XCOM 2
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Alien Rulers Use Prime Reactions
   
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Jun 16, 2020 @ 10:17am
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Alien Rulers Use Prime Reactions

Description
DESCRIPTION:
This mod replaces "Ruler Reaction" mechanic with A Better Advent style "Prime Reaction" - which, for those unfamiliar with ABA, means that reaction mechanics will only trigger when the ruler gets damaged, rather than every time your units take an action. The intent here is to provide a middle ground between original implementation of the mechanic, and simply removing it entirely.

NOTES:
- Due to how those abilities originally interact with now-removed Ruler Reactions, and the nature of changes this mod makes, Archon King's Icarus Drop and Devastate won't trigger their second phase from reactions and instead need the turn to end to finish. This does make those abilities somewhat less dangerous, if it's a good or bad thing is up to you.
- For the same reasons rulers no longer tick down damaging dots or debuffs every reaction
- I haven't had time to test it yet, but in theory this mod should be compatible with other ruler related mods as long as they don't touch the Ruler Reaction system.

CREDITS AND THANKS:
- DerBK for his original Prime Reaction implementation
- jeb and Reshi - AHW from modding discord for their help and infinite patience with me (if I'm being honest most of the code is Reshi's work, I'm just the guy who came up with the idea and then tested various iterations >_>)
16 Comments
Battlestar Oct 26, 2024 @ 7:55am 
It appears the freeze effect is never ending, I would recommend to avoid the freeze grenade.
Battlestar Oct 26, 2024 @ 7:40am 
Freeze grenade is too powerful this way, makes you freeze them for a couple of turns of free team shooting. If every shot determined if they stayed frozen like original then this mod would be better. Right now it makes it too easy.
jat11241976 Apr 7, 2023 @ 5:21pm 
Is there a similar mod to give the Chosen prime reactions?
Johrdan720 Mar 27, 2022 @ 1:55pm 
is normal that ruler get locked in place by hazard tiles ? like acid, poison, fire
Johrdan720 Mar 15, 2022 @ 1:05pm 
i debug start new game and it worked
but i will try later on new generated mission(my current playthrough)
i was trying in the on going tactical game..
Malek Deneith  [author] Mar 15, 2022 @ 12:44pm 
I legitimately don't remember if it should or shouldn't work on a game in progress. I don't think I ever tested that, and on top of that it has been a considerable time since I last played XCOM so if, for example, there was an update in the meantime that broke something I wouldn't know.
One thing that is worth trying though is refreshing your ini files (there should be guides on how to do it if you search around). Don't think that's it but hey, it can't hurt trying.
Johrdan720 Mar 15, 2022 @ 6:09am 
i just install this mod and don't work
do i need to start a new game ?
Malek Deneith  [author] May 11, 2021 @ 12:49pm 
Right, so SoloCross, if you're really seeing some weirdness in Ruler behavior you can try doing the following:
- go to <Steam directory>\steamapps\workshop\content\268500\2132415653\Config
- create a text file called XComAI.ini
- copy the contents of this paste to it and see if it improves their behavior: https://pastebin.com/8vJWdTZ1

DISCLAMER: This is a "fix" based on a rough idea what might be happening, without checking if there really is anything to fix, and without checking how it works. This could help, this could break the Rulers, this could be entirely unnecessary. It's not likely to get tested anytime soon seeing as I last played XCOM 2 around the time when I put this mod on workshop, so apply this at your own discretion.
Malek Deneith  [author] May 11, 2021 @ 12:38pm 
Hmmm, on a sudden thought I imagine what might be happening here is that they can move but only on reaction and not on normal turns since that'd default to... regular species behaviors by the look of it? Ugh. Give me a minute, I'll see if I can parse the AI files enough to attempt to devise a fix.
Invertin May 11, 2021 @ 12:35pm 
I've only ever seen them go towards the gate immediately too