XCOM 2
[WOTC] Cant Execute These Enemies
48 Comments
Dragon32 Dec 31, 2024 @ 3:30am 
@Explode
You can edit the mod's .ini if you'd like
Explode Dec 29, 2024 @ 1:42pm 
I understand not wanting the chosen and rulers to not be one-shottable, but things like berserkers and sectopods? You'd be making the repeater completely useless
Sensei Wu Feb 25, 2021 @ 6:21am 
Installed it midgame, CJ was in a hurry and executed both Julian and the Berserker Queen nonetheless. (but still couldn't follow the train)
Beta Strike were enabled and maybe it's just a mod compatibilty issue. Do you need annother mod, that updates the upgrade effects for midgame installations?
Daddy Takeda Apr 5, 2020 @ 9:23am 
What line should I add for the Cryssalid Queen?
MrShadow  [author] Jan 10, 2020 @ 2:01pm 
Yes you can activate it mid game
DareDevil Jan 10, 2020 @ 12:03pm 
Can I activate this mod mid-playthrough? Or do I need to start a new save?
MrShadow  [author] Dec 22, 2019 @ 9:18am 
one mod will always override the other
HandsomeCaveman Dec 22, 2019 @ 1:46am 
So I've accidentaly activated both this mod and [WOTC] Better Repeater at the same time. I still get executions but not on the listed excluded enemies -- at least not yet.
MrShadow  [author] Aug 22, 2019 @ 7:00pm 
well thats easy to add if you want to do it. Just copy the Alien names into the INI yourself like +IMMUNE_UNITS=Viper and +IMMUNE_UNITS=Sectoid and so on. real easy to add or remove what you want in. Even modded enemies too
DERPKING1991 Aug 22, 2019 @ 6:42pm 
Maybe just a little bit but i really mean just add all the aliens on it and not the trooper type guys I dont mind one shooting the troopers XD
Other than that I love this mod either way it helps a lot when facing the big guys in the game and the alien mods
MrShadow  [author] Aug 22, 2019 @ 4:01pm 
I sense some sarcasm there ;) This list is meant to be for boss and larger type enemies I FEEL should never just be one shot killed. To be honest, I feel the execution effect should have been an ability just for the Sharpshooter and not tied to a weapon mod.
DERPKING1991 Aug 22, 2019 @ 7:27am 
Should just add all the aliens to this list
Noob Train Jul 30, 2019 @ 8:25pm 
This mod is essential for my game. Great job! I can't figure out why this mod doesn't have 30K subs.
Deadput Jun 29, 2019 @ 9:24am 
Alright sounds good.
MrShadow  [author] Jun 29, 2019 @ 8:27am 
Will add it as soon as I get to the PC
Deadput Jun 29, 2019 @ 1:31am 
Sorry to bother but any chance to add the Forged Sectopod among the list?

The unit name is ForgedSectopod
☩A Smol Drorb☩ Jun 19, 2019 @ 1:55pm 
fair said, was only curious as it seems to be mods that try and remove the RNG out of a RNG strategy game are everywhere, nothing hard meant from it, just curious
MrShadow  [author] Jun 19, 2019 @ 5:41am 
Because some extreme gamers like a challenge and don’t want to insta kill the larger and boss enemies and would like to have the satisfaction of working to kill a tough enemy. This mod isn’t for everyone sure. But the option is good for those that want it.
Deadput Jun 19, 2019 @ 12:42am 
Because insta killing a boss enemy is cheap?

It's not really playing the game your just skipping content by insta killing something.
☩A Smol Drorb☩ Jun 19, 2019 @ 12:41am 
Call me a scrub but isnt RNG literally the name of the game here considering you can still have a 98% CHANCE TO HIT only for RNG to take it to a miss? Why would you knee cap yourself with this mod? (Just asking for curiosities sake cause i feel interested)
Deadput Jun 9, 2019 @ 2:06pm 
Sectopod_Markov is Julian's Sectopod
Valvatorez(Cox Cable = awful ISP Jun 9, 2019 @ 1:59pm 
How would I go about adding Heavy Mecs, Andromedons and Julian's Sectopod to this?
MrShadow  [author] Jun 8, 2019 @ 8:40pm 
well that should be a given as tactical suppressors are reworked repeaters
darkdill Jun 8, 2019 @ 8:25pm 
WARNING: This mod should not be used alongside the Tactical Suppressors mod, as it'll override that mod's effects.
Dragon32 May 28, 2019 @ 2:15pm 
@RagedSilencer:
No. This mod isn't set-up to use MCM.
SilentVigil May 28, 2019 @ 1:24pm 
Can the Mod Config Menu mod change the .ini file from options?
MrShadow  [author] Apr 2, 2019 @ 4:18pm 
yeah some mods you can get lucky with and there wont be any issues. You may get lucky here to bud. I just kind of make it a rule of thumb to never remove mods mid game.
Dragon32 Apr 2, 2019 @ 2:53pm 
@MrShadowCX:
OK, cheers. The only mod like that I know of is Remove Missing Mods. And, AFAIK,that just unbinds the mod from the save rather than scrubbing the save of any templates or what have you the removed mod has added.

