XCOM 2
[WotC] Tactical Combat Overhaul
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Update: 24 Dec, 2022 @ 7:46am

A small update to commemorate my brief return to XCOM 2:
- Newly aggroed ADVENT units should no longer use Hunker Down outside of cover during scamper (having no visible enemies was equal to being in cover).
- The "throw grenades if all chances to hit are too low" rule now also applies to Viper's Poison Spit and Andromedon's Acid Blob abilities.
- Minor name changes inside XComAI.ini (WithLOS -> WithLoS)

Update: 1 Mar, 2022 @ 11:07pm

- Primary attacks of Sectopods and Gatekeepers are now able to Headshot the Lost.
- Aim of Civilian Militia is reduced to 65/75 for tier 1/2

Update: 1 Mar, 2022 @ 7:36am

- Maximum damage of Katana is reduced by 1, Crit Chance is increased to 30.
- Sectopod: Health is reverted to vanilla values, 1 Armor is added on all difficulty levels except Rookie.
- ADVENT units now have a chance to use Hunker Down if they happen to be in cover when the pod is aggroed.

Update: 27 Feb, 2022 @ 3:50am

Hotfix:
- Shattered behavior change is reverted. Turns out I misunderstood the behavior due to confusing the word 'cower' with 'cover'. While rewriting the behavior further is possible, I decided to settle with vanilla one instead.

Update: 26 Feb, 2022 @ 10:20pm

- Shattered behavior is updated to account for Hunker Down being usable outside of cover.
- Damage of Prototype Sectopod's main weapon is reverted to vanilla value.
- Gatekeeper Will is reduced by 10 on Commander and Legend.

Update: 25 Feb, 2022 @ 10:06pm

- Seeing Mimic Beacons no longer prevents AI units from using Hunker Down.
- Minor improvements to AI Hunker Down usage logic.
- 1 Shred is added to tier 1 ADVENT Turrets to match the value of tier 2 and tier 3 ones.

Update: 22 Feb, 2022 @ 7:21am

<Moved to "No Unconscious AI" mod>

Update: 22 Feb, 2022 @ 6:39am

<Moved to "No Unconscious AI" mod>

Update: 22 Feb, 2022 @ 6:36am

<Moved to "No Unconscious AI" mod>

Update: 22 Feb, 2022 @ 6:26am

<Moved to "No Unconscious AI" mod>