XCOM 2
Podless WOTC
114 Comments
meowbaawoof 13 Oct, 2024 @ 7:06am 
Thank you for your quick response. I understand.

This is just a personal suggestion:

If possible, maybe you can talk to the authors of highlander... As far as I can tell, players who use the xcom2 mod have a hard time avoiding it.Many mods are preceded by it or its derivatives.

Resolving this conflict will help more players enjoy your mod.
Hnefi  [author] 13 Oct, 2024 @ 12:52am 
meowbaawoof : Thank you for the kind words :)

If two mods change the same files, only one mod will work properly. For Podless, that means that some functionality won't work, such as:
* Reveal animations
* Aliens preferring to target XCom over civilians
* Aliens not knowing where XCom when no agents are in alien line of sight

But the basic premise of the mod - all pods getting activated at once - will still work.
meowbaawoof 12 Oct, 2024 @ 11:59pm 
Hey there I go again, but sorry I might have to ask a really stupid question:

you show four [.uc] in the conflict list, 1/2/4 of which are covered by highlander...

Does this mean that this mod and【X2WOTCCommunityHighlander v1.28.1】

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1134256495

are not compatible?

Or do I not need to worry about that?
meowbaawoof 12 Oct, 2024 @ 6:47pm 
@Komissar Gebet
There's a legend that when you say "EPIC," steam targets you...

Hhh, sorry, this might be a little cold, my taste for jests... Not so good.

It's nice to see another person in the comments section of this mod, I really don't think it deserves such low profile.
Komissar Gebet 12 Oct, 2024 @ 8:46am 
I did try this mod with the LWOTC and it works almost perfectly. I also used larger squads...
16 XCOM vs 20 Advent + idle supression, plus this mod... resulting in EPIC BATTLE!
Hnefi  [author] 12 Oct, 2024 @ 1:20am 
I appreciate the positive comments :) It makes me happy that people like this mod.
meowbaawoof 11 Oct, 2024 @ 7:40pm 
I can hardly describe my praise, thanks to this mod. The only doubt is that I haven't seen it in any other mod descriptions or discussions (except 【Advent to Imperium [WOTC]】).



There are a lot of players who may not know about your mod to this day, which is really a shame.
steven777 22 Sep, 2024 @ 3:44pm 
Wow, this Mod is a revelation. What a different way to play. 10 times more intense. You fire one shot and the whole map runs to war. It makes total sense. Way better.

Before I would be fighting some dudes at the front of the Gas Station, the front wall would get blown up and there would still be 4 Advent chilling in the back room. It made no sense. And this was with Yellow Alert.

Combine this with original timers and one of the True Concealment mods. So the timer only starts when you are revealed. Those 4 turn stop the General missions are now frantic. Excellent Mod.
Komissar Gebet 22 Sep, 2024 @ 1:44am 
Is this mod compatible with LWOTC? Did someone try?
TrueLight1997 11 Aug, 2024 @ 5:27pm 
@tac have you publish your version yet I'm interested to try it
tac 26 Apr, 2023 @ 3:32pm 
Alrighty, thanks a ton for the support! It's nearing its final stages of development at the moment. Just need to clear out some pesky bugs here and there (and make my code not look like a madman wrote it)
Hnefi  [author] 26 Apr, 2023 @ 11:58am 
@tac: cool, that's awesome to hear! Yes, go ahead, you have my permission. I would appreciate it if you mentioned me and my mod somewhere, but no need to show me files and stuff. When you do publish your mod, feel free to mention it here so people see it and can try it out (myself included)!
tac 24 Apr, 2023 @ 4:36pm 
I currently have a modified version of this mod integrated into my own (not published yet). Do I have your permission to do that? I can make you a contributor to the mod and/or show you the files if necessary.
Jukse 27 Dec, 2022 @ 6:42pm 
Great mod after all these years, seriously underrated. My experience with ABAI: It breaks the communication-like mechanic introduced by this mod but enemies seem to otherwise follow ABAI's directives as normal.

In one hand, this makes enemies much more defensive in regards to unseen XCOM units, as ABAI's foes have a 75% chance to Overwatch whenever they personally do not have LOS. In other words, the activated pods inside FoW will Overwatch camp you instead of rushing in.

