XCOM 2
32 ratings
Chryssalid Mod (EW/EU Behavior)
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
194.193 KB
15 Jul, 2016 @ 2:28pm
17 Jul, 2016 @ 4:15pm
4 Change Notes ( view )

Subscribe to download
Chryssalid Mod (EW/EU Behavior)

Description
-= GAME CHANGES =-

1. Chryssalids are now immune to Acid as well as Poison.

1a. Cocoon is immune to Poison, Acid and Mental (both cocoon types, human and nonhuman).

2. Chryssalids cannot Burrow anymore.

3. Burrow has been replaced with Implacable.

-= NEW AI =-

4. Comes bundled with a new smarter and deadlier AI.

- Can now use Implacable (Original Chryssalid doesn't have a First and Last turn selector which was nonstandard)
- Can now attack civilians with some restriction. The chance of a civilian being picked as a valid target is 30% in all missions except Terror, where it is reduced to 15% on every turn. This is for each chryssalid separately.

The Chryssalid should now be able to kill civilians in the fog of war, but only if it has been revealed to you first. This means you let it go and did not chase it. Chryssalid Spawns do not obey this rule and are considered "seen", as you should have taken care of that cocoon situation, a tactical error on your part. In any case, a Chryssalid needs to see a target to consider it valid.

- Chryssalids cannot attack when scampering, and will cower away more during scamper unless they are really close. However, once they're active, it's full-fleged violence for XCOM.

-= GAMEPLAY =-

With this mod on, Chryssalid become first priority targets just as they were in XCOM EW/EU. Their behavior is almost identical now from the original XCOM 1 game. It is strongly advised to not let Chryssalids alive around civilian targets, and that includes VIPs.

-= KNOWN ISSUES =-

If the Chryssalid selects a Civilian that is currently moving you might get timeout issues such as the Chryssalid running in place for a few moments near the civilian or the civilian looking farther. In any case, all the actions are resolved correctly.

-= CUSTOMIZATION =-

You can tweak the percentages to trigger civilian attacks. Open XCOMAI.INI in this mod and change any mention of "15" and "30" to whatever you like between 10 and 99. You must change Param[0]= and the name of the function called both so they match. These are the lines:

+Behaviors=(BehaviorName=ChryssalidPercentageMissionTerror, NodeType=Sequence, Child[0]=IsMissionOfType-Terror, Child[1]=Rand15AttackCivilian)
+Behaviors=(BehaviorName=Rand15AttackCivilian, NodeType=RandFilter, Child[0]=MeleeAttackRandomCivilian, Param[0]=15)
+Behaviors=(BehaviorName=ChryssalidPercentageMissionOther, NodeType=Selector, Child[0]=Rand30AttackCivilian)
+Behaviors=(BehaviorName=Rand30AttackCivilian, NodeType=RandFilter, Child[0]=MeleeAttackRandomCivilian, Param[0]=30)

-= MORE CHRYSSALIDS? =-

I have the solution for that. You'll see them everywhere.
http://sp.zhabite.com/sharedfiles/filedetails/?id=640556389

-= COMPATIBILITY =-

No overrides.

Not necessarily incompatible with other mods that change AIs, but it is certainly not supported (you can try, but if it doesnt work you are on your own). If the mod restructures the AI completely then it's most definitely not going to work correctly.

If you have difficulties with the AI, you can delete XComAI.INI in this mod and cut and paste the code inside the Backup.TXT file. It contains the integral code you can put in DefaultAI.INI. If you do that, you have to delete every line of Chryssalid AI and replace it with this code. For advanced users only.

LW ALIEN PACK: This will also be used as the Hive Queen AI. You've been warned.

-= LICENSING =-

All parts of this are completely open to the public, feel free to take any parts and integrate them into whatever you're working on. No credits required.

-= LW2 COMPATIBILITY =-

I checked the code, and yes the new AI is compatible in LW2 as-is.
22 Comments
Juravis  [author] 23 Jun @ 8:38pm 
I have added that to my other mods in the Alien AI Pack i believe.
Shuri-Sama 23 Jun @ 11:47am 
can u add a fuction that they dont dig in ground anymore. thats really annoying and they didnt do it in other xcom/ufo parts anyways. i mean hey they r no zergs
Tim_ 11 Apr, 2020 @ 10:13am 
Ah ok. Thanks for the reply.
Juravis  [author] 11 Apr, 2020 @ 10:05am 
Not compatible
Tim_ 11 Apr, 2020 @ 7:18am 
A question for you. There is a new mod called "The Hive", which I am currently playing with, which has a lot of chryssalid action! However, I'd love to add your new AI in this mod to that (primarily, to replace burrowing with implacble, because burrowing can cause problems like.... staying burrowed forever!). But is this mod going to work with the Hive?
Juravis  [author] 23 Sep, 2019 @ 12:28am 
Hope you enjoy the entire pack. It's going to be painful.
Retro 23 Sep, 2019 @ 12:19am 
Oh man, well I’ve got a hankering for these naughty chrysalids and yellow alert.

ABA is my usual set up but I’m going to start anew with your kit, thanks for the help :)
Juravis  [author] 23 Sep, 2019 @ 12:11am 
No you'll have to make a choice, my suite or ABA.
Retro 23 Sep, 2019 @ 12:10am 
Ok thanks, I can’t wait to see these critters. I don’t suppose the blessing of the elders would be compatible with ABA?
Juravis  [author] 22 Sep, 2019 @ 11:09pm 
Use "Blessings of the Elders", its WAY more current. This one is not.