Broad Pod Activation [WOTC]

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Author: Alex Nares

Last revision: 15 May, 2020 at 22:24 UTC

File size: 178.18 KB

On Steam Workshop

Description:
Enemies will activate from further away and out-of-sight.

This is an alternative to Anisotropic’s mod "Dynamic Pod Activation" and the original "All Pods Active" mod.

Before I explain what this mod does, I should go over a few things. In the base game, all enemies are constantly in 1 of 3 states:

1) Green Alert
Enemies are completely unaware of your presence and in a relaxed mindset.

2) Yellow Alert
Enemies have detected suspicious activity nearby – but haven’t seen XCOM yet. This can happen if they hear gunshots or explosions. Sometimes enemies will move towards the noise to investigate.

3) Red Alert
Enemies have spotted XCOM and are actively engaging.

This mod makes a few changes to the "Dynamic Pod Activation" mod, so that any enemies that are in Yellow Alert status – AND are within 60 tiles of XCOM, have a chance to activate at the start of Advent’s turn (but they won’t get any actions other than moving into cover "scamper").

The % chance is based on how many enemies are currently in Red Alert status (attacking XCOM).

— % chance a nearby (60 tiles) group will activate – ONLY if they are on Yellow Alert —
100% — with 0 enemies engaged
42% — if only 1 enemy is engaged
0% — if 2 or more enemies engaged

This means that, after XCOM fights a group of enemies, the next group will activate and come towards XCOM (if they are within 60 tiles) – BUT enemies will not aggro when XCOM is already fighting a group of 2 or more – so you don’t have to worry about all of the groups aggro-ing all at once. The final result is that it will save you from having to "hunt down" the last group of enemies on a map to finish a mission – because they will self-activate and start coming to you.

100% safe to enable or disable at any time.

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[WOTC] Dynamic Pod ActivationSteam Workshop