Ability Distraction

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Author: ADVENT Avenger

Last revision: 19 Nov, 2020 at 06:40 UTC

File size: 97.28 KB

On Steam Workshop

Description:

New ability: Distraction

Any unit that has Preparation will get Distraction also added, but only XCOM can use the ability. The ability is right next to Preparation, on the left of it.

-= EFFECT =-

The target is moved down the Timeline (acts later) and is rooted if applicable unless immune for 1 turn. The rooted effect has a special condition, it will be removed if the initiating XCOM unit dies.

-= LIMITATIONS =-

Distraction shares it’s cooldown with Preparation (if you use one, both will cooldown and vice versa).

Only affects targets that are not immune to Mental effects. No robots. No lifted, disoriented, panicked or bound units. Units that are immune to mind control are also excluded.

YES, it allows targeting of Enemy VIPs. BIG YES.

Requires line of sight and being within 8 tiles.

Distraction has no effect if the target is impaired in any way and will usually not allow you to even target that unit (if it’s on fire, it really doesn’t care if you scream at it). It also will not affect Berserk, Enraged or other similar effected units.

All 4 faction leaders could not care less about your screaming, it will not affect them.

XC:CS doesn’t allow playing animations on new abilities, so it’s a bit lackluster visually but it works.

-= CONFIG =-

You can modify most values of the ability here:
C:Program Files (x86)Steamsteamappsworkshopcontent8821002259772682ConfigXComDistraction.ini

The chance to succeed by default is 90 + Your will – Enemy Will.
The target is pushed 3 spots down the Timeline.
Distraction costs 2 Action and ends the turn when used.
Distraction cannot be used beyond 8 tiles and requires visual confirmation of your target from your tile.
You can disable or enabled the Rooting effect.

-= RECOMMENDED =-

This mod does not change the cooldown of Preparation (and by consequence, Distraction). The default of the game is 2, I strongly suggest you change it to 4 or more (I use 4). If you have my Campaign Mods, this is done for you already.

I do not recommend using this mod below Expert difficulty. It will trivialize the game.

-= WHY? =-

There are a couple of missions where you want a unit to not exit the map or move up to the map goal to activate game end and you can’t do anything about it because the timers in this game are extremely short (think about the Gray Phoenix UFO Event, 2 ticks and you are done). Since I cannot edit the actual turns of missions (it seems its all hardcoded in secret) then I made something fun that can be contextually fun to use and may save your mission. The problem is really only shown at higher difficulties where you have your hands full with enemies and downing units becomes harder.