XCOM 2
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Beaglerush Maneuver Penalty WOTC
   
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19 Oct, 2019 @ 11:09pm
10 Nov, 2019 @ 7:50pm
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Beaglerush Maneuver Penalty WOTC

Description
If you try a Beaglerush Maneuver (TM) while this mod is active (Overwatch trap for patrolling enemies giving you 2 entire full turns of action), you will be assigned the same penalty as the Tactical Analysis Resistance Card debuff for ADVENT but it will affect your entire XCOM Squad instead.

Only works from Squad Concealment and if you break it during any other turn except your own (XCOM's). In any other case, this has no effect. A single stealthed ranger for example would not trigger this, nor would one reaper in shadow.

This mod is an added incentive, a strong one might i add, not to exploit a powerful weakness in the game flow. Yellow Alert mods certainly help, but I wanted to make old school ambushes the norm.

For reference, Tactical Analysis removes 1 Action Point from your next turn for 1 turn. It is the most powerful Resistance Card in my opinion in the entire game. It is a fitting punishment for your cheating, Commander.

This effect will trigger more than once per mission if you regain Squad Concealment. It is always watching you play.

Get back to regular ambushes. The way it's meant to be played (TM).

-= COMPATIBILITY =-
This mod is compatible with Musashi's Silencers in the technical sense, but the mechanics are not compatible. You cannot use this with it. This mod does not know why concealment was broken during the other turn.

-= BONUS BUGFIX =-
Tactical Analysis causes the unit in the turn it becomes impaired to lose it's actions during that turn if they were reactive (Overwatch, etc.). This has been fixed, the penalty is no longer a stun effect but is now a direct Action Point damage effect. This has ALSO been fixed for ADVENT, the Tactical Analysis debuff will allow ADVENT to act as normal during the turn in which it is incurred just like XCOM. This only affects you if you have mods that allow ADVENT to overwatch after scampering for example.
23 Comments
steven777 13 Apr, 2021 @ 4:50am 
I hate it. But I love it.
Alraune 20 Nov, 2019 @ 3:56pm 
@Syro System DerBK's A Better Everything mod series disables Tactical Analysis, but is also a complete overhaul of many standard game mechanics and will not work with a variety of mods on the market. I'm pretty sure they'll work with this one though!
Juravis  [author] 29 Oct, 2019 @ 3:10pm 
Simple enough
Boundir 29 Oct, 2019 @ 1:49pm 
Never had the chance to test it but you should be able to remove it by modifying XComGameData.ini.
Under [ResCard_TacticalAnalysis X2StrategyCardTemplate], set Strength to 99 and remove bContinentBonus.
Syro System 26 Oct, 2019 @ 5:57pm 
Good to hear :) The modify continent bonus mod and the mod that removes stat gains from covert actions do go a long way, but there aren't really that many mods that touch resistance orders so they are hard to fix.
Juravis  [author] 26 Oct, 2019 @ 5:47pm 
I thought about it and its certainly feasible.
Syro System 26 Oct, 2019 @ 5:24pm 
Can you make a mod that can remove select resistance orders? Because I would REALLY like to delete the bullshit that is tactical analysis and similar stupid things (already using a mod to modify continent bonuses for this exact reason).
General Disarray 24 Oct, 2019 @ 3:41pm 
Oh...
Juravis  [author] 22 Oct, 2019 @ 3:54pm 
AI changes are part of my AI suite, not this mod. No AI fixes here.
General Disarray 22 Oct, 2019 @ 2:39pm 
I like the idea of this mod but not in conjunction with the ridiculous "fix" FXS chose to apply, i.e. 50% chance for enemies to just stand there out of cover and shoot back. I assume this replaces rather than adds on that?