XCOM 2
[WOTC] Yellow Alert Gameplay V2.0
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Update: 8 Nov, 2023 @ 9:29am

-Remove one of the previous civilian updates to see if this stops the infinite alien turn.

Update: 8 Nov, 2023 @ 3:16am

I may have built the mod in bug mode by mistake. Republishing in default mode.

Update: 7 Nov, 2023 @ 1:29pm

-Remove one of the previous updates which checks whether or not a civilian should run from alien/advent units to see if this stops the infinite alien turn.

Update: 4 Nov, 2023 @ 11:34am

-Reverted to old yellow alert movement which uses up to two full action points to move. Trying to use LW2 style single action point of movement broke movement altogether.

Update: 31 Oct, 2023 @ 11:39am

- BIG CHANGE - Nerfed this mod by giving enemy pods only one action move point when moving in yellow alert (similar to LWOTC). My logic for this is that groups in yellow alert should be moving more cautiously. This makes it where pods will take twice as long now to get to their assigned destination when in yellow alert. Prior to this update they were getting two action points of movement per turn.
- Removed two more mod class overrides using the latest Community Highlander Update, making this mod more compatible.
- Added a civilian yell fix so that it works properly now, any enemy units within 27 tiles of the civilian yelling will be alerted
- Added a fix to civilian's running from advent and yelling, when they are supposed to be friendly and shouldn't do that

Update: 22 Jun, 2022 @ 7:33pm

Added option for reflex actions to always be defensive as requested by many players. If True units will always receive a defensive action point rather than an offensive, this will override the bReinforcementsAlwaysDefend setting. By default this is turned off.

Turned off Rapid Reinforcements by default so that this config change does not mess people's existing games saves unexpectedly.

Remember to update your yellowalert.ini configurations as they will be reset to the default values with this update!

Update: 21 Aug, 2021 @ 1:55pm

- Small fix for the MoveRandomUnsafeYellowAlert AI node - added yellow alert check for unit to insure that red alert units don't use this type of movement
- Improved the counter attack dark event so that when it is active, the COUNTERATTACKMODIFIER set in the ini also gets added to their potential movement range for qualifying for a reflex action.

Update: 24 Jul, 2021 @ 9:19pm

Finally got around to removing the semi-colins in XComAI.ini so that enemy units can now take green alert reflex actions properly. I commented out these lines a while back when I was gameplay testing the mod and forget to uncomment them before my last update.

Update: 29 Dec, 2020 @ 9:10pm

- Fixed the issue that was reported by players where a unit's turn was being skipped. These were part of a patrol or reinforcement group when the pod leader was killed, it would cause the other units in the pod to skip their turn. Please report the if this update did indeed fix the issue.

- Removed the mod class override for XGAIBehavior_Civilian, apparently the default civilian yell behavior is not an issue according to the LWOTC team

Update: 25 Aug, 2020 @ 11:27am

The pod job mission exclusion was not working properly for the avenger defense mission. Thus the pods were being assigned jobs. This is because it is a mission family exclusion and the avenger defense is not assigned to a mission family. Added a mission name check so that the exclusion works properly and pod jobs are ignored during the avenger defense mission.

Also added the Chosen Avenger Defense mission to list of pod job exclusions. (So that pod behavior won't be controlled by this mod).

The reason why is that am releasing a Chosen Defense Mission Revamp mod, which will work very well with the vanilla pod behavior.