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[WOTC] Cant Execute These Enemies
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Nov 28, 2017 @ 11:16am
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[WOTC] Cant Execute These Enemies

In 1 collection by shadow79
CreativeXenos WOTC mod collection.
15 items
This mod is based off of Grimy's Cant Execute Rulers Mod.

This mod makes the many default Aliens, Rulers and the Chosen immune to execution.

In the INI file...

+IMMUNE_UNITS=AdvPsiWitchM2;(PsiWitch = Avatar)
+IMMUNE_UNITS=AdvPsiWitchM3;(PsiWitch = Avatar)

(In the INI but not active)

All units that are immune to repeaters will take +1, +2 or +3 damage By default depending on tier. You can change these number in the INI. All other units will still have the +5%, +10% and +15% chance to be executed by repeaters per tier, based on game settings.

There is also an INI option to disable executions on all enemies. This is set to false. If you want to disable executions on all enemies and grant the +1 through +3 damage on repeaters to all enemies, change false to ture.

Popular Discussions View All (2)
Feb 11 @ 2:39am
Nov 28, 2017 @ 11:42am
INI Settings here!
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shadow79  [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 
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.
shadow79  [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.
shadow79  [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?