XCOM 2
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[WOTC] Yellow Alert Gameplay (Unsupported)
   
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Aug 25, 2018 @ 3:09pm
Aug 11, 2019 @ 8:43am
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[WOTC] Yellow Alert Gameplay (Unsupported)

Description
New version can be found here. https://steamcommunity.com/sharedfiles/filedetails/?id=1964595004

This mod creates a more challenging and realistic gameplay using the yellow alert mechanics in XCom 2 and Long War 2. The following causes trigger yellow alert for enemy pods:

DetectedNewCorpse
DetectedAllyTakingDamage
DetectedSound
AlertedByYell (Caused by Civilians)
SeesExplosion - actually works by hearing explosion
SeesAlertedAllies

This mod removes the line of play and movement cheats that you see in vanilla and instead uses yellow alerts for units that are out of sight but close to the action.

Once in yellow alert, pods are aware of Xcom's presence and use both action points to run around while performing its assigned job or running towards the area of the alert (usually within sight of XCom). No more pods walking around one tile away out of sight, they will respond to alerts within range and investigate them immediately.

AI TO AI Activation outside Xcom's vision
By Default AI to AI can trigger reveal when they take fire or damage from each other. This is useful on retaliation missions when a friendly militia soldier fires at advent, they activate immediately and fight back rather than stand there and take the damage. This can be disabled in the YellowAlert.ini.

Another option is to enable AI to AI sight activation. This activates any AI units that see other enemy AI units, excluding civilians. By default this is disabled.

Green and yellow reflex actions
During the alien turn, enemy units now have a chance to gain an extra action point once revealed.
Pods on green alert that are not aware of any enemy presence by default have a 20% chance to gain a reflex action.
Pods in yellow alert, who are suspicious, and aware of a threat, have a 40% chance to gain a reflex action, only if they had not used both actions to move. There is a 5% chance reduction with each successful reaction in a pod. This feature can be disabled and the chances configured in the config file.

NEW!! Rapid Reinforcements
Aliens now act on the turn after they reinforce
Can be configured in the YellowAlert.ini
bRapidReinforcements = false by default, set to true and reinforcements will be able to attack when they spawn
ExtraReinforcementDelay = 0 ; You can increase the number of turns to delay the reinforcement once a flare is placed
Credit goes out to Beagle and GrimyBunyip for the original rapid reinforcements mod

MOD CONFLICTS
Dynamic Pod Activation
Random Enemy Movement - Incorporated into this mod, no need to subscribe to it, fully configurable
Rapid Reinforcements
Hero Rebalance - Skirmisher - Is compatible, but you have to do some work
Follow the instructions on that mods description to disable the class override XComGameState_AIReinforcementSpawner
https://steamcommunity.com/sharedfiles/filedetails/?id=1557499446

Many Configuration options in this mods config/XcomYellowAlert.ini.
Upthrottling and downthrottling can be enabled in config/XcomAI.ini by adding semicolins or deleting to the last six lines.

Because of the added difficulty I recommend using Dynamic Encounter Zones to spread out the pods on the map. https://steamcommunity.com/sharedfiles/filedetails/?id=1854949514

Thanks to the long war mod I was able to borrow most of the code from them.

Safe to add or remove mid campaign, but not during tactical.

CLASS OVERRIDES
XComGameState_AIUnitData
XGAIBehavior
XGAIBehavior_Civilian
XGAIPlayer
XComGameState_AIGroup
XComGameState_AIReinforcementSpawner
266 Comments
RedDobe  [author] Jun 6, 2020 @ 3:32pm 
@MrShadownCX - as Astral pointed there is no reason to take this mod down. I will keep it up but just won't support it. If you don't mind providing some feedback, what are your problems/dislikes with the newer version? Is it gameplay issue or just personal preferences? The point of 2.0 is to improve the mod, not downgrade it, so feedback would be helpful. Thanks.
MrShadow Jun 6, 2020 @ 9:44am 
@RedDobe, please dont remove this version completely once you move over to the 2.0 version. To be 100% honest, I much more prefer this version over the additions youre doing in 2.0. Some things in 2.0 Id not really care to play with and if you remove this version, you will break a lot of people games in progress.
Gguy Apr 12, 2020 @ 4:05pm 
I enabled AI to AI activation, but disabled pretty much all of the reflex actions. I did this because i wanted the enemy units to be more aware of their surroundings (reacting to general noise, explosions, screaming, allies being attacked near them, attacks from other npcs...) but i didn't want them to gain any unfair advantages such as free offensive actions.
Tiger's Eye Apr 11, 2020 @ 8:41am 
Is there a mod that "exports" the yellow alert mechanic from LW2 that works without WOTC?
TAKEDA 🔴 SHINGEN Apr 2, 2020 @ 8:03pm 
I don't understand what this mod do lol.
GreatPalm Mar 13, 2020 @ 2:12am 
but i do like this mod, it is great
GreatPalm Mar 13, 2020 @ 2:10am 
yep. especially with mods that adds units/adds abilities to units with controls, grabs and nades. ABA, MOCX initiative and other raider factions. With yellow alert you will almost always face enemy count two-three times more than yours, and with mods as above they will spam nades(destroying cover, setting on fire, destroying armor), they will spam fokeng stasis, panic, mindcontrol, and what is most fun they will hook your tanky full hp boi and kill him within same turn. It suck when ai has 'chance to insta kill' just cause.

I play on ironman veteran double hp(second wave) and i never sucked so hard. Even +2 squad sucks in early game. But +4 will be op and boring.
hunt showdown hoedown Mar 10, 2020 @ 7:58pm 
More immersive for sure, but on Commander+ it makes the game pretty unfair. There's not much you can do when a dozen enemies come running across the map. It'd be fine if there were more stealth options, but since most missions force combat, it leads to unwinnable situations.
RedDobe  [author] Mar 9, 2020 @ 3:54pm 
@Astral - good point. Will do.
Astral Descend Mar 9, 2020 @ 1:57pm 
> Once [...], I will remove this version completely

I would highly advise against that - you can break one's save if you happen to do that while they are in a tactical save (steam will quietly delete the mod from everyone's pcs). A much better approach is to put an "[OBSOLETE]" prefix in the name