On the other, ABAI's ruthless optimization seems to be in full effect. A sectoid will repeatedly flank and shoot a panicked soldier given the chance.
Dragonlord 9 Dec, 2022 @ 3:44am 
@Arke_Morrinth running this on LWOTC? I once offered any twitch streamer that can beat LWOTC in legendary with this mod 100 euro... No one made it :steamhappy: Good luck
Arke 17 Jul, 2022 @ 5:12pm 
I've been using this mod for 3 days now, after a thousand Xcom 2 hours.

This is the only mod that truly terrifies me
Confirmed working excellently on LWOTC.
Premier666 30 Nov, 2021 @ 3:22pm 
This is by far the best mod for xcom 2. 10/10
AZL4N 6 Sep, 2021 @ 11:01pm 
@Hnefi Thanks for the reply. I'll scour my mods and see if I can find the culprit. There is another mod out there that removes the cinematic reveals but it is incompatible with this one, and this mod is amazing so I thought I'd ask.
It's mainly only a problem on haven assault missions where all resistance operatives have line of sight with most of the enemy pods, so I get like 5 - 8 cinematic reveals in one go.
Hnefi  [author] 6 Sep, 2021 @ 10:44am 
@XpanD: Thanks for the positivity! It means a lot to me.
@AZL4N: No, but it only shows the cinematic for enemies which are in your line of sight. If you are seeing all cinematics, you have another mod that conflicts with the code changes for this one.
AZL4N 6 Sep, 2021 @ 9:47am 
Any chance we can disable the cinematic reveal of enemies?
XpanD 27 Aug, 2021 @ 10:45am 
I haven't done all that many missions with this mod yet (late addition to my last campaign), but the few I did do were definitely more intense, exactly the "real war" feeling I was also looking for. Did notice the reported issue where on some missions you just start seen immediately, which I'm guessing is due to the faction mods I have installed.

Whenever I decide to play next I'll definitely toss this in again, loved what little I saw so far. Thanks for putting this up!

(can also report it ran fine alongside my other ~280 mods in that last run, other than the mentioned reveal issue)
Komissar Gebet 2 Apr, 2021 @ 9:52am 
I tested this with the ABA and raider factions. Raiders seem to tap into Advent communications as they simply attacked without revealing animation. Last mission cultists of Jariah made a nasty flanking attack killing 3 of my operatives while I had a pressing firefight with the Advent... Felt like real war though... And that's what I actually wanted!
"This is WAR! People DIE!" (c) Commander Sheppard.
P.S. I also increased all sides numbers (like 12 xcom, +1to4 ABA pods, +2to3 raiders to their pods.
Zero 1 Apr, 2021 @ 3:28pm 
That's cool! I'm going to have to try this on a new run without ABA.

Do you know how to make it so the concealment status doesn't end if one soldier breaks it? It would be nice to keep others concealed for buffs that give benefits while concealed.
Demonic 1 Apr, 2021 @ 2:48pm 
Man, if I knew this, my games would be soooooooo much easier :D
Hnefi  [author] 1 Apr, 2021 @ 2:37pm 
Correct. In this mod, only XCom soldier in the line of sight of an alien is known to the aliens, though they do remember the last place they saw a soldier if it disappears. And yes, this behaviour will likely not work with ABA.
Zero 1 Apr, 2021 @ 2:00pm 
I see, that's a cool strategy. I have only used this mod with ABA in place, so maybe the behaviors are off as you mentioned in previous comments.

Based on your reply I am assuming this AI changes how concealment works then? If the aliens come after what they can only see, when the squad breaks, it doesn't reveal all xcom units?
Hnefi  [author] 1 Apr, 2021 @ 2:28am 
No, there is no such mechanism in this mod.

However, aliens are only aware of XCom agents that at least one alien can see, so to avoid being swamped you can break line of sight. Or, even better, you can use one or two agents as decoys and keep the rest hidden to flank with. Given the advantages you get from flanking, that strategy is devastating in my experience.
Zero 31 Mar, 2021 @ 5:24pm 
Is there any way to make it so alerting one pod doesn't affect ALL enemies, but maybe within a tile range?

