XCOM 2
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[WOTC] Randromedon
   
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Jan 5, 2021 @ 7:19am
Sep 26, 2023 @ 9:34pm
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[WOTC] Randromedon

Description
What is this?
Introducing the Randromedon ... the Random Andromedon Reboot.
This mod was a fun little idea. When you kill an Andromedon style unit and it reboots into the robot form, it has a chance to be on a different team or die outright.

Whoa .. How?
Well nicely enough, the base game switch includes an event that I hook into. The original switch spawns a new unit hard set to the ADVENT team.
I basically hook into that and repeat it but for a random result/team.

Configs
Options are in the XComRustyRandomReboot.ini
You can decide if an XCOM Andromedon is forced into an XCOM Robot. Default ON.

You can decide the percentage chance for the team to spawn on, including 'team dead'.
The default is setup for:
  • 25% Normal behaviour, ie Robot on ADVENT team
  • 25% Dead Outright, no Robot phase, turns into a high-cover statue
  • 10% Each of the other teams, XCOM, LOST, CIVS, FACTION1 and FACTION2

Yes, this means you could have andromedon shells working for lost, the resistance, 'hive', 'raiders', 'scp' or pure renegade!!

Bonus Stuff
I also have an option for andromedons and shells to get a mini-bulwark that provides cover but no additional armour. This just seems logical to me when paired with the 'dead cover statue'. Default ON.

Due to the issues of an XCOM rolled Andromedon not being able to Evac, activate an Acension Gate or use Lift Off Avenger, they now also get a player-use only ability called Short-Circuit Shutdown. This ability basically kills the unit on the spot and forces them into the same 'dead cover statue' that the random roll has the chance to do.

Compatibility/Known Issues
  1. Should work with any Andromedon Unit including;
    ABA:WOTC Primes , AHW:Advanced Dreadnaughts and Drome Domes
    Will also work for any unit that calls the 'AndromedonToRobot' event if they are added to the config. TBH I don't know of any more other than base game and the few mods mentioned above. Should have no issues with RPGO, CI, LWotC or Playable Aliens.
  2. There is a minor visual glitch as the unit swaps out. I did my best to minimise it, but the visualizer/action system is a bit past my knowledge scope. I was happy to get it working as well as it is.
  3. There is a minor visual glitch if an Andromedon becomes a 'statue' on a 2nd floor or higher building and you destroy the floor, they remain floating.
  4. Might have issues if an Andromedon becomes a 'dead statue' on a tile that you need to have access to (for example to set X4 or hack an objective), upto you to plan ahead.
  5. The reboot roll is done at random and will change if savescumming.
    Upto you if this is an issue.

Credits and Thanks
Many thanks to AngelOfIron on the discord for the idea
Many thanks to Iridar, MrNiceUK and Xymanek/Astral Descend in particular for helping me to understand enough of the visual system to make this work.
Really wouldn't be able to do my mods without all the help and support of the XCOM2 Modders discord!

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
26 Comments
Fringeart Apr 6 @ 8:33am 
Bug: after killing Adromedon, it dissapears, gets a glitchy enemy icon and blocks the enemy turn forever.

Solution: reload a few times and/or attack the glitchy enemy icon.

This helped me during my ironman mode playtrough and I thought I was done for. GL
WorldWalker128 Jul 5, 2024 @ 6:22pm 
Found another bug: This mod is not compatible with the Legacy Operations missions. If it goes rogue instead of dying it just stands in place and doesn't do anything (specifically it allied with Resistance), but if it turns into a statue the game soft-locks and will not re-select your units when your turn comes around again. You're stuck in that in-between moment from the enemy turn to yours forever.
Ehlookatthat! (She/Her) May 25, 2024 @ 3:04pm 
My new AI ally: Random Ai in a battlesuit that is essentially a blind awareness dog for alien militants! Or the Resistance in Retal. They deserve such a... dog.
Blessed mod.
RustyDios  [author] Feb 3, 2022 @ 2:47pm 
Andromedons by default have the WallSmash (and WallBreaking) ability. I think it's outside the scope of this mod to remove that ability, sorry.

I'll add it to my list of mod idea's to pursue :)
Zoinho1 Feb 3, 2022 @ 1:46pm 
Sound like a fun addtion.

Probably not related with this mod but could you remove the "Wall Smash" on andromedon alive form, is weird seeing they destroying cover that other units could use. Or like on the cover rescue missions, andromedon blows all the walls and door making easy to reach the cell with our soldier.
Andromedon shell is okay to have Wall Smash.
XpanD Aug 27, 2021 @ 7:49am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, led to some hilarious moments. Even got a free full cover out of it on the final mission, which ended up saving one of my guys!
Axios2002 Jun 3, 2021 @ 3:54am 
I love the idea, its like the suit malfunctioned when destroyed rather than being a separate entity from the pilot.
RustyDios  [author] Mar 27, 2021 @ 2:11am 
Yeah, the shuffle is the one part of the CCMM mod I dislike, and is from what I can see Personal Preference. Which is fine tbh ... but I would prefer if it done the fix, replaced/updated the icons and had -the option- to move the abilities. You might be able to use the Template Master Mod to move them 'back' to their normal positions, but I'm unsure of what the config commands would be.

If you find me on discord I'll happily share my local/personal mod with you, just keep in mind it would also have 'my' personal preferences in it, for an entire campaign. (Which also includes base game class tree reshuffles and various minor fixes and config edits.)

and yeah, I guess that is enough talk of a 3rd mod on this mods page.. lol
Nadarith Mar 27, 2021 @ 1:34am 
Wait, so the author made a fix that doesn't seem to fix anything and appears to be just a personal preference, then decided to not expose it to the config because... what, doesn't feel like its neccesary? i mean so is the shuffle?

wow, thats.. why? how? for what purpose? this feels like the advent armoury flamethrower all over again

personally if i could mod i'd probably rip the mod in half and reupload the overwatch all stuff separately, credit where credit is due but that mod as it is maybe the most user unfriendly mod i've seen here so far, completely unsearchable even when you know what to look for and with stuff that's beyond unnecessary labeled as a 'fix' and forced on the user, the reasoning of why is simply beyond me

i wonder how many people have seen those icons and recognized them as overwatch all/others but then could not find the mod they're in and gave up...

anyway i've talked too much about another mod instead of this one so i'll shut up now
RustyDios  [author] Mar 26, 2021 @ 8:59pm 
You'll only need the Core Collection Meta Mod and Overwatch All if you just want the new icons. You don't need any of the actual Core Collection.

I will consider releasing the Ability Icon shuffle mod as a separate thing, I change the ordering on a fair few things, but at the moment it's pretty burried/internal to my local/personal mod, and only 'works' because I have it local and loading after all workshop mods.

~But yeah the shift of those abilities to the end of the bar really p!ssed me off too, and even more that the CCMM does it without saying so or giving the option to NOT do it.. I had previously spoke with Iridar about it, but he doesn't feel it is something that warrants 'user' config/control......
TBH, the new icons are worth it though, and the CCMM does fix up some other 'popular' mods things too