Seem to remember in my last WotC campaign removing some melee weapon mods part way through (The Bat Mod, The Axe Mod, maybe Katanas. Anyway). Whilst there were errors in launch.log for the rest of the campaign there were no (apparent) issues.
MrShadow  [author] Apr 2, 2019 @ 12:57pm 
Unless you’re using a mod to help remove other mods from your current game, you should never remove a mod mod game. Adding mods is fine but removing mods, can always cause issues.
Dragon32 Apr 2, 2019 @ 10:57am 
@MrShadowCX:
Would you anticipate problems switching from this to DerBK's in mid-campaign?
MrShadow  [author] Sep 22, 2018 @ 10:35am 
If you have the repeater, you get the bonus damage all the time against only the enemies that can't be executed.
Tayron Sep 22, 2018 @ 9:40am 
question the repeater goes of at 5,10,15% certain enemies are now immune to that so they now instead just recieve the +1.2,3 damage. My question is do you have to roll the % to get the damage. or simply having a repeater makes you get the damage bonus vs rulers (ect) all the time?
Alastair Apr 1, 2018 @ 10:53am 
Is it bad I am using this mod just for the bonus damage ini.
MrShadow  [author] Nov 29, 2017 @ 6:30am 
@Dragon32 on the Repeters, insider knowledge ups their % to execute from 5%, 10% and 15% to 10%, 15% and 20%. But it will not change the added +1 to +3 damage that this mod adds.
Dragon32 Nov 29, 2017 @ 1:14am 
@shadow79:
I mean that a standard repeater normally gives +1 damage with this mod, if I have Insider Knowledge would that repeater give +2 damage?

For some reason repeater became suppressor when I typed that :S
Lord Neccy Nov 28, 2017 @ 7:14pm 
My RNG is really bad, so I never get any sort of reliable use from Repeaters, even superior ones anyway, but I prefer having those hilarious moments when a huge unit eats it after one shot that would just tickle it normally.
Like this one time when I was doing an ADVENT Train 'Hack the Objective' mission and the Chosen Hunter decided to show up. I just happened to make contact with him at the end of my turn with only one solider left to take a shot. Even if the repeater hadn't dropped him instantly he really wouldn't have done much damage aside from soak up shots on the next turn since everyone was in cover, but lo and behold he gets kale'd instantly by a 69% shot and I finish the mission.
MrShadow  [author] Nov 28, 2017 @ 5:36pm 
@Dragon32 altered suppressors?
teh1archon Nov 28, 2017 @ 4:03pm 
Nice. Subbed even though I probably never use it since I use the mod the replaces repeaters with silencers.
Dragon32 Nov 28, 2017 @ 3:10pm 
Excellent stuff, shadow79. A question, if I may...

Do the altered suppressors benefit from the Insider Knowledge continent bonus (etc.)?
Rster11 Nov 28, 2017 @ 2:39pm 
@shadow79 Ahh, thanks, I wasn't aware that the one seen in the Forge was a entirely different enemy. I just thought it was a regular Sectopod. Thanks for the information.
bishopwulf Nov 28, 2017 @ 2:16pm 
Love the mod in principal. But I have deep personal attachment. My first OMG moment playing XCOM2 was when my specialist Executed the Zerk Queen as she was about to lay down total death on my squad. We were engaged with an Advent pod indoors, with lots of high cover. A grenade to a hunkered down commander blew open the wall and revealed Her Highness near the end of my turn. She was so close I was sure it was a squad wipe. My specialist was on the roof and overwatch tagged her as she was charging. It took me all of a minute to figure out what happened, I was so shocked. So, in principal I agree that they should be immune, I can't personally get on board.
MrShadow  [author] Nov 28, 2017 @ 2:13pm 
@Rater11 in the game the Blacksite Forge mission is meant to be the "First time" you see a Sectopod and there is one in that mission that is a "Prototype Sectopod".
Rster11 Nov 28, 2017 @ 2:08pm 
@nekoworkshop I thought that was the Prototype_Sectopod. If not, then what's that?
Deadput Nov 28, 2017 @ 1:42pm 
A great and much needed mod, insta sub!
nekoworkshop Nov 28, 2017 @ 1:21pm 
@Rster11 Julian's final form in Shen's Last Gift, the JulianPod.
Rster11 Nov 28, 2017 @ 12:58pm 
What's the Sectopod_Markov?
($S360)Aeronautic ver.2.50668... Nov 28, 2017 @ 12:21pm 
@p6kocka You can kill them. Just not with repeaters (instant kill).
p6kocka Nov 28, 2017 @ 12:12pm 
Does it mean you can't kill those enemies?