XCOM 2
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[WOTC] Lethal Ruler Rework
   
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26 Jun, 2024 @ 7:32am
11 Sep, 2024 @ 7:40am
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[WOTC] Lethal Ruler Rework

In 1 collection by FearTheBunnies
Odd S9: Season 9 Gameplay Collection
428 items
Description
About This Mod
This is a tweak to Lago's amazing [WotC] Ruler Rework.

The original Ruler Rework did a lot of subtle changes to Rulers to help fix issues as well as balance them out from their vanilla state.

This mod makes those changes more modular, allowing the player to pick and choose which they want to play with.

What This Does
From Lago's original description (changes from this original behavior are listed below):
It does this by making three major changes to how Rulers work.
  • Rulers don't react to movement.
    • This allows you to reposition your soldiers during a Ruler battle, which significantly changes how they play. You can now take cover against a ruler, spread your soldiers out when faced with an AoE attack, and try to stay out of its line of sight to stop it reacting to you. Abilities like Momentum and Implacable are no longer a liability. Rulers will still react to any non-movement action taken by XCOM that they see, so managing your actions cleverly is just as important as it was before.
  • Rulers also react to any non-free action that targets them.
    • This means they'll now react to squadsight shots, and that they can fight back against Raiders and Lost. Vanilla rulers get stuck if they can't see any XCOM units, allowing third party factions and Squadsight units to attack them indefinitely. In vanilla, a concealed spotter and a Squadsight sniper can kill a Ruler in one battle without it ever being able to react.
  • Rulers get a single action turn of their own.
    • This stops Rulers getting stuck if they break line-of-sight to every XCOM unit: they'll be able to spend an action moving back into range. It also allows the Ruler to chain two actions together on the alien turn (their last reaction and their one action turn), balancing out their inability to react to movement. Be careful ending a turn near the Archon King: it's quite fond of using this to set up and knock down Icarus Drop in one go. This replaces the bizarre vanilla system where Rulers would get bonus actions if XCOM skipped any.

What's Different
This version of the mod allows the player through config changes to pick and choose which of those states they want to play with.
  • Rulers Don't React To Movement:
    • This can now be toggled on/off, allowing Rulers to use vanilla behavior for reactions or the modified behavior
  • Rulers React To Any Non-Free Action That Targets Them:
    • This behavior is anti-cheese. It can be toggled off, but at that point why tweak rulers at all?
    • The anti-cheese logic has been upgraded. Rulers will now react to indirect or Area of Effect based damage (such as rockets or grenades) as well as direct target attacks.
  • Rulers Get A Single Action of Their Own:
    • Originally, Rulers gain 50% of the reserve action points XCOM has when XCOM ends their turn. Lago's tweaks gives them a flat 1 AP. This mod allows you to choose either of those two options or a hybrid variant where they will always get a MINIMUM of 1 AP, but can have a MAXIMUM of 50% of XCOM's reserve AP.

Default Setup
This is NOT meant to be a simple drop and replace redux, but rather a more lethal alternative that can have the lethality toned down to personal flavor.
  • Rulers Don't React To Movement: DISABLED
  • Rulers React To Any Non-Free Action That Targets Them (Direct): ENABLED
  • Rulers React To Any Non-Free Action That Targets Them (AoE): ENABLED **Note: If the direct target reaction is disabled, this will also be disabled regardless of what the boolean flag is set to.
  • Rulers Get A Single Action of Their Own: HYBRID MODE (meaning vanilla style AP with a 1 AP minimum)

Stukovian Mode
As a request, there is a new option added that will allow for ruler reactions to be disabled, but by doing so they will be given a minimum of 3 AP during their turn.

Compatibility
  • [WotC] Ruler Rework: DO NOT USE THESE TWO MODS TOGETHER. This mod is literally a fork of the original. They will both try to MCO the same things. Choose one or the other.

Thanks
  • Lago for the OG and the amazing work that went into it (and permission to release this tweaked version).
  • kexx and his love of the vanilla rulers that led to needing this modularized version.
  • Zelfana for the indirect/AoE damage trigger for the anti-cheese logic.
17 Comments
Lebowskichild 30 Dec, 2024 @ 8:52am 
Thanks @FearTheBunnies, for the response and the mod.
FearTheBunnies  [author] 29 Dec, 2024 @ 5:45pm 
Yes
Lebowskichild 29 Dec, 2024 @ 9:48am 
Hello @FearTheBunnies.

Could you tell me, if I am to remove Lago's version and add this version mid campaign, would this work?
Lanford 20 Dec, 2024 @ 9:59pm 
That's great. Want to add SPARK ruler to the mix for awhile but don't really want to bother with ruler reaction and the mod that I use to disable ruler reaction wasn't affects SPARK ruler.

So I will make a switch to this mod then, thanks again.
FearTheBunnies  [author] 19 Dec, 2024 @ 7:07am 
Any mod added ruler that utilizes the default ruler reaction system will be affected (which does include the SPARK Ruler).
Lanford 19 Dec, 2024 @ 5:52am 
Is this mod also cover the mod added ruler such as SPARk Ruler mod?
EdemBR 30 Sep, 2024 @ 9:58am 
There is not a way to take out the reactions to movement when using renegade rulers?
LeyShade 12 Sep, 2024 @ 12:18pm 
@FearTheBunnies - Request over the Stukovian one for those who want really truly gameplay: AML Mode. All Reactions, Anti-Cheese, Minimum 3 AP Floor... for those who play with Faction and Renegade rulers, and those beyond the basic ones.
Stukov81-T.TV 6 Sep, 2024 @ 11:54am 
Thank you for the addition
FearTheBunnies  [author] 2 Jul, 2024 @ 7:06pm 
There is no MCM screen for this mod. Either use Lago's version or edit the config files directly.