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To enable the ingame console: In steam library, right click on XCOM 2, select Properties, in General tab Click on Set Launch Options… and copy “-allowconsole -log -autodebug” without the quotation marks (“).
OR
If your using android version, Tap and hold upper left and right side of your screen.
Optionally, you can add ”-nostartupmovies“ to disable the intro movies when you start up the game.
This list is not complete, there are surely more codes we haven't found yet, I'll update this list as others and I discover more.
These codes DO NOT disable achievements.
Cheat Codes
Note: These may take all the challenge and fun away. (But are handy if you wish to get all achievements in the Legend difficulty). Also, none of the codes are case-sensitive.
PowerUp |||| Godmode, infinite HP, infinite clip, infinite AP.
TakeNoDamage |||| Infinite HP only; weapons reload.
ForceCritHits |||| Forces Critical Hits (It works for the AI too)
GiveActionPoints # |||| Adds # amount of action points to the selected Unit. (Note: You need at least 2 AP to shoot with a sniper rifle)
LevelUpBarracks # |||| Level up all soldiers in the Barracks by # of ranks.
HealAllSoldiers |||| On ship view, heals all wounded soldiers. (does not heal Shaken)
Togglefow |||| Reveals map; Enemies remain hidden.
ToggleSquadConcealment |||| Conceals your squad. (Note: Enemy will still be on alert)
ToggleUnlimitedActions |||| Infinite AP (Note: DISABLE before ending your turn. The AI will use it too.)
ToggleUnlimitedAmmo |||| Infinite Clip & Grenades (Pretty sure AI will use it too)
RemoveFortressDoom # |||| Remove Avatar Project bars by #
RestartLevel |||| Restarts the current mission
TTC |||| Teleport to cursor; use command in battle to teleport the selected unit to your mouse pointer.
TATC |||| Teleport all to cursor; use command in battle to teleport all units to your mouse pointer.
MakeSoldierAClass Command
Note: This will change your soldier's class. WARNING: Will demote/promote to Squaddie.
Example: MakeSoldierAClass “Jane Kelly” Ranger |||| (With quotation marks, excluding nicknames.)
Rookie Ranger Sharpshooter Grenadier Specialist PsiOperative
Give Tech Command
WARNING: The techs at the bottom are part of the main story, use at your own peril.
Note: If you use these commands you will not receive related cutscenes. i.e: Tygan during autopsies & Shen at the shooting range.
AlloyCannon AutopsyAdventStunLancer AutopsyAdventMEC AutopsyArchon AutopsyGatekeeper AutopsyMuton AutopsySectopod GaussWeapons HeavyPlasma MagnetizedWeapons ModularWeapons PlatedArmor PlasmaRifle PlasmaSniper PoweredArmor Psionics ------------ AlienBiotech AutopsyAdventOfficer BlacksiteData CodexBrainPt1 CodexBrainPt2
Additem [Item ID] [Amount] |||| (You can find the item IDs below) Note: If “Additem” doesn't work, “giveresource” is a less reliable alternative.
Resources, Scientists & Engineers
additem Supplies # additem Intel # additem AlienAlloy # additem EleriumDust # additem EleriumCore # GiveScientist # |||| The # is the amount of skill from a range of 1 to 10, affecting research times. GiveEngineer # |||| The # is the amount of skill from a range of 1 to 10, affecting efficiency bonuses.
Weapon Mods
Examples:
additem Aimupgrade_bsc # |||| This will give # Basic Scope Mods.
additem Aimupgrade_adv # |||| This will give # Advanced Scope Mods.
additem Aimupgrade_sup # |||| This will give # Superior Scope Mods.
AimUpgrade # |||| Scope (+Aim) ClipSizeUpgrade # |||| Extended Magazine (+Clip Size) CritUpgrade # |||| Laser Sight (+Critical chance) FreeKillUpgrade # |||| Repeater (+Chance to kill at full Health) FreeFireUpgrade # |||| Hair trigger (+Free Action Chance) MissDamageUpgrade # |||| Stock (Missed shots still deal Damage) ReloadUpgrade # |||| Auto-Loader (First # reload(s) do not cost AP)
PCS Sims
Examples:
additem CommonPCSSpeed # |||| This will give # Common Mobility Sims.
additem RarePCSSpeed # |||| This will give # Rare Mobility Sims.
additem EpicPCSSpeed # |||| This will give # Epic Mobility Sims.
