XCOM 2
Cloned Alien Rulers RaiderFaction
17 Comments
Dragontoast  [author] 11 Feb @ 3:23pm 
@Dank Potatoes
This mod does not alter the stats of the original Alien Ruler clones or their reactions, nor do I plan to make this mod affect either.

The amount of SITREPs you have available to roll will greatly affect how often you see Clones.
There are also many mods that dramatically can shift the threat posed by this mod without compromising the difficulty of the clones themselves.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2157967646 Allows Clones to start fighting ADVENT before you see them.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1531883724 Allows you to leave some missions without killing the Clone if it is not mission relevant.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1601260788 Raider Faction Bases will make Clones typically in one region of the map making it more or less likely to encounter depending on where a mission is.

I am not opposed to adjusting Clones in a separate mod.
Dank Potatoes 10 Feb @ 12:42pm 
You don't need to be a mathematician to see that you need to get absurdly lucky to get any of your soldiers out alive of that scenario at all. Facture in all the additional enemies on the map AND the Clones assistants, who also appear earlier than their Advent counterparts, and it's just not doable. Not without excessive savescumming.
This mod has potential, but as it is now, it's just not fun. I hope you will update it, because I love the alien rulers, and I love playing around with new Raider mods.
Comment 3/3
Dank Potatoes 10 Feb @ 12:42pm 
And even then, more often that not, you tend to be on the verge of catastrophy with multiple stunned or frozen squadmates, sitting at a couple of hitpoints. You are usually close to a party wipe.
The clones do not leave. They fight for the full duration of their HP bar every time. And by the point, where a normal ruler would leave, the fight with these guys is only halfway over, and you will have spent all your limited delaying tools.
Ordinarily you could even argue, that you could prepare for this by practically building your playthrough around preparing for this sitrep, by crafting a fuckton of mimic beacons, and rushing a heavy with rupture, but the Viper in particular spawns in so crazy early that you may literally not have had the chance to research or build anything of note yet, leaving you with weapons doing about 4 damage on average per turn, against an enemy that has 69 health, and who usually hits back with 3-4 damage every time it gets hit.
Comment 2/3
Dank Potatoes 10 Feb @ 12:41pm 
Ok, balancing feedback time
I like a difficult gameplay addition as much as the next guy, but there is a difference between "Difficult" and "Stupidly unfair"
I really don't think you thought the logistics out having bosses with absurd amounts of health, supporting allies AND ruler reactions, appearing even earlier in the campaign than the original rulers, with functionally twice as much health.
The fact that the clones don't dip and leave the battlefield, like the OG rulers, is what really tips the balance into the unfun. With a regular ruler you could just barely keep them at bay, exhausting all your tools like free onetime actions, frost bombs and stasis to the point where you can juuuust barely hold out from getting your squad wiped until you get the ruler to about half health, and it runs away.
Comment 1/3
GameAcc 7 Aug, 2024 @ 3:06pm 
@Dragontast, thanks for the response, I'll think about it as a feature, sometimes they show up, sometimes the run away from my awesome xcom squad.
Shaggoth (Ищезаяц) 18 Jun, 2024 @ 4:26pm 
i'll try with both anyway :) + i added those bastards to lost encounter lists
Shaggoth (Ищезаяц) 18 Jun, 2024 @ 3:32pm 
so with no map mods, we can use both?
Dragontoast  [author] 18 Jun, 2024 @ 3:10pm 
@GameAcc Technically speaking it is compatible.
However, if you use Mods that add new maps especially smaller ones it will likely cause an error that would make it appear that this mod is not working because the script of Strategic cannot find a proper location and removes the spawns.
Easier to just say it isn't compatible with Strategic Spawning so I don't get false bug reports as it is two other mods causing the issue to occur and not an issue with my own mod.
tastiger841 18 Jun, 2024 @ 4:12am 
You can use Raider Faction: Chaos Insurgency as reference if you want to change team in config.
GameAcc 17 Jun, 2024 @ 2:11pm 
Maybe some modders can help? Idea is great but a lot of people use strategic spawining
Dragontoast  [author] 16 Jun, 2024 @ 7:30pm 
@RustyDios
I did not set up it up for configurable teams, I initially considered eTeam_One because of Renegade Rulers but ultimately decided to go with eTeam_Two to reduce complications and have them always fight the True Ruler for balance purposes.
Dragontoast  [author] 16 Jun, 2024 @ 7:17pm 
@Drakten it basically removes the spawns from the map instead of relocating them like it is supposed to. The Clone pods were spawned which could be seen in the log but they would not be present in the mission at all.
Drakten 16 Jun, 2024 @ 7:00pm 
Why is it incompatible with Raiders and Resistance Strategic Spawning?
RustyDios 16 Jun, 2024 @ 6:53pm 
Is the team configurable?, because I would love to havethem on eTeam_one like the Renegade Rulers mod.
Shaggoth (Ищезаяц) 16 Jun, 2024 @ 3:51pm 
awyeah, better than i was trying to achieve :) thanks for that essential tweak for me. a guy who uses horrible enemies and almost no op mods for xcom :steamthumbsup:
Dragontoast  [author] 16 Jun, 2024 @ 1:32pm 
@r0bert
Yes, that function is included in Uniter's mod and the cost of construction can be adjusted in that mods config.
r0bert 16 Jun, 2024 @ 1:14pm 
Does this give you the ability to make multiple alien leader suits?