XCOM 2
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[WotC] Ruler Rework
   
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11 Dec, 2021 @ 4:40am
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[WotC] Ruler Rework

Description
Features
This mod reworks the Alien Ruler turns, attempting to make them more interactive and less of an attrition battle.

It does this by making three major changes to how Rulers work.
  • Rulers don't react to movement.

    • This allows you to reposition your soldiers during a Ruler battle, which significantly changes how they play. You can now take cover against a ruler, spread your soldiers out when faced with an AoE attack, and try to stay out of its line of sight to stop it reacting to you. Abilities like Momentum and Implacable are no longer a liability.
      Rulers will still react to any non-movement action taken by XCOM that they see, so managing your actions cleverly is just as important as it was before.

  • Rulers also react to any non-free action that targets them.

    • This means they'll now react to squadsight shots, and that they can fight back against Raiders and Lost. Vanilla rulers get stuck if they can't see any XCOM units, allowing third party factions and Squadsight units to attack them indefinitely. In vanilla, a concealed spotter and a Squadsight sniper can kill a Ruler in one battle without it ever being able to react.

  • Rulers get a single action turn of their own.

    • This stops Rulers getting stuck if they break line-of-sight to every XCOM unit: they'll be able to spend an action moving back into range. It also allows the Ruler to chain two actions together on the alien turn (their last reaction and their one action turn), balancing out their inability to react to movement. Be careful ending a turn near the Archon King: it's quite fond of using this to set up and knock down Icarus Drop in one go.
      This replaces the bizarre vanilla system where Rulers would get bonus actions if XCOM skipped any.

I've tested this mod a fair bit, and I'm very happy with how it plays. The Rulers are still dangerous, but there are now lots of ways to creatively fight back with clever positioning.

Compatibility
This mod overrides the classes X2AbilityTrigger_DLC_Day60OnAbilityActivated and X2Effect_DLC_Day60TurnStartRemoveActionPoints, which makes it incompatible with other mods that edit those classes, for example Ruler Reactions Revised.

It modifies the Ruler action system itself, so it should also work on any modded units with ruler reactions if they use the same setup as the vanilla three do.
43 Comments
LightenedDark 31 Jul @ 8:00am 
Maxidonis 13 Mar @ 9:42pm 
@C7 While there are some mods that stop Rulers from reacting to reloading, this mod isn't one of them.
cowardlykings 22 Dec, 2023 @ 1:07am 
I really appreciate that this elegantly makes them reasonable and also removes cheese strats that invalidate them. Really sick!
C7 21 Oct, 2023 @ 3:54am 
ruler reacts to reloading for me (doesn't react to movement), no idea what causes this
Iridar 28 Jul, 2022 @ 5:06pm 
Best ruler overhaul, IMO.
Johrdan720 15 Mar, 2022 @ 1:12pm 
@Dragon32
Alien Rulers Use Prime Reactions - maybe work on new tactical but not on already created
or
Ruler Reactions Revised - WotC - it worked on time
or
Disable Ruler Reaction WOTC - only work on new tactical mission
Dragon32 15 Mar, 2022 @ 11:29am 
@Johrdan720
What's that other mod?

I was looking at adding this mod but it and Renegade Rulers override the same classes so I don't use this mod currently.
Johrdan720 15 Mar, 2022 @ 7:37am 
just install another mod that remove the movement reaction, and works fine, even in the ongoing mission
something is off with this mod
Johrdan720 14 Mar, 2022 @ 5:57pm 
i restarted the mission and still dont work
i have no clue whats going here, i double check in AML and there is no conflit there
Johrdan720 14 Mar, 2022 @ 5:39pm 
i tried regenerate the config files
but i can't tell for sure,because i'm allready in a mission
viper king still react to movement, and have his own turn