XCOM 2
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[WOTC] CreativeXenos Archons
   
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102.126 MB
31 Aug, 2017 @ 10:43pm
26 Jan, 2019 @ 9:02pm
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[WOTC] CreativeXenos Archons

In 1 collection by MrShadow
CreativeXenos WOTC mod collection.
56 items
Description
- Mod by CreativeXenos --
-- Texture optimization, Blender, Substance Painter: Sacred Soul69
-- Modbuddy, Photoshop, Blender: ObelixDk --
-- Coding, Photoshop, Concept lead: Shadow 79 --


NOTE: THIS MOD IS NOT FOR VANILLA XCOM 2 OR LW2!!!!!!


PLEASE DONT FORGET TO RATE this mod ;)

CreativeXenos would like to offer up your wonderful XCom soldiers to OUR NEW deadly ARCHON WARRIOR and ARCHON SHAMAN!! We promise, they will thank you for the offereings you are about to give them ;)


In this mod:

ARCHON WARRIOR:
The Archon Warrior looks and acts quite different from base game Archons. He is designed to be a pure Melee unit. He is very comparible to the Stun Lancer in that he will rush to try and hit you with his Melee weapon which IS MASSIVE!! It ALSO has a % chance to stun and cause STUN LANCE EFFECTS. They also have Blast Padding (as they are warriors) so they get 1 pip of Armor and take 66% damage from explosives.

If the Archon Warrior takes damage, he will instantly teleport away to another location (randomly) and will try and come back at you from a new attack route or to get away to try and regenerate some HP. He has the ability to regen 2 HP a turn if not delt with in a timely manor. The alos have Blade Storm which allows them a free melee action on anyone that gets close to them. The Archon Warrior will start to show up at FORCE LEVEL 7 as a leader and FORCE LEVEL 12 as a follower. Archon Warriors also have a chance to rush for a melee attack on pod activation. So try and have solders in cover or on overwatch if possible. After killed and Autopsied, youll have the ability to build an ARCHON VEST. This Vest grants 2 HP, 3 Mobility and the Ability to GRANT INSPIRE on YOURSELF OR a SQUADMATE for an added 3rd action that turn of play. The use of the Vest Inspire is also a free action to the wearer of the vest.


ARCHON SHAMAN:
The Archon Shaman is not your normal Archon and is even more deadly than the Archon Warrior. He can and will still shoot at you like a normal Archon, but has a close combat ability called SHAMAN CONSUME. This ability allows him to hit you with his staff and take any damage done to you and heal himself for the SAME AMOUNT. He is a "SHAMAN" after all. But his Consume ability does not stop there. IF he should kill your soldier or a Civilian in this manor, they will INSTANTLY be raised as a Psi Zombie that can function on its own. This ability does have a 2 turn cooldown, so he wount be using it every turn.

The Archon Shaman does also have the ability to regenerate 4HP a turn on his own without needing to use the Consume Ability. So these guys can and will be a pain in the ♥♥♥ if not killed. They can easily take massive damage and be able to regenerate most if not all of it back in a single turn, if you let them. BLOOD FOR THE BLOOD GOD!!!!

After killing and doing an Autopsy on one, youll be granted the ability to build ADVANCED MIND SHIELDS. These Advanced versions of the Mind Shield, do just what the standard versions do except these Advanced version now offer a (LIMITED HP REGEN AMOUNT) they can heal 1HP a turn for 4 turns. Its not much but when hurt and you need that 1 extra HP to keep you in the fight... youll thank yourself for taking a Mind Shield that had that "exta little bit".

The Archon Shaman will start to show up around FORCE LEVEL 8 as leaders. They do NOT show up as followers. So you will ONLY EVER see 1 in a pod. THEY CAN ALSO RAISE LOST AS ZOMBIES ;) See pics above!



GOOD LUCK XCOM! YOU'LL NEED IT.
Popular Discussions View All (5)
16
14 Sep, 2019 @ 4:00pm
BUG REPORTS HERE!!
MrShadow
2
16 Mar @ 12:30am
Russian Translation
U-Zver
0
19 Jun, 2022 @ 6:49am
繁中翻譯
woodydaisy
128 Comments
[Ger] Daen 5 Mar @ 7:41pm 
Great visuals but the Archons are WAY too overpowered to be fun AND I'm almost in endgame and still cannot eesearch my lance due to missing normal Archons.

