XCOM 2
[WotC] Mimic Beacon Overhaul
35 Comments
Bawkdragon 23 Jan @ 2:17pm 
Part of me thinks it odd that has zero hit points, since the shots go right through, they would not destroy it. While the foes would realize it fake after realizing the shots go through, I assume that would take time, aka the one round time limit,
cowardlykings 22 Dec, 2023 @ 1:16am 
This is one of the first non qol mods I fell in love with when I was looking at the workshop. It makes the game do much more fun.
Am i a joke to you? 10 Aug, 2022 @ 11:58pm 
@Troch22 yes it does
Lago  [author] 2 Feb, 2022 @ 2:19pm 
That depends if LWotC edits Mimic Beacons itself.
Latis 2 Feb, 2022 @ 1:07pm 
Should this work fine with LWOTC?
TROCH22 8 Oct, 2021 @ 2:43pm 
Does it break concealment when tossing one of these decoys ?
ZJwh5S 4 May, 2021 @ 2:54pm 
Yup that did it. Unsubscribed and re-subscribed and now I can configure the charges. Thanks.
Lago  [author] 4 May, 2021 @ 1:39pm 
I've heard of a bug where the Steam Workshop doesn't update files properly. The the configuration options should be in XComGameData_SoldierSkills.ini. Unsubscribing and resubscribing may fix it.
ZJwh5S 4 May, 2021 @ 12:17pm 
Hi Lago, I see there was an update May 3:

"Updated the mod with configurable charges.

The default has been increased to 2 to make the Decoy Beacon a bit more competitive with perk-boosted utility items."

But I don't see where to configure these charges. I didn't find any lines in the .ini files to do this and even though I've updated to May 3rd version of this mod, the Last Modified dates of my files are October 21.
Lago  [author] 27 Dec, 2020 @ 8:25am 
It has -5 Defence, which has a similar effect to Mark: the AI should generally favour shooting at the beacon if in equal cover to your soldiers.
BlazinHothead 27 Dec, 2020 @ 8:11am 
Is there any way to add a mark target effect to the mimic? To make the AI more inclined to target it despite it being in high cover.
Flashstriker 16 Nov, 2020 @ 2:20am 
This improvement of the Meme Bacon makes it much improved and something I might actually use now (I don't like the cheese that comes with the vanilla bacon), much appreicate the mod!
SUIK IBUIK 23 Oct, 2020 @ 6:21am 
yeah ya were right, the AI is truly fucked....wasnt always like that tho, at least for me....weird
Lago  [author] 23 Oct, 2020 @ 6:00am 
@I SELL SALT: The AI has a specific behaviour where they'll maniacally attack Mimic Beacons. If they're melee units, they'll also leave cover to do it.
@123nick: That depends if it spawns the Mimic Beacon decoy or not.
123nick 23 Oct, 2020 @ 2:04am 
Will this work with perks that create decoys? For example, in Mizrutis perk pack, theres a perk (MZHoloDecoy or smth) that creates a hologram with the holotargeter. will that have the same changes the new decoy beacon has?
SUIK IBUIK 23 Oct, 2020 @ 12:00am 
really? i used it once and my only reaction was HUH, COULD HAVE USED ACID,,,now im tempted to see if it really is op
Lago  [author] 22 Oct, 2020 @ 1:46pm 
The vanilla Mimic Beacon is nicked the "meme beacon" because of how crazy powerful it is.
SUIK IBUIK 22 Oct, 2020 @ 11:53am 
since when is this considered good? theres nothing better than good ol nades
Lago  [author] 21 Oct, 2020 @ 11:44pm 
"the hologram is not physical, which means it is immortal, why does it have 1 hp?"
The original has 12 HP, and will tank shots until it blows up.
I gave this one 1 HP to represent that once ADVENT hits it they realise it's a decoy and it's rendered useless.
dmc32 21 Oct, 2020 @ 5:21pm 
Insightful question Dragunov3718, games don't follow logic loops I suppose. This is change to the original which had a duration of 12 turns and would end. but yeah, holographs with hp is interesting.
Sepherix 19 Oct, 2020 @ 5:23am 
oh god~ Now I'll have an incentive to build this. Without just being cheese.
this does a lot i really like.
Lago  [author] 17 Oct, 2020 @ 10:46am 
Okay, so after looking through ABB, this is what I expect to happen:
Faceless Beacons will no longer force the enemy to target them, although they'll still be strongly favoured targets because they don't use cover. AI with special targeting orders (for example, the civilian-targeting units on Retaliations) will likely ignore them.
Codex Beacons will have this mod's mechanics and ABB's cost.
Lago  [author] 17 Oct, 2020 @ 10:37am 
I'll take a look at ABB.
Gentleman 17 Oct, 2020 @ 10:02am 
ah ok
Kiruka 17 Oct, 2020 @ 8:11am 
@Lago: To answer your question about ABB, there are actually two kinds of Mimic Beacons you can acquire in that mod. One is a consumable version that you make out of Faceless Corpses, and one is a reusable version that you make out of Codex Brains. The former uses a new template and so likely won't be affected by your mod.
[Dragunov37] 17 Oct, 2020 @ 7:11am 
the hologram is not physical, which means it is immortal, why does it have 1 hp?
Cyber Von Cyberus 16 Oct, 2020 @ 10:01pm 
Very good mod
The Dead Kennys 16 Oct, 2020 @ 8:05pm 
Insta-subbed, this'll be interesting! The old mimic beacon felt too much like a one-turn get-out-of-jail-free card and was otherwise tactically useless.
Lago  [author] 16 Oct, 2020 @ 2:31pm 
@Duke: I wouldn't throw it in mid-tactical, but it should work fine mid-campaign. It's mostly config.
@Gentlemen: Does ABB change Mimic Beacons?
Gentleman 16 Oct, 2020 @ 1:41pm 
since this mod doesn't conflict with aba but does it conflict with abb
Hotl3looded 16 Oct, 2020 @ 11:45am 
Nice idea!
Igrizhar 16 Oct, 2020 @ 10:24am 
Do I need to start a new campaign or can I insert this in my current run?
Lago  [author] 16 Oct, 2020 @ 7:59am 
@Syro System: This mod does not conflict with ABA.
Kiruka 16 Oct, 2020 @ 5:40am 
Loving the idea of this, will try it out when I next do a campaign (can't say as to when that will be though).
Syro System 16 Oct, 2020 @ 4:20am 
Before anyone asks, ABA does modify AI behaviour around mimic beacons, so yes this mod will conflict with that unless you comment out the sections in the ini files that relate to that AI change.