE of firing from the fog of war instead of Longwatching, mostly if you leave yourself WITHOUT COVER. This is a normal punishment mechanism.

-= CHOSEN ASSASSIN =-
- Parting silk no longer automatically hits. It now takes into account smoke, defense and the like. It has +10 to hit, so the maximum the Assassin can reach naturally is 95 Aim at Tier 4.
- The assassin will start the game and then immediately chase you down. She is the most aggressive of all 3.
- The assassin now remembers that she is carrying a giant shotgun, and will start using it accordingly.
- The assassin has no qualms with just starting the round invisible, swording an XCOM unit, moving to cover then shotguning it. Youve been warned.
- Parting Silk has a 1 turn cooldown, the Assassin cannot melee multiple times in the same round (that would be crazy overpowered).

-= CHOSEN WARLOCK =-
- The Warlock just realized he is carring a gigantic rifle, and will start to use it intelligently.
- The Warlock no longer just stands back and zombies you to death, he will chase you down from the start (at about half the rate of the assassin). He will still zombie occasionally.
- The Warlock was given Cool Under Pressure and Guardian. Honestly if you get hit by his Overwatch, you deserve to just die right there. It's easy to counter, stay attentive.

-= LIMITATIONS AND BUGS =-
- Vanish sometimes does not remove itself when the Assassin is flanked before she makes her speech. This is somewhat alleviated with my "reveal at the start" code which forces the Engaged behavior. It can still happen.
- The Chosen have the same behavior against The Lost than before. This is likely going to be fixed in future releases if the Chosen are found to behave poorly in a 3-team scenario.

-= SOME COUNTERS =-
Need advice to fight the new AI?

Chosen Assassin: Scanning Protocol, Battlescanners, Bladestorm. She is very aggressive and hot headed just like the videos, you can bait her to come to you. I'm sure you can lay an Overwatch trap, but you have to be clever because she will not simply walk into an overwatching squad. She's very fragile because of her melee and is easy to flank.
Chosen Hunter: Shadowstep, Lightning Reflexes, Aid Protocol + Dash. The Hunter is weak against a full XCOM team, but is strong acompanied. Clean up the soldiers first before taking him on. Also, keep high ground and stay out of sight, force him to move.
Chosen Warlock: Mind Shield. The Warlock is straightforward, dont make big mistakes and you should be fine. He is the most average of the 3. When the Warlock finishes Spectral Army or Sustain ends, you really shouldnt stay close to him or risk getting kidnapped. Stay one and a half movement away minimum at all times.

-= BUGFIXES =-
- The Warlock will (hopefully) no longer teleport a unit that is suppressed or is suppressing something.
- The targeting AOE of all chosen is mostly improved.

-= BUG REPORTS =-
- It is very difficult to playtest the chosen properly, please report any weird behavior or anything that doesnt work.

-= KNOWN ISSUES =-
HUNTER SHOOTS PISTOL FROM WAY TOO FAR
This is a base game bug with Farsight and the game not checking correctly if it has non-zero aim also. This cannot be fixed with an AI patch. I have however tried my best to make the Hunter not fire from outside his range in my New Range Tables mod by giving him -100 at 18 or more tiles. Firaxis attempted to fix this by giving the Pistol a fixed range, but from tests this value is totally ignored. If the Hunter is Pistol Overwatching, it will trigger from outside of his range also (and miss probably).

CHOSEN IN GENERAL DO NOT BENEFIT FROM HEADSHOT THE LOST
Can't be fixed here, it's unfortunate. Headshot is also not a separate ability, it's been implemented in a hacky way which makes it not fixable easily by simply giving the Headshot ability to the Chosen (because that ability doesnt exist).

HELP I GET KIDNAPPED/EXTRACTED A LOT
This is actually not an issue, it's just that the base game Chosen didn't do it much. You should be prepared at all times and keep your distance. In order to help you just a bit, the Chosen Hunter doesn't have 100% chance to hit with Tranq Shot anymore (but it's still pretty high) and the Warlock will not open with MindScorch on his first action always. Also, bring some Mind Shields or Solace. Abductions are an integral part of the Chosen mechanism, and they are not much of a threat if it never happens.

