

Minimum and Maximum time between idles for units who don't use cover. Minimum and Maximum time between peeks for units who use cover. The chance for a unit to fire more than 1 shot in a row while Idle Suppressing (And adjusting how many). The chance for a unit to begin Idle Suppressing, instead of Peeking or Idling. What abilities can be referenced for Idle Suppression. What type of weapons can be used for Idle Suppression. I've tried to expose as many configurable variables as possible so that people can change them up as they please. Unit must pass basic checks, such as being alive, not cosmetic, not a civillian, etc. Unit must pass the roll for Idle Suppression ( configurable ).Ĭonditions for Idle Suppression receiver: Unit must have a compatible weapon and ability.
#Xcom 2 wotc mod
The mod was inspired by the old Idle Suppression for the legacy game, made by robojumper.Ĭonditions for Idle Suppression attacker: Now imagine about 8 people doing that, suddenly it feels like a lot more engaging firefight. What does that mean? Well, instead of units sitting still, waiting for their turn, they will visually pick a random enemy target and fire at it. This mod adds Idle Suppression to all units. Some report that bringing the Shadow setting to Only static shadows also helps. There isn't a direct fix, but many users suggest bringing the Translucency setting to low helps reduce the crashes immensely. Why is that?Ī: This seems to be inconsistent behavior and it's due to how Firaxis programmers made the firing effects happen.

Q: The mod crashes the game a lot / Nearly unplayable FPS. This typing mostly determines whether dark events such as ADVENT plated armor will buff this unit.Since people can't take 2 minutes to read through the description, take note of this here: ADVENT: Hybrids of human and alien DNA.In War of the Chosen, only humanoid targets are legal targets for the Skirmisher's Justice ability Humanoid: Humanoid enemies may legally be raised into PSI zombies.Check an enemy's page to see which typings apply These determine some miscellaneous information about the unit. Aliens who become active partway through enemy turn will not be able to take actions during the current enemy turn. After the scamper, they are changed to an active state.Īt the start of alien turn, all aliens in an active state will be able to take offensive actions against XCOM. Aliens will scamper regardless of whose turn it currently is. With rare exception, they will not take any actions during their scamper. In this state, they are referred to as inactive, and will not take offensive actions against XCOM.Īs soon as an inactive pod sees XCOM, whether by entering LoS range or by XCOM doing something to break concealment, the aliens in the pod will scamper toward cover, usually preferring to move closer to XCOM operatives. They move independently around the map.īefore they have spotted XCOM, they will generally wander around the map in a tight clump and will not stick to cover. Pods have a single leader and 1-3 followers. They are the enemies in XCOM 2.Īliens are organized into groups known as pods. In all tactical battles, you will encounter aliens.
