XCOM 2
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[WOTC] Cant Execute These Enemies
 
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0.259 MB
Nov 28, 2017 @ 11:16am
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[WOTC] Cant Execute These Enemies

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In 1 collection by MrShadowCX
CreativeXenos WOTC mod collection.
29 items
Description
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=BerserkerQueen
+IMMUNE_UNITS=ArchonKing
+IMMUNE_UNITS=ViperKing
+IMMUNE_UNITS=AdvPsiWitchM2;(PsiWitch = Avatar)
+IMMUNE_UNITS=AdvPsiWitchM3;(PsiWitch = Avatar)
+IMMUNE_UNITS=Gatekeeper
+IMMUNE_UNITS=Sectopod
+IMMUNE_UNITS=PrototypeSectopod
+IMMUNE_UNITS=Berserker
+IMMUNE_UNITS=ChosenAssassin
+IMMUNE_UNITS=ChosenAssassinM2
+IMMUNE_UNITS=ChosenAssassinM3
+IMMUNE_UNITS=ChosenAssassinM4
+IMMUNE_UNITS=ChosenSniper
+IMMUNE_UNITS=ChosenSniperM2
+IMMUNE_UNITS=ChosenSniperM3
+IMMUNE_UNITS=ChosenSniperM4
+IMMUNE_UNITS=ChosenWarlock
+IMMUNE_UNITS=ChosenWarlockM2
+IMMUNE_UNITS=ChosenWarlockM3
+IMMUNE_UNITS=ChosenWarlockM4
+IMMUNE_UNITS=Sectopod_Markov


(In the INI but not active)
.
.
.
;+IMMUNE_UNITS=Andromedon
;+IMMUNE_UNITS=AndromedonRobot


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)
2
Jun 23 @ 5:36am
INI Settings here!
MrShadowCX
1
Feb 11 @ 2:39am
BUG REPORTS HERE!
MrShadowCX
< >
18 Comments
MrShadowCX  [author] Sep 22 @ 10:35am 
If you have the repeater, you get the bonus damage all the time against only the enemies that can't be executed.
TeranSpecialist Sep 22 @ 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 @ 10:53am 
Is it bad I am using this mod just for the bonus damage ini.
MrShadowCX  [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.
MrShadowCX  [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.