XCOM 2
Chryssalid Mod (EW/EU Behavior)
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.
Retro 22 Sep, 2019 @ 11:06pm 
Please PLEASE tell me this is WOTC compatible?
mynameactually 4 Aug, 2017 @ 3:44am 
Can there be version with burrow and implacable, because I hate myself? Lol
Lago 27 Nov, 2016 @ 10:38am 
I'm quite eager to fix it as it neuters the chryssalids quite badly on Council and Guerilla. I've confirmed it's not a mod issue (ran a new game with no other mods and chryssalids on mission 1) which leaves me at a loss as to what the cause could be. How do Civilian and HostileCivilian differ under the hood? All I can think is a DLC update issue (glares at Shen's Last Gift) where the HostileCivilian is missing something that makes the game recognise it as a poison target.
Juravis  [author] 27 Nov, 2016 @ 8:44am 
I was never able to reproduce on my own machine that bug, but I've seen it. Some people get it, some people don't. I don't think it's a massive issue.
Lago 26 Nov, 2016 @ 7:53pm 
The chryssalids are happily attacking civilians on Guerilla Ops and Council Missions but the units they're killing (HostileCivilian) aren't forming cocoons. To be specific it's the LWAP Hive Queen. It infects soldiers just fine but hostile civilians die without turning into bug farms.
Lago 18 Aug, 2016 @ 1:40pm 
Been looking all day for a mod that stops Chryssalids from ignoring civilians and turning themselves into ineffective landmines instead. Then I found this. :D
Juravis  [author] 7 Aug, 2016 @ 10:49pm 
Hi people. The LW Alien Pack uses the Chryssalid Root AI for the Hive Queen, so this mod will effectively make it so the Queen also uses the same basic AI you just installed here.
Juravis  [author] 20 Jul, 2016 @ 8:42am 
Yes Chryssalids will infect civilians and create cocoons. If you have my custom % chance mod however they will only be infected 50% of the time.
marshmallow justice 20 Jul, 2016 @ 1:21am 
with them attacking civilians, do they make zombies/cocoon spawn like in X1? either I was unlucky (or I guess fortunate) in the L runs, chryssalids didn't do a whole much other than run at me. From my understanding in X2 vanila they only make spawns if they kill one of your guys
Juravis  [author] 17 Jul, 2016 @ 1:53pm 
Fixed a small bug where the chance to attack in terror mission was added to the regular chance instead of -replacing- the regular chance (was 45/30 now 15/30).
Tyranniac 16 Jul, 2016 @ 8:28am 
I like the sound of this. Looking forward to trying it out.
Ifrit's ShadowA41™ 15 Jul, 2016 @ 3:05pm 
I look forward to trying this out. Chryssalids are pretty crap in this game.