XCOM 2
[WoTC] Purge Priests
 This topic has been pinned, so it's probably important
Claus  [developer] 3 Dec, 2019 @ 9:28am
Bug Reporterino
Of the fire variety
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Showing 1-15 of 18 comments
Redrumm 3 Dec, 2019 @ 9:56am 
Hey Claus potential bug you mentioned I believe is related to immobilization effects in general. The same thing happens to me sometimes when one of those teamCX beserker cripple me, my character can't do a thing until I reload the save.
Claus  [developer] 3 Dec, 2019 @ 10:40am 
Very strange, i really don't know what could possibly cause it since all the effect is is a -100 debuff on mobility, it's nothing special at all.
Redrumm 3 Dec, 2019 @ 11:40am 
Maybe try changing it to -99?....lol ;)
Last edited by Redrumm; 3 Dec, 2019 @ 11:41am
Ran 6 Dec, 2019 @ 6:19pm 
I'm experiencing a semi-random ctd related to an error loading the perk "Mass Jail".
Nadarith 7 Dec, 2019 @ 6:44am 
For some reason when i kill Better Advent DLC Cryopriests while having this mod, i get ocassional Error detected attempting load of package: Perk_MassJail

what's up with that?
Just confirming the Jailed bug and noting a lead I discovered: when I tried to move my Jailed unit after doing the save/reload trick (because the move box/line UI is still there), I caused the bug to happen again for that unit.

So maybe the failed move command is somehow tying up the unit afterward? I haven't tested what happens if I don't try to move the unit because I'm dumb and have tried it both times I got jailed so far.

Edit: If I don't try to move the unit, then it is able to move again after killing the enemy that jailed it. But, it I do try to move the unit, it is seemingly stuck in place for the rest of the mission even after killing the enemy.
Last edited by Willow Griffinclaw on Levi on FF; 7 Dec, 2019 @ 11:41am
Claus  [developer] 8 Dec, 2019 @ 4:33am 
Very strange, i'll see if i can make the ability work differently when i update the mod with the reveal animations, maybe that'll fix it. As for the Mass Jail perk error, there have been errors like these in the past with any number of random perks, some of you may remember an error about "Perk Psi Cloud the Mind" doing the rounds recently, there's a bug fix for that but reading the comments on that mod, it seems that the issue is caused when you have a mod that either uses an incorrect method to load the perk content packages, or maybe, when you have mods loading perk content packages in different ways.

The tl;dr: is that it could be caused by a mod conflict, reading the comments on that bug fix mod(that bug fix mod wont help in this case btw, at least i don't think), 2 mods that could be the culprits would be the Flame Viper mod and the Advent Warlock mod, so if you're using either of those mods and are up for some bug testing, you can try removing those and see if the issue persists.
However, the issue also seems to be connected in some way to the Chosen Warlock, in which case there would be nothing i can do, well, other than removing the Mass Jail Perk Content package(which is what causes the "jail" particle effects to appear on affected units). So, let me know how it goes. Alternatively if you just want to get rid of the problem and either you're not using the Warlock/Flame Viper mods, or you don't want to stop using them, you can just go to the XcomGameData.ini, and remove this line "+PerkPackage=Perk_MassJail". That'll get rid of the problem.
But then the error will probably jump to a different PerkPackage lol.
Nadarith 8 Dec, 2019 @ 12:55pm 
Well while i do use the Advent warlock mod, for some reason the perk error only happened when i killed the advent cryopriest from ABA dlc mod, and it was only about 1/4 of the time, and there were no purge priests on the map (but there was one warlock), i also didn't have any perk error problem before i got the purge priests, and i had the warlock and ABA for a very long time, i'll just remove that ini line you suggested and see what happens