PCSSpeed # |||| +Mobility PCSConditioning # |||| +HP PCSFocus # |||| +Will PCSPerception # |||| +Aim PCSAgility # |||| +Dodge
Utility Items & Vests
BattleScanner # CombatStims # Medikit # NanoMedikit # MimicBeacon # MindShield # Skulljack #
HazmatVest # Hellweave # NanofiberVest # PlatedVest # StasisVest #
Armor
LightPlatedArmor # |||| Spider suit MediumPlatedArmor # |||| Predator armor (Note: Requires the Plated Armor research) HeavyPlatedArmor # |||| E.X.O. suit LightPoweredArmor # |||| Wraith suit MediumPoweredArmor # |||| Warden armor (Note: Requires the Powered Armor research) HeavyPoweredArmor # |||| W.A.R. suit
Experimental Ammo
APRounds # BluescreenRounds # IncendiaryRounds # TalonRounds # TracerRounds # VenomRounds #
Experimental Grenades
AcidGrenade # AcidGrenadeMk2 # AlienGrenade # EMPGrenade # EMPGrenadeMk2 # Firebomb # FirebombMk2 # FlashbangGrenade # GasGrenade # GasGrenadeMk2 # ProximityMine # SmokeGrenade # SmokeGrenadeMk2 #
Corpses
CorpseAdventOfficer # CorpseAdventShieldbearer # CorpseAdventStunLancer # CorpseAdventTrooper # CorpseAdventTurret # CorpseAdventMEC # CorpseAndromedon # CorpseArchon # CorpseAvatar # |||| Was reported, unable to reproduce using 'additem' (Thanks Bludgeon) CorpseBerserker # CorpseChryssalid # CorpseCodex # |||| Was reported, unable to reproduce using 'additem' (Thanks Bludgeon) CorpseFaceless # CorpseGatekeeper # CorpseMuton # CorpseSectoid # CorpseViper #
Heavy Weapons
Note: Used on Heavy Armors
BlasterLauncher # Flamethrower # FlamethrowerMk2 # PlasmaBlaster # ShredderGun # ShredstormCannon #
GiveFacility Command
WARNING: The game seems to only let you build one of the unique buildings. If you use the console to build it in the invisible space 1 and 2, you may be screwed. Also, dropping a new facility over a Alien Debris, Machinery, etc does NOT unlock adjacent slots for excavation. Save before fiddling!
Note: Using this command while excavating a plot will not interrupt the excavation, but will also not allow you to use the Facility until the excavation is over. Using the command over a non-excavated plot will overwrite the debris. Destroying a facility after using the command will revert it to an Empty plot, and any debris that was overwritten will be lost. The Map Index starts at 3 for the top left of the build area, moving left to right, top to bottom. So the second row starts with 6, third row with 9, etc. It seems slots 1 and 2 are used by the Living Space and Commander's Quarters, or perhaps the Armory. Regardless, the Grid is as follows:
3 | 4 | 5 |
6 | 7 | 8 |
9 | 10 | 11 |
12 | 13 | 14 |
Facilities
Example: GiveFacility OfficerTrainingSchool 7 |||| This will insert the Guerilla Tactics School in the second row, second column
AdvancedWarfareCenter Laboratory OfficerTrainingSchool |||| Guerilla Tactics School PowerRelay ProvingGround PsiChamber ResistanceComms ShadowChamber UFODefense Workshop
GiveHackReward Command
Note: Most of these are untested as there are too many to test and I simply haven't got the time nor patience. However some of these work flawlessly i.e: CentralCommand.
T0= Tier 0, doesn't affect your units
T1= Tier 1, only affects the currently selected unit.
T2= Tier 2, affects the whole squad.
