XCOM 2
Playable Chosen
148 Comments
Gazgemauch  [author] Jun 5 @ 2:55pm 
@Puro, ah that makes more sense then, it's semi-intended but planned to be updated should I get back into modding at any point, as I simply did not figure out a way to have the projects be upgrades instead of creating new chosen
Puro Jun 5 @ 10:33am 
I don't mean repeatable projects, i mean that there are 2 soldiers in my barracks that are *The Chosen [Hunter]* instead of the pre-existing one being updated or replaced
Gazgemauch  [author] Jun 5 @ 5:25am 
@Puro If you see repeatable projects for the non-cheat versions of the Chosen, that is a bug, I haven't worked on my mods on a while so I don't remember if I tested that part.

As for the focus bar, they are being used but they just don't decrease on use. The following abilities: Spectral Zombie. Spectral Army. Prelate. Beastmaster. Shogun. Use Focus as a factor for how many units they summon (For example, if you have the M1 Hunter, he has 1 focus, and with Beastmaster, a Colonel ability I think, will summon 1 Chryssalid, but the M4 Hunter, with 4 focus, will summon 4 Chryssalids)
Puro Jun 4 @ 11:57pm 
Also it seems as if the focus bar thing on the hunter is unusable, no abilities use it
Puro Jun 4 @ 11:36pm 
There seems to be an additional duplicate chosen after i've done the upgrade project for the chosen (Hunter), is this intentional? and if so, are there any more signifigant differences other than health, or would i freely be able to use the console to pull them up to the first chosen's promotion?
MaximuS_42 May 29 @ 11:59am 
@Gazgemauch Btw, maybe make the summoned units be controlled by AI (like the resistance)? Yeah, I'm just a fan of AI allies so you don't have to manage an already large squad.

And something special, what about mechanized summon? As an alternative perk for say the hunter. Please? I beg
EvilBob22 May 24 @ 6:36pm 
@MaximuS_42 Check out Rusty's "Unit Flag Extended", it recreates the flag (the part with the health bar, name, status icons, etc.). It has colors that match the teams, so lost are green for example, and custom colors for rulers.
Gazgemauch  [author] May 24 @ 8:24am 
@MaximuS_42

I did it through marking them as actual chosen in their character template, although unfortunately, I don't think it was possible to do for rulers too, since they only move with Ruler Reaction instead of the 2 Action Points on their turn, it'd mean they wouldn't receive any actions on XCOM's turn
MaximuS_42 May 24 @ 1:24am 
@Gazgemauch, how did you make this feature where playable chosen have their actual purple health bar color and icon?

It would be very useful to do the same for the playable rulers with their unique multi-layer green health bar.
Wolf Renegade Mar 4 @ 11:07am 
Frankly the chosen are such a guilty and fun pleasure to use in LWotC, even in their current state (Vanilla). I would love to see a LWotC version. Even if the current one works fine, there's a couple of things that would need tweaking. I wouldn't say it's easy to create new trees and classes but it's a learning process otherwise I would've given it a shot myself in my free time. The problem is ironically the balance or in this case a fun tree, that is usable throught the game using the current one as foundation, and that usually comes from experience.
Stalker3133 Feb 21 @ 10:28am 
Thank you, and awesome mod!!! I've wanted this for a long time!
Gazgemauch  [author] Feb 16 @ 3:13pm 
@Stalker3133 yes there is, health, armor, dodge, and defense, can all be edited in the XComGameData_CharacterStats.ini in the Config folder of the mod
Stalker3133 Feb 16 @ 1:35pm 
Is there a way to edit the chosen hp? Love the t4 version of them but would live to take the hp down a notch
blackalexis611 Dec 12, 2024 @ 9:42pm 
How i unlock the chosen?
EvilBob22 Nov 9, 2024 @ 7:33am 
Yes, it will increase the enemy chosen's damage. But, only on the tier 3 and 4 versions.
Intercalation Nov 9, 2024 @ 7:17am 
@Mask will this also increase the damage of the enemy chosen? I have her defeated arleady, but if i forget i did something with numbers on my next playthrough its gonna be quite a shoker to get oneshot with this xdd

