XCOM 2
[WOTC] Execution
74 Comments
[DG] Z Type Knight 30 Sep, 2022 @ 1:53pm 
Question: Does this bypass Sustain?
Udaya  [author] 26 Dec, 2021 @ 3:52pm 
No problem!
Daevinski 26 Dec, 2021 @ 3:40pm 
@Udaya Great! Thanks for all the information and updates.
Udaya  [author] 26 Dec, 2021 @ 3:36pm 
@Daevinski Oh, it looks like you're right. In that case, the quotation marks are just an arbitrary delimiter that you can either include or exclude when initializing name arrays.

You can use either:
+EXCLUSION_LIST=AdvCaptainM1

Or:
+EXCLUSION_LIST="AdvCaptainM1"

Both ways will accomplish the same goal (this also applies to the other mods you were talking about).
Daevinski 26 Dec, 2021 @ 2:29pm 
@Udaya I'm asking just to be sure, because both "Extract Corpses" and "Nonlethal Combat" have these type of exclusion list and both need the name of the unit between quotes.
Udaya  [author] 26 Dec, 2021 @ 12:52pm 
@Daevinski Without quotes, of course! For example:

; List of units in the game that are excluded from this mod's Execute ability.
; Add more using "+EXCLUSION_LIST=UnitName".
+EXCLUSION_LIST=AdvCaptainM1
+EXCLUSION_LIST=AdvCaptainM2
+EXCLUSION_LIST=Cyberus
Daevinski 26 Dec, 2021 @ 10:32am 
Amazing! But... with or without quotes?
Udaya  [author] 26 Dec, 2021 @ 7:04am 
@Daevinski Yes, there is a way to do that. I just added an array to the configuration today that lets you do so. If you want to exclude any specific units from this mod's Execute ability, just add them to the configuration (XComExecution.ini) via

+EXECUTION_LIST=UnitName

Where UnitName is the name of the CharacterTemplate associated with your target. For example, +EXCLUSION_LIST=SpectreM2 would exclude all Elite Spectres from this mod's Execute ability.
Udaya  [author] 26 Dec, 2021 @ 7:00am 
No problem, Maconnais!
Maconnais 26 Dec, 2021 @ 1:02am 
@Udaya Thank you for the update, it's working great!
Daevinski 25 Dec, 2021 @ 12:55pm 
@Udaya There is any way to create a exclusion list? I want to make some ABA enemies immune to execution.
Daevinski 25 Dec, 2021 @ 8:51am 
I can confirm, "Execution" it's working with "Nonlethal Combat" for both statuses set by the mod, "Unconscious" and "Stunned" (added in the latest "Nonlethal Combat" updated and you need to set the correspondent option it to true within "Execution" config file).

Only thing is that I had to subscribe to "Execution" twice after updating it and I had to save the changes again with AML in order to see the icons in-game. Not sure which of the two steps actually make everything work 100%, but at least it is all working as expected now.

Thanks @Udaya for the update. :cherrypie:
Udaya  [author] 24 Dec, 2021 @ 9:30pm 
@Maconnais Sorry about the difficulties and the delay on my response. I updated the mod again, so it should be working as expected now.
Maconnais 21 Dec, 2021 @ 1:49am 
For some reason this isn't working for me either. I'm using Amalgamation classes with Nonlethal Combat to get enemies unconscious. I wonder what's up on my end.
Lux Manifestus 19 Dec, 2021 @ 4:38pm 
what kind?
Shaggoth (Ищезаяц) 19 Dec, 2021 @ 1:40pm 
yeah, it also makes you coffee
Lux Manifestus 16 Dec, 2021 @ 4:40pm 
Does it reveal concealed units?
ScriptGenius12 15 Dec, 2021 @ 10:54am 
I installed it, on Gatecrasher I knock an officer unconscious but the option to execute did not show up.
Shaggoth (Ищезаяц) 14 Dec, 2021 @ 10:44pm 
hmm it's not working for me too.. it should appear on any class, right? even modded ones?
Dragon32 3 Dec, 2021 @ 10:50am 
@Gh0stmak3r
The mod's not changed since 2020 so the problem must be local to you.
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Gh0stmak3r 3 Dec, 2021 @ 8:24am 
This mod worked for awhile but hasn't since August for me.
Aks 30 Nov, 2021 @ 8:04pm 
Russian Translation
Thanks for this useful mod! Please add localization to your mod!

