XCOM 2
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Derelict MECs (Enemy Variety) - WOTC
   
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29 Apr, 2020 @ 4:36pm
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Derelict MECs (Enemy Variety) - WOTC

Description
Adds Derelict MECs into the random enemy pool.

In the base game, Derelict MECs were used exclusively for the "Lost Towers" DLC mission. After that, they never appeared for the rest of the game.

So you're telling me that developers spent time and resources developing an enemy - in a DLC that I paid for - only for the enemy to appear in one mission!? And that's if you even enable the optional mission when you start a new campaign.

That is not cool, so this mod recycles the Derelict MECs into the main game's random enemy encounters. Derelict MECs are an early-game enemy; they can appear starting at Force Level 1 and will stop appearing at Force Level 11.


For clarification - I did not create this enemy. It a developer-made enemy that appears in the Lost Towers mission (Shen DLC), but they only appear in *that one* mission. This mod adds the enemy to other missions, for variety.

Compatible with WOTC.
100% safe to enable or disable at any time. Compatible with all mods. For more DLC enemies added back into the main game, see Neonate Vipers.
Popular Discussions View All (1)
5
1
31 Mar, 2023 @ 12:48am
Fix for Derelict MECs only showing up in pods of size one
EvilBob22
31 Comments
Alex Nares  [author] 3 May @ 5:26pm 
Sorry but I am retired from XCOM modding. Anyone may pick this up and adjust it as they like.
Corrosion 29 Apr @ 9:50pm 
Can you make it so it's an ally to the lost
EvilBob22 29 Sep, 2022 @ 5:18pm 
Right now? no, although you can get at least 90 - 95% there with SPARKs. (Off the top of my head, the only thing that's missing is the rust pattern cosmetics.) Try looking for some SPARK cosmetic mods.
Proxy 29 Sep, 2022 @ 3:03pm 
Alright, i was also thinking, could we make them playable like to have in the avenger like as a class or something
EvilBob22 29 Sep, 2022 @ 8:55am 
Sure, you just have to edit the settings in XComEncounterLists.ini, specifically the MaxForceLevel=x settings. Take a look at my example in the discussions.
Proxy 29 Sep, 2022 @ 7:56am 
can we edit them to appear in force level 11 and higher
EvilBob22 13 Mar, 2022 @ 10:33am 
The fix for Derelict MECs only showing in pods of one suggested in the comments of the Neonate Vipers did not work. I did manage to get it working (and Neonate Vipers) with some .ini changes though. It is too much to go into in a comment, but I'll post a discussion with the full version. The short version is that there is a list of what enemy types are allowed to group together in pods in the file XComGameData_CharacterStats.ini and the original version didn't have it set.
Alex Nares  [author] 12 Apr, 2021 @ 10:38pm 
Already done! Check the bottom of this mod's description :)
Goose 12 Apr, 2021 @ 11:57am 
Can you make a mod for the young vipers as well?
Alex Nares  [author] 29 Aug, 2020 @ 10:30pm 
I looked at the AI and it looks like they prefer to self-destruct instead of shoot - but only if they can reach XCOM within their movement range. Try reducing their movement range to limit the range at which they activate suicide; this should make them use their guns more until they get close enough before blowing up.