Thanks for the help btw, now she is actually playable, although i wish her skilltree was more interesting
2012 Honda Accord Nov 8, 2024 @ 2:47pm 
@Intercalation
open aml
find lwotc
find the parts evilbob22 said
edit as necessary
it's been a long time since i messed with it so this may/may not work, good luck :steamthumbsup:
Intercalation Nov 8, 2024 @ 12:15pm 
@Mask can you tell me what is changing the stats? I also play lwotc and the damage being 4-6 while i have coil guns is not very fun ;)
White Wolf Sep 15, 2024 @ 8:26am 
Is there any way to edit the cost/time to make them?
Ray Sep 15, 2024 @ 7:02am 
Would be interesting to see if you can put the reaper's stealth mechanic and give it to the assassin since we basically don't see her until she's right in our face as an enemy chosen anyways
2012 Honda Accord Apr 2, 2024 @ 10:46pm 
update on last comment. found out what was fucking with the stats. lwotc, lmao
2012 Honda Accord Apr 2, 2024 @ 12:06am 
@EvilBob22 thanks m8
EvilBob22 Apr 1, 2024 @ 9:56pm 
@Mask It's using the base game stats for the T3 Assassin sword: XComGameData_WeaponData.ini (not in the mod) under "[XComGame.X2Item_XpackWeapons]" as "CHOSENSWORD_BEAM_BASEDAMAGE". Although the unmodded version does 7 - 8 damage so there might be another mod adjusting it too to make it 4 - 6. Still, if you set it in a local mod, it should overwrite whatever mod is changing things.
2012 Honda Accord Apr 1, 2024 @ 3:35pm 
where is the file for the damage of the assassin's sword? i play LWOTC, and i would like to boost the damage of all chosen weapons to LWOTC beam-tier equivalents. i could do that for every weapon except assassin's sword (for reference LWOTC beam swords deal 10-14, her sword deals 4-6), it's not listed in xcomchosst like the other weapons are.
Wolf Renegade Mar 22, 2024 @ 10:08am 
A small update regarding LWOTC, I am not exactly sure what's changed but currently it seems the chosen can call for evac (using the default animation) compared to the past, which didn't even show the option do so.
Darth Ryan Feb 28, 2024 @ 1:17am 
good mod finaly a update for my favorite mod but culd it be posible to add like some kind of armour to the chosen?
ExclsSilver Jan 23, 2024 @ 6:52pm 
This mod is insanely cool, thank you for making it! Always wanted to use the Chosen lol
Gazgemauch  [author] Jan 21, 2024 @ 3:18pm 
@MeiLudex | ライト Probably not, seeing as they're basically just regular dudes it'd have to be armors for your soldiers, which is not really something im familiar enough with to be making
MeiLudex Jan 20, 2024 @ 10:20pm 
do you have any plans to make these guys playable? been wanting them for a long while https://steamcommunity.com/sharedfiles/filedetails/?id=1309465679
EvilBob22 Jan 17, 2024 @ 12:38am 
Make sure you have the "Custom Soldiers Evac Fix" mod. I don't know if that is the problem, but that problem will happen without the mod.
Eneyen Jan 16, 2024 @ 8:49pm 
This is during the mission to storm the citadel of the chosen one.
Eneyen Jan 16, 2024 @ 8:49pm 
Dear developer! I can't get through the gate platform to the chosen one. The game doesn't see my assassins as people. Please tell me the solution.
LeyShade Dec 7, 2023 @ 5:57am 
@Gazgemauch - That's understandable. Thank you for the work you've commited thus far, and we wish you all the best.