I have to de-install the mod as this renders the whole sniper-class unplayable in endgame. :/
Momo 28 Dec, 2023 @ 5:40am 
Archon Shaman's might just be a bit too wild for me. They're just straight up as tanky as berserkers but with sustain, and spawn at the same time. Faster, stronger, somehow more defense and aim, and no real downsides. They're cool though!
Derp 1 May, 2023 @ 6:24am 
Is it normal that special archons can fall off buildings?
Daedalus 1 Jan, 2023 @ 1:46pm 
The only thing I hate about this mod is how, when combined with the other CX enemy mods I'm running, vanilla archon spawns become pretty rare. Leads to campaigns where I end up getting my fusion blade way later because I don't get a vanilla archon to autopsy for a while and instead get CX archons instead.
Kangz of Memphis 13 Oct, 2022 @ 9:08pm 
To whoever that balanced the mod, by making the archon axe knock units unconscious, you have ruined the entire own mod with a single line of code.
You are a scoundrel and I wish you a VERY VERY BAD day Sir!
Nipukka 29 Jul, 2022 @ 3:18am 
After experiencing the joy that is a terror mission with an archon warrior I think I will disable this mod from my load order. First off, the chance to rush in for a melee attack on pod activation is already unfair since I lost two civilians this way to two different warriors on separate pod activations. Not one thing I could have done to prevent that. You can't expect to gun down a 12 health 1 armor opponent on overwatch every time.

Second, the teleport distance on hit is far too long. When I hit the warrior on my turn, it teleported far north-east well outside of my range. So I focused on the other enemies in that pod. When it was the alien turn, that particular warrior went even further north and began to slaughter civilians with a 100% chance to hit according to the flyover text. And I have buffed up the civilians' defence in my game to compensate for the larger pod sizes I'm running. Berserkers have a 50% chance to hit the civilians for example.
Ty 19 Jun, 2022 @ 10:41am 
The visual design of these enemies are seriously cool. But gameplay wise, meh. You'll have to do some manual tweaking if you want them to be balanced around gameplay closer to vanilla. I love modding my campaigns but try to keep the vanilla spirit and balance and these are clearly balanced around themselves rather than the standard game. Kind of weird to me that an Archon would have blast padding and the other one is practically a mini avatar on top of appearing much earlier than normal. Cool enemies over all but I think they're a little too extreme.
Lobuno 2 Apr, 2022 @ 4:17am 
This mod seems to DELAY the plasma lance research since vanilla Archons are not showing up in missions until later, so their corpses can't be researched. I would setup Force Levels in this mod so the new Archon Warrior and Shaman shows in game AFTER the vanilla Archon.
endersblade 4 Dec, 2021 @ 12:22pm 
You know, I can deal with the teleporting, I can deal with the bladestorm...what I can't deal with is having my entire squad knocked unconscious by ONE Archon because every time I hit him, he teleports out of range, he HEALS, then comes in and bashes one of my soldiers out. Really? Who playtested this? Uninstalling.

Rather unfortunate, since I love your other mods. And the models for these guys are top notch. Gameplay is just terrible. I ran across my first warrior when my guys were still using un-modded conventional weapons. Just one of the warriors ended up knocking out my entire team and failing the mission.
GargakOfTheEast 8 Sep, 2021 @ 1:56pm 
I've played a lot with this mod, and I don't like it.

Both Archons are really obnoxious. I dislike teleport-on-hit, since it makes it almost impossible to use tactics against such enemies. If his teleport range were shorter, things would be more interesting. Him be able to inflict huge crits and stuns is too much.

The Shaman is OP in terms of defense, health, and dodge. There is no strategy other than "blow him away with powerful weapons, and get rekt if you don't have the tech level for them."

I agree with @Knightmare047 . Reaction moves (like bladestorm) are not well-implemented and bug-inducing.

I give up on playing with mods that frustrate and anger me. I like tough enemies, but things go too far when I dread enemies because they are too strong for the force level.

This mod is not fun, and I would avoid it because it's not very fair and adds little depth to the tactical gameplay. It only really makes sense if you play with a lot of mods that amp your weapons up.