XCOM 2
Ruler Reactions for the Chosen
Pencey  [developer] 27 Mar, 2021 @ 1:31pm
Balance and Compatibility Notes
Gameplay and Balance
The Chosen will not take Ruler Reactions until they've entered their 'Engaged' state: when they have seen the player, said their monologue, and started their normal combat behaviors. This means that the Warlock's spectral zombies, the Hunter's tracking shots, and the Assassin's initial concealed approach are unaffected by this mod.

All of the Chosen stronghold fights have been completed in test campaigns with squads of 6, using Debuff Ruler Reaction Chance to give XCOM some breathing room. This mod doesn't promise perfect balance; instead, pick your poison with other mods. Using Moddable Ruler Turns, this mod can support RNG-based reaction setups, or even normal Chosen turns with rare, unexpected reactions. With the addition of Chosen AI mods, these fights can become very deadly.

By default, the Chosen are no longer immune to Disorient or Stun. This means that Flashbangs can cancel out the Warlock's Mind Control, unlike in vanilla. In addition, the Disorient effect prevents the Chosen from using Kidnap or Extract Knowledge, making Flashbangs a useful last-ditch tool for protecting a Dazed unit. Players can add to or cut this 'Disorient-blocked abilities' list via ini edits.

The least balanced thing a reactive Chosen can do is summon followers near the end of XCOM's turn, when there aren't many options left to prevent flanks. By default, Chosen will not use summon abilities when XCOM has below 4 team-wide AP remaining. However, this is not applied to the Warlock's Spectral Army ability, so he has it as a low-HP last resort. This XCOM AP threshold mechanic can be configured, disabled, or expanded via ini edits.

Do note that, like normal Rulers, the Chosen are granted a normal turn AP for every 2 AP XCOM does not spend by the end of the XCOM turn.

Compatibility
If using Aggressive Chosen, open that mod's XComAI and comment out the lines below "Old extraction behavior" and "New extraction behavior."

This mod is incompatible with other mods that give the Chosen reaction-like effects, including:
  • Agile Strength Fix: This has an option to make the cut Chosen strength 'Agile' standard, granting the Chosen reactive movements when targeted by hostile abilities.
  • Chosen's Ruler Reaction: I haven't tried this mod, but it's worth noting that it does not use Ruler Reactions, instead repurposing some WOTC code for a cut sitrep called Juggernaut. From what I can tell it grants rulers 2 AP per reaction.
  • A setup that grants ABA's damage-triggered Prime Reactions for the Chosen, which can be done by following the steps in this guide.

Known Issues
The number of turns indicated when the Freeze effect ticks is off. With this mod active, it now proceeds like: XCOM sets Freeze, rolling a 2-turn duration. First Ruler reaction: Freeze ticks, still indicating 2. Second Ruler reaction: Ruler thaws. Third Ruler reaction: Ruler acts as normal. The total number of turns a Ruler unit is disabled remains the same as in vanilla, but the display is confusing.

Future Plans
An option to disable the 'Ruler Turn' HUD overlay can be forthcoming if people want it. (It would involve a class override, so it's out for now.)

Ideally, the 'Chosen Turn' would not trigger at all if the Chosen had no normal AP to spend, but for now, empty Chosen Turns occur. These only last for a second, but it would be nice to skip them.

The assassin will occasionally use her single Reaction AP to vanish, but remain in place. I may add a free movement AP here so it's less trivial to reveal her again.
Last edited by Pencey; 31 Mar, 2021 @ 1:02am