Will post a Template Master configuration to remove the workshop projects for those who need it when it's done. Thank you.
Ivan Dec 7, 2023 @ 2:05am 
Sadly, I discovered this mod only after I had already defeated the Assassin. I wish I could have used the Assassin in my existing game:steamsad:
Gazgemauch  [author] Dec 6, 2023 @ 1:42pm 
@LeyShade can't say for certain, i'll have to see once i get back into modding, which i am honestly not sure when i will
LeyShade Dec 6, 2023 @ 6:53am 
@Gazgemauch - Is there any update on a config debug boolean to disable the ''cheat'' proving ground projects from appearing the Proving Ground?
Gazgemauch  [author] Dec 5, 2023 @ 1:22pm 
AML i'd recommend to use for just adding mods to xcom 2 in general, the default launcher to enable mods is VERY bad, and will very often not detect mods or refuse to enable them. So i would try using that, and let me know if it still doesnt work after
DonBouboulino Dec 5, 2023 @ 11:21am 
Hi. So, I have all required mods and I started a new game but no proving ground project. I saw on another post that you mentioned AML, must I use it ?
LeyShade Nov 14, 2023 @ 4:27am 
@Shaggoth (Ищезаяц) - A matter of UI presentation. Requested as part of AML O+E 's project so not dependant on other things to do the job.
MabelTheBraixen Nov 13, 2023 @ 11:55pm 
The option to fire it just kind of showed up mid game for whatever reason lol But it wasn't there at the time of writing. Maybe it was just a random. one-time bug/conflict?

Absolutely love the revival of this mod btw! As for my more in depth thoughts.... I would love to see the addition of armor and weapon upgrades for the chosen alongside a few new abilities if possible, since the skill trees are kind of barren at the moment. Adding Psionics Ex Machina 3.2 support for the Warlock's amp would be awesome to see too

Besides that, I love the mod!
Gazgemauch  [author] Nov 13, 2023 @ 7:51pm 
@MabelTheBraixen might be a potential mod conflict, his pistol SHOULD be there whenever i tested it
MabelTheBraixen Nov 13, 2023 @ 5:54pm 
The Hunter's pistol isn't showing up in his secondary slot. Where's his pistol?
Shaggoth (Ищезаяц) Nov 4, 2023 @ 3:30am 
i would like that too, but i can just not click it :) nobody forces you
LeyShade Nov 2, 2023 @ 6:49am 
@Gazgemauch - Is it possible for the abilty to disable the 'cheat' Proving Ground projects to be exposed to config, because it would make for a much better experience.
bloo_jahy Oct 31, 2023 @ 11:50pm 
Ah! I didn't realize I needed a new start for it to work, thank you for telling me!
Gazgemauch  [author] Oct 31, 2023 @ 11:47pm 
@bloo_jahy are you on a new campaign? are you sure the mods are enabled? are you using AML or regular launcher?
bloo_jahy Oct 31, 2023 @ 10:47pm 
I have all of the required mods but they're not showing up in the proving grounds. Any solution?
Gazgemauch  [author] Sep 13, 2023 @ 11:52am 
intended for now, as all of the chosen's voice-lines are tied to their animations, meaning if i want them to have voice-lines for those abilities and grenades, i'd have to copy over those animations and make entire new versions of them that have their chosen voice-lines mixed into the actual animation
Domnul Inginer Sep 13, 2023 @ 10:54am 
Not sure if this is intended but once again I'll report it anyway. When using grenades, any spectral Warlock summons or summon reinforcements, the Chosen are completely silent. Again, I'm not sure if this is intended as it's probably pretty hard to code things like that in. Also, sometimes the Chosen say "idle voice lines" every 2 turns and sometimes they don't say any for the whole mission.

Let me know if I should leave it in bug reports and I will
Brain_is_Back Aug 31, 2023 @ 12:05am 
FB Assassin's sword weapon is not a SWORD, but a type called fbchoswep3. This fbchoswep3 type weapon cannot be equipped with accessories like Grimy's Loot Mod WOTC.

Hey, can you help me solve this problem? I need something that allows me to attach accessories to fbchoswep3 type weapons.