XCOM 2
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[WOTC] Alien Elite Pack
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11 Nov, 2018 @ 2:39pm
14 Nov, 2018 @ 12:38pm
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[WOTC] Alien Elite Pack

Description
Ever wonder why sectoid,viper and muton fell off mid to late game? This mods adds a stronger variant of those aliens.

== Enemies ==
-Muton Elite
-Sectoid Commander
-Viper Elite

== Autopsy ==
The muton elite have an autopsy that rewards a new item, "Personal shield Vest":
-+2HP
-Grand the ability Personal shield:
-Start with 2 charges.
-Add 3 ablative armor for only 1 turn.
-It is a free action

The muton corpses are only required for the autopsy, so you will not have problem when you stop to encounter them.
The sectoid and the viper corpses are used in some items, so the elite variants drop the same corpses.

== Advantages over the standalone aliens ==
This mods improve the spawn rates, so you will encounter more variety of enemys.
If you are gonna play with all these aliens, I recommend you use this version because you will encounter more variety of enemies. With the other 3 mods toghether some vanilla aliens will have less change to appears.

== Compatibility ==
This mod is compatible with ABA and other mod that modify the vanilla encounter list, but you may encounter more vanilla enemies and less Elite and ABA units.
This mod is not compatible with the standalone version of these aliens.

== Thank to ==
Pavonis Interactive: This mod uses models from the Long War Alien Pack.
@Kobazco: This mod uses the model from the Elite Viper mod for vanilla.
Popular Discussions View All (2)
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16 Aug, 2022 @ 10:47am
Better spanish translation
Kanario97
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20 Jun, 2020 @ 6:48am
Traditional Chinese Localization (正體中文翻譯)
Mogwai
45 Comments
Elder 19 Feb @ 12:32pm 
Have to say elite vipers kinda slap. Playing with beta strike and more aliens per force level, i left elite vipers alone thinking they wouldnt be a problem as i didnt know what they did. Never mind, fear them now
Glasswalker 18 Jul, 2023 @ 9:29pm 
Anyone have any luck removing the elite alien pack then putting this in mid campaign? Id prefer this, but I have a stream series of my current series I cant quit lol
Soulfire72 17 Jun, 2023 @ 11:17pm 
I really want to use this mod in LWOTC but I can't verify whether the Muton Elite autopsy in this mod replaces the existing one in LWOTC, which would prevent me from getting Dragon Rounds. Anyone know if this is the case?
The_Gaminator_ 29 Apr, 2023 @ 8:01am 
can you use this is LWOTC?
zin 9 Apr, 2023 @ 8:19am 
You said before that we should use the three enemy mods included in the Alien Elite Pack *separately* if we use A Better ADVENT: WotC?
ragnakore 7 Dec, 2021 @ 7:29pm 
@Swanky,
I had Sectoid commander did the same thing too... It was a riot when zombies fought against zombies. It was hilarious boxing match!
Rasa 12 Aug, 2021 @ 1:06pm 
I just killed a Sectoid commander, but after the mission the option for dissecting the muton elite popped up instead (which I could not do, because I lacked the corpse)
Swanky 8 Aug, 2021 @ 1:20pm 
Never had any issues with either stand alone mods nor this combined version. Granted, several other high tiered aliens show a little less so getting the Archon autopsy can be a little tricky.
On the upside, a Sectoid Commander pulled like 20+ Psi Zombies out of dead Lost in one of the missions I had last campaign. Good times.
Eleanoire 7 Aug, 2021 @ 12:04pm 
Do you have the ids to spawn in the muton elite? I seemed to have accidentally sold one of my corpses or it disapeared and I haven't gotten any spawns late game.
Obsidyan 1 Mar, 2021 @ 12:23am 
Encountered a bug with this mod : the Archon corpses never gather, and so, the Archon autopsy never show.
Problem ? Maybe : the Archon autopsy is required to research the Plasma Lance...
I had to uninstall the mod, and run a mission with Archon as enemies to have the autopsy available.
Another problem that I encountered (though this one might not be from this mod) : some Breakthroughs are popping, but I'm unable to research them, like they "auto-finished". I thought "cool, some time spared !". But the Breakthroughs didn't give me anything, actually they pop, but nothing happens (and they're forever lost, because the game thinks it has already be researched).
Here, too, the problem seems gone as soon as I uninstall the mod.