(The codes that don't have any tiers don't work for some reason)
SKULLJACK < -- Heading -- > SummonCodex SummonAvatar SkulljackLootIntel_T1 SkulljackLootIntel_T2 Turret/Robotic Unit Hacking BuffEnemy < -- Heading -- > ShutdownRobot ControlRobot ShutdownTurret ControlTurret SKULLMine < -- Heading -- > SKULLFeedback ALittleIntel ALotOfIntel FacilityLead Tactical rewards < -- Heading -- > Targeting_AimAndCrit_T1 Targeting_AimAndCrit_T2 Targeting_Dodge_T1 Targeting_Dodge_T2 Targeting_Crit_T1 Targeting_Crit_T2 Hypnography_T1 Hypnography_T2 Blitz_T1 Blitz_T2 Override_T1 Override_T2 IntegratedComms_T1 IntegratedComms_T2 VideoFeed_T1 VideoFeed_T2 DisguisedSignals_T1 |||| Soldier immediately gains concealment DisguisedSignals_T2 |||| Squad immediately gains concealment Distortion_T1 Distortion_T2 Deception_T1 |||| Mind Control an enemy? Deception_T2 |||| Mind Control an enemy? Intrusion_T1 Intrusion_T2 Disorient_T1 Disorient_T2 CentralCommand_T2 |||| Hack all Robots/Turrets for a turn Distraction_T1 Distraction_T2 Strategy + Tactical Rewards < -- Heading -- > LootFacilityLead_T1 LootFacilityLead_T2 LootIntel_T1 LootIntel_T2 LootSupplies_T1 LootSupplies_T2 LootAlloys_T1 LootAlloys_T2 Strategy Rewards < -- Heading -- > ObjectiveChest_T0 ObjectiveDoor_T0 ObjectiveWorkstation_T0 ObjectiveBroadcast_T0 ObjectiveBeacon_T0 PriorityData_T1 PriorityData_T2 WatchList_T1 WatchList_T2 Insight_T1 Insight_T2 SatelliteData_T1 SatelliteData_T2 ResistanceBroadcast_T1 ResistanceBroadcast_T2 EnemyProtocol_T1 EnemyProtocol_T2 Negative Rewards < -- Heading -- > Reinforcements_T0 MapAlert_T0 Jammed_T0 Intel Purchaseable Rewards < -- Heading -- > SquadConceal_Intel IndividualConceal_Intel ExtraSoldier_Intel Targeting_AimAndCrit_Intel Targeting_Dodge_Intel Targeting_Crit_Intel IntegratedComms_Intel VideoFeed_Intel Tactical Dark Events < -- Heading -- > DarkEvent_AlloyPadding DarkEvent_Infiltrator DarkEvent_InfiltratorChryssalid DarkEvent_RapidResponse DarkEvent_Vigilance DarkEvent_ShowOfForce DarkEvent_ViperRounds
Glitchy/Weird Codes
Note: These are codes that.. do.. strange stuff.
ToggleGodMode |||| Basically the same effect as PowerUp, except it affects the AI as well. (Use this if you want to watch the AI frantically run from one cover to another forever as it can't decide where it would be safer.)
Giveabilitycharges |||| It gives 100 charges to each ability, even infinite ones like “overwatch” (except class abilities, apparently. Which renders this code useless.)
KillAllAIExceptClosestUnitToCursor |||| The killed unit becomes inactive but there's no dying animation.
KillAllAIs |||| Along with all other “kill” commands, this is glitchy, but renders enemy units inactive.
Not Working (currently)
Note: If you get any of these to work, please post the instructions so I can add them to the list.
EnableCheats |||| The console obviously recognizes this code, but what it does remains a mystery.
WhoseTurnIsItAnyway |||| Infinite moves. You must enter the code before moving any unit otherwise you have to end the turn to reset the move.
Levelupsoldier |||| It does… well.. SOMETHING during battle, but I'm not sure what. The soldier doesn't levelup, though. (console only recognizes the command during battle)
SetStrategyFacilitiesSuperSpree [on, off] – build all facilities from the start, free, insta build
SetStrategyFacilitiesUnlockAll [on, off] – allow player to build all facilities
SetStrategyFacilitiesFree [on, off] – makes facility builds free
SetStrategyFacilitiesInstantBuild [on, off] – instant facility build
GiveContinentBonus |||| I found the bonus names in the files but I still couldn't get it to work.
AllInBonus |||| North America (+20% Supply Drops) SpyRingBonus |||| Asia (+25% Intel Rewards) FutureCombatBonus |||| Europe (-50% GTS Tactic Costs) PursuitOfKnowledgeBonus |||| Africa (+20% Research Speed) ToServeMankindCost |||| ? HiddenReservesBonus |||| Oceania (+5 Avenger Power) QuidProQuoBonus |||| ? UnderTheTableBonus |||| ? SparePartsBonus |||| ?
SetSoldierStat Command
Note: I found the stat types, but couldn't get it to work (yet)
Example: SetSoldierStat eStat_Will 20 “Jane Kelly”
eStat_Mobility eStat_HP eStat_Will eStat_Offense eStat_PsiOffense eStat_Dodge
Sources