XCOM 2
[WotC] Aggressive Chosen
71 Comments
Dragon32 Apr 15, 2024 @ 8:18am 
@JeffbotClassic.TTV
Not if I'm remembering my last play through with it correctly.
JeffbotClassic.TTV Apr 14, 2024 @ 5:59pm 
Correct me if I'm wrong but doesnt warlock have a mind control ability? Did this mod disable that?
Sharpie Aug 2, 2023 @ 1:31pm 
This mod makes the warlock incredibly broken by letting him bumrush you and disable one soldier guaranteed every turn while you're fighting pods with scorch and mind control, when you combine that with 3hp regen and reaction shots it's just not fair to fight
Knightmare047 Jan 21, 2022 @ 1:19pm 
This is a brilliant fix that makes the Hunter and Warlock's AI not exploitable anymore. It feels much better how they would move towards and pressure your soldiers by fighting directly. No longer are you just impeded with small setbacks, but actually needing to hold the Chosen back at the same time while going for the objective.
XpanD Aug 27, 2021 @ 7:21am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, definitely upped the pace of my missions a bit. (which was a very welcome change)
Lago  [author] Jan 9, 2021 @ 8:27am 
Unless A Better Chosen added ChosenActivated trees, it should still be, yes.
Warlock advances a bit slower with A Better Chosen because he has more to do.
Zoinho1 Jan 9, 2021 @ 7:38am 
Is still fully compatible with "A better Chosen"?
Lago  [author] Jul 26, 2020 @ 7:41am 
ICAI doesn't edit the ChosenWarlock::ChosenActivated tree, so with just ICAI and Aggressive Chosen the Warlock should advance. It sounds like there's something else in your modlist messing with his ChosenActivated tree.
TheProtofire Jul 25, 2020 @ 7:23pm 
Do I have to edit anything in the warlock's a.i to make this work with ICAI? I had a retaliation mission where he stood there and did nothing the entire time except summon zombies, I had several soldiers in his line of sight and hit him with a grenade twice and he just ignored us. I have several chosen related mods installed but the only two which affect the a.i are this and ICAI.
Thursdaythe12th Jul 25, 2020 @ 12:42pm 
This and Realistic Chosen damage is utterly brutal. The chosen are the feared predators they are supposed to be.

Great stuff.
I'm Mr Meeseeks, LOOK AT ME! Jan 29, 2020 @ 8:53am 
This is really cool mod, chosen are pretty smart too, they will arrive midway in fight bringing intensity up
Lago  [author] Sep 11, 2019 @ 2:59pm 
It should be fine. It's just ini edits.
Roomba King Sep 11, 2019 @ 2:12pm 
This works mid-campaign right?
Eqqsquizitine Buble-Schwinslow Aug 15, 2019 @ 4:47am 
I hate the Warlock's vanilla behaviour, he just stands on the other side of the map and spams Spectral Zombies. Gonna try this mod out right away.
Lago  [author] Jul 29, 2019 @ 5:26am 
Not with an AI mod, no.
MrMister Jul 28, 2019 @ 3:38pm 
Request: could you make it so that the switch from activated to engaged is done instead when there are at most X remaining pods in the map, where X is configurable throu* mod settings manager?
Lago  [author] Jun 28, 2019 @ 9:02am 
Make sure you only delete the ChosenSniper::ChosenActivated bits. If you delete the ChosenSniper::ChosenEngaged bits, you'll undo that mod's AI changes to the Hunter.
Birb Jun 28, 2019 @ 9:01am 
so basically almost the entirety of the hunter's script in that other mod. gotcha
Lago  [author] Jun 28, 2019 @ 8:59am 
Then yes, you delete all the + and - lines for ChosenSniper::ChosenActivated for one of the two mods.
Birb Jun 28, 2019 @ 8:56am 
yeah
Lago  [author] Jun 28, 2019 @ 2:10am 
Are you talking about making it compatible with Improved Chosen AI?
Birb Jun 27, 2019 @ 9:42pm 
ok so.. what should i delete for the chosen hunter? all of those behaviors with + and -?
Cake_Knight Mar 25, 2019 @ 10:08pm 
I now have a small panic attack when the Hunter shows up. Thank you for this wonderful mod.
Lago  [author] Mar 15, 2019 @ 2:22am 
If New Chosen Traits doesn't make any AI edits, it should be.
TheRedHand Mar 14, 2019 @ 1:42pm 
Is the compatible with New Chosen Traits?
gitrekt Jan 26, 2019 @ 6:29pm 
It works. Wow. The Sniper is no joke now. I always thought he seemed like the easy one because his tracking shot is so easily avoided.
Lago  [author] Jan 26, 2019 @ 3:04pm 
If you're not installing mid-tactical, it should be. It's only config edits.
gitrekt Jan 26, 2019 @ 2:11pm 
Heyy is it save game compatible? I'm a bunch of hours into a campaign and just encountered the Warlord Chosen...he is pretty lame in a 1v8 lol...
Lago  [author] Dec 13, 2018 @ 9:14am 
There'll be a -Behaviours for the original behaviour in both mods. I'd delete the full set of changes, both - and +, from one of the mods.
Syro System Dec 13, 2018 @ 4:41am 
+Behaviors=(BehaviorName=MoveInIfLastUnitHunter, NodeType=Sequence, Child[0]=IsLastAIUnit, Child[1]=OverwatchIfLastAction)
+Behaviors=(BehaviorName=OverwatchIfLastAction, NodeType=Sequence, Child[0]=IsLastActionPoint, Child[1]=TryOverwatch)

