XCOM: Chimera Squad

XCOM: Chimera Squad

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Sleeper Agent
   
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Tags: Agent, Sleeper
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13 okt 2020 om 23:34
15 nov 2020 om 20:31
25 wijzigingsnotities (weergeven)

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Sleeper Agent

Omschrijving
New squad ability: Sleeper Agent.

Turns a humanoid (if it can be bound by a snake, it's humanoid), non robot non civilian unit to your side. The target must not be impaired in any way (stunned, panicked, burning, disoriented, rooted) or berserk. It can be damaged however.

You do not have to see the unit, you can use comms to activate it across rooms and walls. It's really awesome.

It requires 2 Action Point and ends your turn.

The effect is permanent and will persist even on evac (V1.1)

-= SUCCESS CHANCE =-

The chance to succeed is a contest of will between the Reclamations unit and the target (BASE + Source Will - Target Will). Use a unit that has a high Will score, like one of your Psis.

Units immune to Psi or Mental cannot be subverted.

-= SHARED CHARGE =-

If you use Sleeper Agent, you cannot use Team Up and vice versa. Both abilities now share their activation.

-= DURATION =-

The effect is permanent (duration wise), but if the initiating controller dies the unit is freed. The unit is also freed if an ally has Solace (which can only happen if you use my other mods) and they enter the radius. And of course, the unit who initiated the control leaving the battlefield is also a big no-no.

Once you initiate the control, the target unit does not change positions in the timeline. Be careful not to control a unit that is near another hostile that has it's turn next, because your ally will probably get shot.

-= VISUAL EFFECTS =-
XC:CS doesn't allow new effects to play properly, so the ability is bare-bones graphics wise. No special lights or anything, but it works.

-= CONFIG =-
You can edit the chance the effect succeeds in this mod's INI file, the default is 75% base then modified by both unit's will values. You can also change how much it costs to use.

C:\Program Files (x86)\Steam\steamapps\workshop\content\882100\2257271250\Config\XComSleeperConfig.ini

-= OVERPOWERED =-
Probably. I suggest playing at a high difficulty if you use this.
16 opmerkingen
ADVENT Avenger  [auteur] 12 jul 2022 om 17:24 
Yes if you prefer to have the unit shot, go right ahead ;)
Eshtian 12 jul 2022 om 15:30 
"Be careful not to control a unit that is near another hostile that has it's turn next, because your ally will probably get shot."

You mean a distraction?
ADVENT Avenger  [auteur] 4 jan 2021 om 19:29 
That would not be the same kind of mod, but it's doable. It's more RealityMachina style, look at his mods for civilians mods with guns. I use it.
Tommy Gray x Land Raider 4 jan 2021 om 19:19 
I wonder if you can make it so that the sleeper could be extracted, so the mission could end sooner, instead of using it as a rearguard; mission ends when it is KIA.
到二仙桥走成华大道 17 dec 2020 om 17:35 
GOOD
JumpyJohnny 4 dec 2020 om 17:30 
you deserve it
ADVENT Avenger  [auteur] 4 dec 2020 om 16:52 
Thanks chief
JumpyJohnny 4 dec 2020 om 16:26 
also here you go take an award
JumpyJohnny 4 dec 2020 om 16:26 
oh my god man thank you this sounds amazing I already know this is gonna be amazing
lechkingofdead 24 nov 2020 om 13:31 
but i do see what fight man is going on about sence the game has no mp. and i tihnk xcom 2s mp is just dead