Русский перевод
Строчек не много, но тем ни менее...
Бросьте в папку локализации мода (...
\steamapps\workshop\content\268500\1519721906\Localization)
https://drive.google.com/open?id=1INFwmo1iTdHhYAy73YTe0x3eDYCtH7R7&authuser=axaaaid%40gmail.com&usp=drive_fs
Udaya  [author] 31 Aug, 2021 @ 5:57pm 
I appreciate the explanation! Thank you for your help.
Alena Intevessa 31 Aug, 2021 @ 5:51pm 
No worries on the late reply, I'm just happy I was able to help explain what the other person's question was!
Udaya  [author] 31 Aug, 2021 @ 5:31pm 
@Alena Intevessa @Frizzeldian12 Sorry for the late response, but I don't think this is a possible or feasible solution. The FactionAnchorMX unit is an invisible, unkillable enemy unit. They're immune to all damage types and effects, which includes the execute ability from this mod. If the game is stuck on an endless turn loop due to the faction anchor not dying at the correct time, your best bet is to simply allow console commands on your launch settings and use the command KillAllAis to get rid of it, as described in the mod's description. Alternatively, use X2AllowSelectAll and switch units until you reach the faction anchor unit. Then use SetHP 0 on that unit to get rid of it (or the suicide ability described in the mod's description).
Alena Intevessa 31 Aug, 2021 @ 4:52am 
@Udaya I suspect the faction anchor they are speaking of is specifically related to the "Faction Anchor" mod, a method another modder came up with to make it so missions don't end when third parties are the only enemies left by having an invisible 'anchor' enemy. Frizzel was probably asking if you could make that enemy executable.
Udaya  [author] 21 Aug, 2021 @ 8:33pm 
@Frizzeldian12 There's a faction anchor bug? Is this from a specific mod or something in vanilla, and what status effect(s) do the enemies you need to execute face when this bug happens? There may be a way to rig it so that such enemies are executable with this mod.
Dęąth Viper 21 Aug, 2021 @ 7:11pm 
can you add this to execute the faction anchor when it bugs?
Theobald 19 Aug, 2021 @ 9:08am 
I don't get the prompt to execute MOCXs either
Lizard 28 Mar, 2021 @ 2:51am 
Sorry to say that this is the first campaign I've played in a long time. I think my previous campaign was before August last year, but the mod was working then.
Udaya  [author] 26 Mar, 2021 @ 4:13pm 
@Lizard That's strange. Was it working any time after the Aug 9, 2020 update to this mod? I don't believe that change should've had any specific effect on MOCX soldiers, but it may be worth checking out if that's the case.
Lizard 26 Mar, 2021 @ 4:44am 
Dropped a MOCX soldier earlier in a mission, scurried over to execute them, but the option to do so wasn't there, only to revive or carry them. I remember it used to work as usual a while ago, but I'm not sure what could've changed to cause this.
Gabriel Cooper 22 Mar, 2021 @ 1:47pm 
hmm, i can't seem to get this skill to show up, even when i'm right besides a mocx soldier it just doesn't show up.
Udaya  [author] 20 Mar, 2021 @ 9:51pm 
@123nick Yup, I agree! Which is why I added options in the configuration a while back to make it so you could include stunned, panicked, frozen, etc. as viable execution targets.
123nick 20 Mar, 2021 @ 9:31pm 
it would be cool if you could have a perk that adds more conditions too execute. IE, without the perk you can only execute unconscious and bleeding out, but with it you can execute stunned units, etc.
steven777 26 Oct, 2020 @ 2:02am 
I actually needed this today to kill a VIP who was already knocked out.

I didn't have it so I had to carry out the VIP and let one of my soldiers bleed out.

Installing now hope it works.
Kordeth Invictus 14 Oct, 2020 @ 4:16pm 
@Udaya
ah, understood
Udaya  [author] 14 Oct, 2020 @ 1:32pm 
@Nobody This was mainly a niche mod I made for myself to kill off enemies that got knocked unconscious from abilities like Rage Strike and the Alien Ruler abilities. Since some mods have enemies that bleed out/go unconscious from mod-specific abilities, I figured some other people would find a use for it.
Kordeth Invictus 14 Oct, 2020 @ 12:50pm 
i am a little lost tho, since no enemies go unconscious or bleed out, how is this useful unless it is changed to include stunned, panicked, frozen, and many other unit types to trigger the Execute ability.
neIVIesis 9 Aug, 2020 @ 6:44pm 
thanks!
Udaya  [author] 9 Aug, 2020 @ 3:49pm 
@nelVlesis Alright, the new update should allow you to add that in the config.
neIVIesis 9 Aug, 2020 @ 8:30am 
@Udaya yes, can we just add in the config any additional status conditions? Executing a defenseless stunned soldier would make sense.
Udaya  [author] 9 Aug, 2020 @ 4:24am 
@nelVlesis There are plenty of status conditions that it can include, like stun, panic, and being frozen. However, it currently only checks for unconscious and bleeding out units. Perhaps you mean a choice to include stunned enemies in the config?
neIVIesis 8 Aug, 2020 @ 9:29pm 
@Udaya. can this mod include stunned enemies?
KT Chong 17 May, 2020 @ 10:38pm 
Other than a knocked-out VIP, I've never seen an enemy (ADVENT) unconscious or bleeding out.
vandujr 1 Feb, 2020 @ 9:23pm 
still seems pretty niche.
Udaya  [author] 1 Feb, 2020 @ 9:04pm 
@vandujr I mainly just made this mod for two occasions where enemy units could get knocked unconscious:
1.) An Alien Ruler (Berserker Queen or Archon King) used an AoE ability to knock a unit unconscious.
2.) An XCOM unit wearing a Rage Suit used Rage Strike on an enemy unit, knocking them unconscious.
vandujr 1 Feb, 2020 @ 11:54am 
i mean yeah i understand mocx but that already has an execution mechanic built in.
vandujr 1 Feb, 2020 @ 11:54am 
and why would an enemy soldier my bleeding out or unconscious?
Master Sheesh 31 May, 2019 @ 10:55am 
well if you need to flee and the soldier that should carry him would be to slow for that
and you dont want him to get captured