another bug which i think IS one, on the first mission where the purge priests actually used their weapons (before that i managed to murder them before they did anything, note this was the third mission where i had them), they didn't hit anything, as in, not a single shot did, and they shot at me at least 10 times, i also have extended information mod and the weird thing was, their hit and crit change was stated to be 0% every single time they fired, i will also note i didn't get closer than something like 6 tiles max so it was mostly long range fire with some medium range shots, but still (and the one time one purge priest decided to chain lightning my ass that one worked and did damage to 3 of my soldiers, but then the priest got reduced to one hp because i have psionic feedback resistance order so whatever, so that ability is fine at least)
Last edited by Nadarith; 8 Dec, 2019 @ 1:03pm
Claus  [developer] 8 Dec, 2019 @ 3:12pm 
Their guns have crap range, the Exalted Ones probably wont hit you unless you're within 6 tiles, and the normal ones within 4. So that should be working as intended.

As for the perk stuff, interestingly enough it looks like the ABA DLC mod does have a perk content package for the CryoPriest, and it looks like it uses a highlander helper function(from the community highlander) in order to load it, which is different from here where this doesn't need the highlander at all. Also i should mention that the Advent Warlock mod uses a third different method to load perk content packages, these issues by the way started with the release of WoTC, in vanilla you didn't need any esoteric code sorcery to load perk content packages so this issue didn't exist back then.
Just to be clear though, i'm not 100% sure whether this is the issue or not, as far as i know, no one knows for sure what causes this perk content error, and i for the life of me can't even begin to imagine what would cause it to break in such a way, but i am willing to bet that it is caused by a mod conflict of some kind.
Nadarith 8 Dec, 2019 @ 10:49pm 
Should the priest not go for shots that will obviously miss then? instead try to move closer or something? i don't think i've ever seen any other AI take shots with less than 20% hit change, much less 0%
Claus  [developer] 9 Dec, 2019 @ 8:44am 
They should prioritize using their abilities, but if they're on cooldown they will shoot their guns. And the starting purge priests only have 1 ability, so they'll be firing their guns relatively often.
Nadarith 10 Dec, 2019 @ 1:14am 
But they take shots that simply cannot hit, that's a wasted action, they also overwatch on rooftops with guns that cannot hit when the enemy is more than 20 tiles away and so the overwatch WILL activate upon movement 20 tiles away and hit never which makes overwatch a wasted action for them too, no enemy in the game, modded or not, does this, if they really can't do anything else then they should simply move closer... honestly it looks like they could use to have a sidearm, or some kind of sprint ability that gives them 2+ mobility on their next turn, or manual override that is turn ending and lowers the cooldown on purge bolt by 1, or a steady weapon ability that gives +10 to their aim on the next turn... anything they can use to consume if they can't move closer and could use instead of taking a 0% guaranteed to be useless shot

i'm pretty sure any other enemy when faced with 0% shots will just move closer or change cover, so it sounds like their decision tree could use some adjustment, anything that stops those shot missed: 0% to hit flyovers, they are SoD breaking

though to be honest the 'takes 0% shoots all the time' issue my be exaggerated for me due to the fact i flashbang everything, all the time, forever (my mod configuration ensures that i'm always horribly outnumbered even when i have 16 soldier squads, so i have a mod for infinite starting items, no unique restrictions and 2x charges per grenade, so there's always a flashbang ready to use somewhere), i certainly don't see anybody else complaining about it

also, a suggestion, the exalted bishop could just be named archbishop, and the actual archbishop could be renamed to cardinal, that sounds like more natural name progression
Last edited by Nadarith; 10 Dec, 2019 @ 8:34am
RakkoHug~<3 19 Dec, 2019 @ 4:18am 
I am not sure if this is bug or not, but Archbishop's Fire AOE can panic XCOM agents with fire immunity.

Thank you very much :)
Claus  [developer] 22 Dec, 2019 @ 2:20pm 
Nope not a bug, it's to make the Archbishops dangerous even if you go full fire immunity against them lol
AKA Illogical 18 Oct, 2021 @ 5:41am 
Purge Priest seem to be able to target units without line of sight with blazingstorm/melting stream. Not sure which ability it was, they were in the fog of war, had a character hidden on a different floor with no LoS on any advent, and was fired at through the floor.
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