*******************************************************************
*** WARLOCK DOES NOT USE ZOMBIES ANYMORE ***
*******************************************************************

Valid since 06-03-2023
Once you install this mod, please make the following manual adjustment:
+CORRESS_ACTIONPOINTCOST=2
change this line so it reads:
+CORRESS_ACTIONPOINTCOST=1
FILE PATH:
"C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1171735209\Config\XComGameData_SoldierSkills.ini"
I do not have access to ModBuddy anymore it was removed from the SDK, please make the change manually.
This is a text edit, just change the 2 to 1 then save and exit. Nothing more.

-= MOD REQUIREMENTS =-
The list mods are not OBLIGATORY, but they all work in synergy. You can use this mod independently, but i listed the mods for completeness.

-= COMPATIBILITY =-
Not compatible with other Chosen AI mods.
Probably compatible with ABA, i dont think it has Chosen AI in it.
Compatible with my Additional Enemy Perks, this further increases Chosen power.
Incompatible with Dynamic Pod Activation.

-= TLE DLC =-
NO IMPACT ON THIS MOD. Should work 100%.

-= VERSION =-
ChosenAI V1.31 12-10-2019 Chosen Hunter movement and retaliation fixes
Popular Discussions View All (1)
1
4 Dec, 2017 @ 12:11am
Im a fan...
Nephalem
394 Comments
william09703 8 Feb @ 8:25pm 
I wonder if this can work with "A Better Chosen"? since both touch ai behavior?
Juravis  [author] 25 Jul, 2023 @ 3:47pm 
Yes they work in synergy!
Morianthi 25 Jul, 2023 @ 3:16pm 
Nvm. Stupid question, Yellow Alert is one of this mod's requirements.
Morianthi 25 Jul, 2023 @ 3:14pm 
I only found this mod just now, when I have already downed 2 of the Chosen. Sad. How about Yellow Alert Gameplay v2, is this compatible with that mod?
Mr. Sinister 6 Mar, 2023 @ 6:27pm 
Yeah, I'm pretty sure it's a bug that's not caused by mods. I found a couple more reddit posts talking about it here -

https://www.reddit.com/r/XCOM2/comments/bthw0w/the_chosen_bug_again_anyone_knows_the_reason/

And here - https://www.reddit.com/r/Xcom/comments/mn0u5x/is_this_a_glitch_with_the_assassin/

The first one uses only a couple of basic mods, and the 2nd one was on playstation with no mods. Going to try and reinstall.

Thanks for the responses, was wondering if you'd ever heard of it.
Juravis  [author] 6 Mar, 2023 @ 4:59pm 
You can switch the difficulty mid-game before the landing, youll instantly see if its a bug or not. If the chosen instantly goes down to 15 HP its a difficulty level issue and might be caused by a or my mod somewhere. If she still has 35 its almost 100% a firaxis bug.
Juravis  [author] 6 Mar, 2023 @ 4:57pm 
I'll try to convert the mod to a Visual Studio Project but thats going to be painful.

As for the Chosen on downed UFOs the only thing I do is allow for the mission to happen, I don't change anything else from what the game populates on that map. If the map decides to put some Chosen and you didn't even encounter them yet, that sounds like a base game bug. It could only be fixed by Firaxis (or by a good modder).
RedDobe 6 Mar, 2023 @ 4:36pm 
That’s a bummer that you can’t update this. Hopefully people read the comments and change that themselves.
Mr. Sinister 6 Mar, 2023 @ 3:27pm 
Most of the mods I play with are cosmetic or bug fixes. Yours is the only few I play with that buffs the enemy.

I have your UFOs From Day 1 mod, and on my 5th or 6th mission, it gave me a downed UFO and the Assassin showed up at the end with 35 health, 2 armor and is 1 shotting everyone with 9 damage. I haven't even discovered the Assassin yet on the Geoscape, just the Hunter and Warlock.

I saw a Reddit post here, but that's the only instance I could find of someone else having this problem -
https://www.reddit.com/r/Xcom/comments/9mp3gt/is_the_assassin_meant_to_be_this_strong/
Juravis  [author] 6 Mar, 2023 @ 12:19pm 
This mod does not alter Chosen HP values, sorry. The file with Chosen stats isn't even there (XComGameData_CharacterStats).