I like this idea, however, when the entire map all comes for you, it takes the fun and suspense out of exploring the map. A good compromise would be the question I asked above.
Komissar Gebet 25 Mar, 2021 @ 10:35am 
Currently I use:
1. ABA mods
2. Increase pod size by force level
3. Multiple raider factions
4. Resistance hero incursions
5. AI to AI activations
6. Raiders strategic spawning
7. RPGO
8. 4 squad updates + bigger starter squad
9. revamped civilians

And It's fun almost to the level I want it to be. :roar:

And finally I want to add Podless Advent... Did anyone test its compatibility with the above mentioned list? :snaggletooth:
Hnefi  [author] 18 Mar, 2021 @ 3:40am 
@Dragonlord: Thank you for the kind words. I haven't spread the word of this mod on forums and such because I don't like to toot my own horn, but I am very happy that you found the mod and liked it.
Dragonlord 17 Mar, 2021 @ 6:48pm 
This MOD changed my life... It took my 3 years to realise it exists.... This a whole different game now. Been using it in LWTOC so far no problem will keep people posted.
Jewels 18 Feb, 2021 @ 5:57pm 
upthrottling only applies before reveal, after combat has started, the mod doesn't alter that
Suckeychicken 18 Feb, 2021 @ 1:32pm 
did not appear to work, at least the upthrottling fix didnt, enemies still actively searched for concealed units after install
Jewels 4 May, 2020 @ 8:11pm 
The mod already has that included for hidden enemies, its unneeded to use No Reveal Cinematics
Video Games Exist 4 May, 2020 @ 7:58pm 
This mod unfortunately has a slight conflict with No Reveal Cinematics in that reveal cutscenes will still play even if they are supposed to be disabled by the mod.

I would appreciate it if this was looked into and, if possible, fixed. If it's an unresolvable conflict or if it can only be fixed by NRC's author, that's understandable.
Video Games Exist 27 Apr, 2020 @ 11:45am 
I'm gonna give this a try. It'll definitely make things way harder but I'm hugely not a fan of the vanilla pod system.
Jewels 18 Jan, 2020 @ 1:16pm 
Yes but that’s not the AI trees
Hnefi  [author] 18 Jan, 2020 @ 7:04am 
Unfortunately, it does. There are modifications to XGAIBehavior.uc.
Jewels 18 Jan, 2020 @ 1:28am 
Ai mods are entirely compatible with this, this mod doesn’t alter the ai at all
Voidlord597 13 Jan, 2020 @ 10:07pm 
I hate the pod activation mechanic and want to use a mod such as this, but I also want to use a mod that changes up the exploitable AI behavior. Unfortunately, mods that both affect AI are likely to be incompatible.
Mulqueeny 13 Oct, 2019 @ 9:29am 
@Darkdill Resistance is futile buddy. :D

This mod made some missions impossible for me. Mocx and larger pod sizes could see me have to complete missions with 4 soldiers and around 20+ enemies early game.
darkdill 8 May, 2019 @ 6:22pm 
Well, this certainly screws things up when you're using different faction mods (i.e. Bandits, Marauders, MOCX). You'll often start missions with the enemies on full alert, even if your team remains concealed initially.
Undecided Name For Now 10 Feb, 2019 @ 6:30pm 
Makes sense.
All those advent and no radios in their helms?
Jewels 26 Dec, 2018 @ 11:39am 
No it won’t
Assassin (Bully Hunter) 26 Dec, 2018 @ 7:12am 
Does anyone know if this mod will conflict with a mod to increase pod size please?
Jewels 20 Dec, 2018 @ 9:20pm 
they engage in a hunt protocol, where they move towards the closest sound.
Demonic 20 Dec, 2018 @ 4:22pm 
I wonder... what exactly are the aliens doing when they are activated but NO alien sees any XCOM soldier? I saw the AI do pretty stupid moves that way (only one in "sight" was a concealed reaper)
Anakameron 6 Nov, 2018 @ 7:01am 
Well darn. I wonder how easy it would be to get them to play nicely. Guess I'll screw around with the .inis and see what happens. Thanks for the response.
Hnefi  [author] 3 Nov, 2018 @ 2:26pm 
It would, unfortunately. ABA changes things in the AI files which this mod (and presumably Yellow Alert) uses to let the AI know where XCom soldiers are, when that knowledge is appropriate. The ABA changes prevents the AI changes in this mod from working.
Anakameron 3 Nov, 2018 @ 2:18pm 
Has anyone compared this with Yellow Alert Gameplay? The AI never comes after me, so far as I can tell, but that could be because I also use ABA. I'm wondering if it would be the same with this mod.