The spawnweight which was previously in the Characterstats.ini, is now also located here so you can give them different weights depending on the group. Here you can see all the enemy groups that can appear and their force/alert level requirements. This is where the enemies are put into groups are. I wonder what happens if we turn that up to 11 :) There's also something called "LargeAvatarGroups" which curiously is set to zero in all difficulties. There's even a number "AvatarsToKill" for the final mission. There's also a huge amount of parameters for every mission type to configure everything from Timer Lengths over True Concealment to reinforcement drops. Something for the "Don't waste my time" crowd. There's a bunch of Skip parameters that can be used to make Zip mode skip LOS cameras and Bradford nagging. Also, there's a 5% chance for a "critical reinforcement", whatever that is! There's a percentage for reinforcements to spawn on Guerilla Ops. I can not overstate how amazing this change is for modders that deal with mission setups, pod compositions and custom enemies. By breaking its content up into multiple ini files and making it more robust to modding, Firaxis helped us SOOO VERY MUCH. The missions.ini used to be the focal point of most mod conflicts in vanilla XCOM. Going to talk about this one before i touch the Encounter.ini and EncounterLists.ini. Maybe there's an actual requirement for them to level up now? So Specialists are unlikely to bond with other Specialists, apparently. You can also set "Unfavored classes" for bonding. I wonder why.īaseAbilityPointsPerPromotion is a value you can set here per class. The soldiers are missing their perk trees. Did it get replaced? Is it just not present in the Propaganda Center? Wouldn't make much sense to cut it from the Propaganda Center and leave the rest in.Īgain, something curious. That makes me curious what happened to it. Purifiers, Priests, Specters and Chosen will NOT be fooled by the Beacon. ![]() This is a big deal for making a more competent sniper AI.Īll of the new enemy AI trees completely ignore the Mimic Beacon. Movement profiles now have a value for height. It's skewed towards the Lost attacking us (70%). There's a distribution percentage that sets how likely the Lost are to attack either XCOM or ADVENT. We know it from LW2 where it's used on civvies, i wonder how it works in WotC.īerserk, Obsessed, Shattered and Dazed soldiers won't be attacked by the enemy, similar to Bound and Panicked soldiers. Apparently the Yell ability finally made it into the game. Right at the top there's something called a YellCooldownDuration. Feel free to add your own observations from the files in this thread! I am mostly interested in things related to enemies, AI and missions, so i will be looking at those things. SteamApps\Common\XCOM 2 Propaganda Center\XComGame\Config ![]() For those of you playing along at home, open your install directory of the Propaganda Center (you have that installed, right? of course you have) and go to the following folder: The Propaganda Center standalone mod actually comes with the ini files from War of the Chosen and there are a ton of interesting tidbits to get from them. but since i didn't see a post for this yet, i figured i should point something out. Now, for most people who mod the game, this is probably old news. (apparently that needed to be said, so there you have it) WARNING - CONTAINS SPOILERS FOR WAR OF THE CHOSEN
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