XCOM 2
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ADVENT Armoury
   
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11 Oct, 2016 @ 10:03am
10 Apr, 2019 @ 12:07pm
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ADVENT Armoury

In 1 collection by [OG]CombatMedic02
CombatMedic's ADVENT Gear Collection
8 items
Description
Important: This mod will only work with the base version of the game. For the War of the Chosen version of the mod visit: https://steamproxy.net/sharedfiles/filedetails/?id=1131733469 :)

Hey guys! I'm back and I have another XCOM 2 ADVENT themed mod that I have been working on for you today. This one is a standalone mod that adds in ADVENT weaponry for your troops to use! Pick those weapons up off the floor and let's use them back on our oppressors! :D

At the moment this mod currently contains:

The ADVENT Assault Rifle - A powerful and awesome looking Assault Rifle used by ADVENT forces. Balanced with the default XCOM weaponry in mind it has the Mark Target ability that raises your chance to hit a target by 15% while marked. I have made them upgradeable through all three tiers of weapons technology so that you can upgrade and use them throughout your campaign. All you have to do is complete your normal tier upgrade research projects, Magnetic Weapons and Beam Rifle. Oh! For fun I made the beam tier version gain the Suppression ability. It looks great when it's supressing. :)

The ADVENT Pistol - An unused asset from XCOM 2 with the same style that makes the Rifle look so badass. I have also balanced this with the default pistols in mind and have included the Mark Target ability on it as I found this pretty useful and fun to use on a Sniper. This weapon is also upgradable through all three tiers of weapons technology so that you can upgrade and use them throughout your campaign. The research projects you have to complete to upgrade it are the same as the ones above that you would research for the default pistols/rifles anyway.

The Stun Lance - A fearsome looking stun baton that delivers a nasty shock to anyone that stands in its way. It has a small chance to stun targets which increases a little after each upgrade. This weapon, like the others, is upgradable through all three tiers of weapons technology so that you can upgrade and use them throughout your campaign. I have given it the Stun Lance ability too. Not sure if this has any extra chance to stun coded into it but I figured that I may as well add it just to complete the feel of the weapon. Can still be used as a normal sword and as far as I have tested all sword class skills still work with it. Fully animated with its own weapon icon this thing is so much fun to use. Upgrade it by completing Stun Lancer and Archon autopsies.

As far as I can tell everything seems to be working as intended, I've spent a lot of time testing this one and I think it's about ready for release. If you find anything that seems like a bug post it in the comments section and I'll try to get round to fixing it as soon as I can. :)

I hope you enjoy my mod! If you have any comments or questions feel free to leave them below and if you enjoy the mod please click that thumbs up button, rate and favourite it. :D
Popular Discussions View All (1)
3
3 Feb, 2017 @ 9:48am
Bugs
Grei Shoutmon
128 Comments
[OG]CombatMedic02  [author] 23 Aug, 2022 @ 12:18pm 
@Lucasa21 They shouldn't conflict as far as I know but I don't use Total Advent Weaponry myself as I tend to stick to using my mods. You might get a couple of duplicate weapons, I'd say use one or the other but I don't see any immediate problems with using both at the same time as I'm pretty sure Total Advent Weaponry has completely custom weapon models and class names where as I used a lot of ones that were already in the base game.
Lucasa21 22 Aug, 2022 @ 6:32pm 
hey, quick question, will this one conflict with the Total Advent Weaponry - WOTC or the ADVENT Mec SPARK Rifle [WotC] or are just additions or updates to those mods ? they look amazing btw
[OG]CombatMedic02  [author] 24 Sep, 2021 @ 12:03pm 
No problem, happy to help. :D:
Lord Bubba 24 Sep, 2021 @ 11:53am 
You're the best! :steamhappy:
Lord Bubba 1 Jan, 2021 @ 10:20pm 
Oh. Okay. Thanks!
[OG]CombatMedic02  [author] 1 Jan, 2021 @ 11:42am 
There's one for each tech tier.
Lord Bubba 1 Jan, 2021 @ 10:28am 
Okay. Found it! But why is it necessary to edit all three?
[OG]CombatMedic02  [author] 1 Jan, 2021 @ 7:56am 
Workshop mods should download to C:\Program Files (x86)\Steam\steamapps\workshop\content\268500 or your equivalent steam location. Then the ID number of the mod, which I don't know but if you search XComADVENTRifleConventional.ini, XComADVENTRifleMagnetic.ini and XComADVENTRifleBeam.ini in that folde ryou'll find the files.
Lord Bubba 31 Dec, 2020 @ 11:48pm 
Well...like an idiot, I don't have a mod folder. I just download the file straight from the Workshop. I don't know where it goes.
[OG]CombatMedic02  [author] 31 Dec, 2020 @ 4:11pm 
You want to edit the XComADVENTRifleConventional.ini magnetic and beam files in the config folder of the mod. Can be easily done in notepad and it's just a value change.