XCOM 2
185 ratings
[WOTC] More Dark Events: Enemy Abilities
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.294 MB
Feb 18, 2020 @ 11:02am
Mar 27, 2021 @ 9:53am
12 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] More Dark Events: Enemy Abilities

Description
This mod adds 14 new Dark Events, each of which gives a specific group of enemies a new ability. I highly recommend using this mod with the Second Wave Option Grim Horizon active or using the config option to make these Dark Events permanent without Grim Horizon to ensure they're more than a minor annoyance.

Dark Events
    ADVENT:
  • ADVENT Targeting Uplink: After an ADVENT soldier hits a target with an attack, all nearby ADVENT soldiers gain bonuses to aim and critical chance.
  • ADVENT Defensive Tactics: When an ADVENT soldier dies, all other nearby ADVENT soldiers gain bonuses to defense and dodge.

    Robots:
  • Electromagnetic Shielding: While armored, all ADVENT robotic units are immune to stun and freeze effects and gain increased hack defense.
  • Adaptive Servos: All ADVENT robotic units receive improved adaptive actuators. After losing all armor, they gain bonuses to mobility, aim and defense.

    Vipers:
  • Malicious Instincts: All Vipers receive bonuses to aim and damage on attacks against targets suffering from Burning, Poison, Acid, or Bleeding.
    The damage bonus only applies to direct attacks, not damage-over-time effects.
  • Mutated Glands: All Vipers deal increased damage with abilities that deal poison, acid, fire or psionic damage.

    Sectoids:
  • Solace: All Sectoids gain the Solace ability, shielding themselves and nearby allies from all harmful mental effects.
  • Battle Premonition: All Sectoids gain the Battle Premonition ability. Units with the Battle Premonition ability do not trigger reaction fire. While healthy and unimpaired, they receive massive bonuses to dodge and defense.
    Lowering the Sectoid's health below a certain threshold or disorienting / stunning them will remove the dodge / defense bonus.

    Berserkers:
  • Intimidating Presence: All Berserkers gain the Intimidating Presence ability, lowering the aim, mobility and will of all organic enemies in their vicinity.
    Does not apply to robotic units or soldiers who are immune to mental status effects.
  • Unstoppable Force: All Berserkers gain the Unstoppable Force ability, making them immune to poison, stun, Chryssalid poison and mental status effects.

    Mutons:
  • Combat Hardened: All Mutons gain the Combat Hardened ability, making them highly resistant to explosive damage and critical hits.
  • Close Combat Specialist: All Mutons gain the Close Combat Specialist ability, granting them a free reaction shot with their primary weapon at any visible enemy within four tiles who moves or fires.

    Chryssalids :
  • Eviscerate: All Chryssalids receive large bonuses to aim and crit chance when attacking wounded targets. Melee attacks against organic targets heal the Chryssalid for a percentage of damage dealt.
  • Nimble Claws: After hitting an enemy with a melee attack, Chryssalids gain bonus mobility. After taking damage, they gain bonus dodge.

Almost all values can be configured and all Dark Events can be made permanent even without Grim Horizon in:
XComDarkEventAbilities.ini
and
XComDarkEventSettings.ini
These files can be found under the path:
Steam\steamapps\workshop\content\268500\2001236323

Additional Dark Events may be added at a later point and the values are subject to change as I attempt to make these as balanced as possible.

If you want to report a bug or have suggestions on how to improve the balance of this mod, please use the appropriate discussion thread.

Compatibility:
This mod should now work with [WOTC] EU Aim Rolls.

The mod is highly compatible with mod-added enemies from your favourite mods, such as:

This mod is compatible with pretty much any other Dark Event-related mods, such as:

This mod should be safe to add and remove during a running campaign. No guarantees though.


Thanks and Credits
ChrisTheThinMint for brainstorming some ability ideas.
Iridar & RealityMachina for their code snippets I took "inspiration" from.
The CX & X2 Modding communities, especially Iridar, Mr. Nice, Musashi and robojumper for answering every single one of my dumb questions!
dotvhs for some icons parts from New Target Icons I used for the Berserker abilities.
Xylthixlm for XModBase and XPerkIconPack.
Mister Gruffle for helping me out with some custom ability icons and for his entertaining Youtube series that gives me new ideas for mods.
Popular Discussions View All (2)
15
Feb 19, 2020 @ 9:14am
PINNED: Feedback and Suggestions
bstar
6
Oct 15, 2023 @ 6:25pm
PINNED: Bug Reports
bstar
95 Comments
bstar  [author] May 8 @ 1:25am 
Not really modding right now, so no idea when/if I'll get around to it.
Iridar May 7 @ 4:26pm 
Hi. This mod causes some redcreens on game launch. Please fix.
bstar  [author] Sep 29, 2023 @ 6:58am 
The permanent DE toggle is in XComDarkEventSettings.ini. Added that to the description.
Unrealtairo Sep 28, 2023 @ 10:35am 
"Almost all values can be configured and all Dark Events can be made permanent even without Grim Horizon"

How? There is no reference to that in the config, only duration of the abilities themselves. And it's a pretty tiny file lol, so would be hard to miss that.
Thalioden Sep 12, 2022 @ 5:13am 
@mario taking a piss, have you tried Dark Events Manager ?
hunt showdown hoedown Sep 12, 2022 @ 12:04am 
I wish there was an option to disable certain events. The Muton Close Quarters Specialist event can cause lockups with mods that add a similar ability to other units.
Dragon32 Jun 9, 2022 @ 6:28am 
@Crazyduck
It shouldn't do anymore now that EU Aim Rolls has updated. No-one's confirmed that though. See comments in August.
Crazyduck Jun 8, 2022 @ 11:59pm 
Descriptoon says there is a conflict with EU aim rolls. How does it conflict? Are certain dark events not working with it? Or it cancel eu rolls after certain DE are applied?
silverleaf1 Mar 7, 2022 @ 11:59am 
@bstar They do show up. I was so far along in my campaign with none showing that I began to wonder.
bstar  [author] Mar 7, 2022 @ 8:23am 
@silverleaf1 I don't see why they shouldn't be displayed there.