XCOM 2
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(BUGGY DO NOT USE) [WOTC] Scamper For XCOM Scouts
   
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23 Sep, 2019 @ 7:57pm
31 Jul, 2020 @ 4:15pm
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(BUGGY DO NOT USE) [WOTC] Scamper For XCOM Scouts

Description
FEATURES

If an XCOM soldier has a Phantom or Shadow ability, and their concealment gets broken during enemy turn - usually by a patrolling enemy pod - the soldier will receive a Move-only action to escape potential flank shots. The enemy pod's scamper actions are postponed until you move the soldier, or press the "End Turn" key.

That Move Action is not free - if you use it, the soldier will have one fewer action at the beginning of next turn.

This applies only when the concealment is broken. If there was no concealment, and a patrol wanders on your flank, they can still take their flank shots.

PURPOSE

This mod exists to address one specific problem - my concealed forward scouts being found and killed by enemy pods that would suddenly decide to patrol right on top of them. I don't mind being penalized for my tactical mistakes, but I don't want my scout to get shot and killed just because of the unpredictable enemy patrol routes.

CONTEXT

Beaglerush Maneuver is when you set your concealed squad in Overwatch, but leave one soldier out of cover, hoping that an enemy pod patrols into them and breaks squad concealment, springing the Overwatch Trap. This tactic is super effective, because that means that the enemy pod gets a full Overwatch ambush while they are out of cover, and then next turn you also get full actions to clean up any survivors.

Anti-Beaglerush Maneuver is the internal name of the feature that makes freshly activated enemy pods sometimes shoot your exposed soldiers instead of moving.

Scamper For XCOM Scouts mod is sort of a Anti-Anti-Beaglerush Maneuver, but only for soldiers that specialize in stealth. You technically can abuse this mod to always prevent Anti-Beaglerush Maneuver from happening, but that will mean losing your Phantom concealment or a charge of Shadow, so I think it balances out in the end.

CONFIGURATION

This mod is configurable through:
..\steamapps\workshop\content\268500\1871353057\Config\XComReactiveConcealment.ini
By default, only soldiers that have Phantom or Shadow can receive a bonus action when their concealment is broken. You can add more abilities to the list, or make the Scamper available to all soldiers by removing the list entirely. You can also change what kind of Action Point the soldier receives, and tweak some other aspects of this ability.

You can configure the mod to be able to activate during your turns as well, but my tests have produced some weird behavior. The ability is based on Skirmisher Interrupt, and it's not really meant to be used during your turns. For that purpose it's better to use XCOM Scamper instead.

COMPANION MODS
  • [WOTC] XCom Scamper - XCOM units receive scamper actions if you reveal an enemy pod during your turn by moving a soldier.

REQUIREMENTS

None. Can be safely added mid-campaign, but it will take effect only during the next tactical mission.

COMPATIBILITY

No known conflicts.

CREDITS

Big thank you to MrNice and Xymanek(Astral Descend) for helping me implement this mod exactly as I wanted.

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
34 Comments
Jhereg 18 Sep, 2021 @ 7:40am 
I think it's a good idea, makes sense as a concealed operative can see the revealing unit approaching. Could this be done via a method like an overwatch interrupt? Would that avoid the issues?
Iridar  [author] 15 Sep, 2021 @ 10:13pm 
@TheDarkerPhantom
Use this mod or just ignore the warning.
https://steamproxy.net/sharedfiles/filedetails/?id=1127050498

@Drunk N' Deadly
Should be safe to remove while on Avenger.
TheDarkerPhantom 15 Sep, 2021 @ 9:27pm 
I made the mistake of unsubscribing to this content, but now I get a warning saying the content is missing, and I can't seem to download the content again.
That Drunk Fellow 15 Sep, 2021 @ 12:40pm 
I see it can be safely added mid campaign, but can it be safely uninstalled mid playthrough?
Duncan 15 Sep, 2021 @ 6:36am 
@Iridar I just want to thank you for all the wonderful mods you make for us. I use so many of them... an occasional buggy one expected. :steamthumbsup:
Iridar  [author] 15 Sep, 2021 @ 6:08am 
Yes unfortunately this mod has a few bugs that make cause it to either fail to work properly, or even give advantage to enemies. I'm no longer sure the idea behind this mod was a good one, so for now it's easier for me to pretend it doesn't exist rather than try to fix it.
Sкiткj3ll 15 Sep, 2021 @ 5:59am 
@Cylindryk

Just because Odd uses it does not make it flawless.
Cylindryk 15 Sep, 2021 @ 4:01am 
Hey, Odd is using this in his modlist (at least, this is in his collection)... and yet, you are saying do not use this. I'm... confused.
Iridar  [author] 14 Sep, 2021 @ 1:24am 
Yeah sadly this mod seems to be very buggy, and I'm not sure when I will be able to fix it, if at all. I'm going to unlist this mod, and I would recommend to not use it.
Achilles 14 Sep, 2021 @ 12:33am 
Weird things happen against Lost swarms. Specifically:
-swarm spawns, rushes at you and reveals scout
-scout gets their scamper action
-moving or pressing end turn doesn't matter, either way the game then goes to give a turn to the Lost, in which turn the swarm that just spawned gets to act again, including attacks
-this results in a very dead scout

With the mod turned off, the freshly spawned swarm doesn't get to attack until next turn, as it should.