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game:xcom2:consolecommands

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

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game/xcom2/consolecommands.txt · Last modified: by enkiel

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