+Behaviors=(BehaviorName=TryGrappleMoveForDefense, NodeType=Sequence, Child[0]=IsAbilityAvailable-HunterGrapple, Child[1]=FindDefensiveGrappleDestination, Child[2]=SelectAbility-HunterGrapple)
+Behaviors=(BehaviorName=FindDefensiveGrappleDestination, NodeType=Sequence, Child[0]=ResetDestinationSearch, Child[1]=RestrictToAbilityRange-HunterGrapple, Child[2]=RestrictToEnemyLoS, Child[3]=RestrictToUnflanked, Child[4]=OverrideIdealRange-23, Child[5]=FindRestrictedDestination-MWP_GrappleDefense)
+Behaviors=(BehaviorName=OverrideIdealRange-23, NodeType=Action, Param[0]=23)

And I'm assuming the -Behaviors should be left as is because we do want the old AI removed.
Syro System Dec 13, 2018 @ 4:41am 
This is everything listed in the ChosenActivated list before it gets to the ChosenEngaged list.

+Behaviors=(BehaviorName=SelectHunterMovement, NodeType=Selector, Child[0]=TryGrapple, Child[1]=HuntEnemyWithCover, Child[2]=HuntEnemyUnsafe)
+Behaviors=(BehaviorName="ChosenSniper::ChosenActivated", NodeType=Selector, \\
Child[0]=EngagedSniperBranch, \\
Child[1]=MoveInIfLastUnit, \\
Child[2]=TryTrackingShotIfFirstAction, \\
Child[3]=TryGrappleIfJustShot, \\
Child[4]=TryMoveForTrackingShot, \\
Child[5]=TryTrackingShotMark, \\
Child[6]=TryTrackingShotMove, \\
Child[7]=MoveDefensive)

Lago  [author] Dec 13, 2018 @ 2:21am 
There should be a +Behaviours too. The -Behaviours removes the vanilla behaviour, the +Behaviours adds the new behaviour.
Syro System Dec 12, 2018 @ 5:56pm 
for the compatability with ICAI, is it only these lines that need to be removed or do I need to delete anything else?

-Behaviors=(BehaviorName="ChosenSniper::ChosenActivated", NodeType=Selector, \\
Child[0]=MoveInIfLastUnit, \\
Child[1]=EngagedSniperBranch, \\
Child[2]=TryTrackingShotIfFirstAction, \\
Child[3]=TryGrappleIfJustShot, \\
Child[4]=TryMoveForTrackingShot, \\
Child[5]=TryTrackingShotMark, \\
Child[6]=TryTrackingShotMove, \\
Child[7]=SkipMove)
DukeBurger Sep 22, 2018 @ 5:09pm 
@Lago and Dragon32 thanks
Lago  [author] Sep 21, 2018 @ 8:46am 
In that case I believe they'll work together fine.
Dragon32 Sep 21, 2018 @ 4:57am 
@Lago:
DerBK's mod doesn't affect these three vanilla game behaviours:
ChosenWarlock::ChosenActivated
ChosenSniper::ChosenActivated
ChosenMoveTowardDazed
Lago  [author] Sep 18, 2018 @ 2:28am 
If DerBK's one doesn't edit the Activated state (when the first track plays before you engage them) then I reckon they're compatible.
Dragon32 Sep 17, 2018 @ 11:33am 
@DujeBurgur:
Not confirmed but DerBK believes they're compatible.
DukeBurger Sep 17, 2018 @ 7:35am 
will this work with A better A.I: chosen tweaks?
tobias599 Jul 18, 2018 @ 3:02am 
*Sub Sonic Grenade and +A Better Everything. I just woke up :o
tobias599 Jul 18, 2018 @ 2:59am 
GUA really plays 10 man squad, without Beta Strike, every enemy mod (A Better Everything), random pod spawning, increased pods, dynamic pod activation and this mod? That's how I play XCOM :D

I'm not using the Avenger's Chosen, because it's hard enough for me without and believe me, leaving 5 or more enemies can easy kill one soldiers! I don't need a Chosen to make it a 10 man squad wipe ;P
I have over 50 GAMEPLAY mods and the mods don't conflict, most are just small tweaks or small things like the new super sonic grenade. I'm surprised how it still runs without crashing!
Lago  [author] May 28, 2018 @ 11:07am 
I'm not surprised if he was up against a 10 man squad. You'd probably be better off with ADVENT Avenger's Chosen mod if you're balancing for 10 man squads.
GUA May 28, 2018 @ 9:22am 
The only chosen this works against is the Hunter. He spawned on a small map, when I had my team of 10 on overwatch. He got killed from the overwatch, in one turn.
Lago  [author] May 27, 2018 @ 10:31am 
True. :)
tobias599 May 27, 2018 @ 10:27am 
It's XCOM, everything is possible :P
Lago  [author] May 27, 2018 @ 9:43am 
Can't see why it wouldn't.
tobias599 May 27, 2018 @ 9:37am 
It should work with the Chosen Dialogue Tweaks mod, right?

Edits the following templates
- NarrativeCondition_IsAbilityRapidFire
- NarrativeCondition_IsAbilityTargetHighRankSoldier
- NarrativeCondition_IsEventSourcePsiOperative
- NarrativeCondition_IsAbilityTargetPsiOperative
Lago  [author] May 19, 2018 @ 5:49am 
Glad to hear it's working well for you. :)
famalex May 19, 2018 @ 2:39am 
This is a great mod, it made both the hunter and warlock an actual challenge as opposed to target practice- seriously i nearly lost a mission as a result
RainingMetal May 17, 2018 @ 8:04pm 
This makes fighting the Warlock a lot easier. Normally that coward would just camp at the opposite end of the map, spawning endless waves of psi zombies at you. Now he actually fights fair.