XCOM 2
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[WOTC] ADVENT Diversity Initiative (Version 1)
   
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1 May, 2022 @ 10:23pm
7 Oct, 2022 @ 4:47pm
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[WOTC] ADVENT Diversity Initiative (Version 1)

Description
(I would insert some flavor text here and/or come up with a better name, But I'm terrible at writing...)
Description
This relatively small mod plans to add various new enemy types based on the 3 main alien types (Viper, Muton, Sectoid) mostly based around ABA ADVENT Trooper types and various other enemies, as well as make their appearances consistent throughout one's campaigns without having them be too powerful early on, or fall off in strength late game.

Disclaimer

Features
Currently this mod features 9 new unique enemies to bolster ADVENT's ranks, each of them scaling with Force level similar to most other ADVENT Units as well as most of which have dynamic appearances that vary between one another. In future I plan to expand and add more enemies of other species as well, so that's something to potentially look forward to.

As it stands, here are the new units (Vipers)
  • Viper Trooper: Replacing normal Vipers (With exception to forced or Golden path appearances), Viper Troopers act almost similar to their original counterparts, though their stats are similar to ADVENT Troopers, abet with some minor differences.

  • Viper Vanguard: Meant to take fire and absorb damage, Viper Vanguards act almost identical to Viper Troopers, except they have no poison spit, and have access to pistol skills for their primary pistol. They also have More HP and armor than regular Troopers.

  • Viper Breacher: Focused on flanking maneuvers and such, Viper Breachers have no pull or poison spit and will only shoot at enemies that they're flanking or have a very high hit chance against, or will Hunker down when they can't. They might also attempt to rush and bind targets when out of ammo. At higher tiers, they will flank without self-preservation, but with the help of Hit and Slither, they can safely retreat if they shoot at an exposed target.

  • Viper Sympathizer: A dedicated support unit similar to a priest, Viper Sympathizers act like a ranged healer for ADVENT, providing a ranged heal and a minor offensive psi cast that scales based on their tier. They should be focused first if you don't want them healing up their allies every chance they get.

  • Viper Constrictors (Replaces Boas from ABA): A deadly unit up close, and able to take a beating, Viper Constrictors always attempt to get close to their targets, whether that's rushing them down and binding them, pulling them towards themselves or running up and attacking them with their bite attacks. They can't take cover, though they have innate defence to account for it.

  • Viper Deadeye: Taking on a long range sniper role, Viper Deadeyes prefer to keep their distance and strike with their snipers from afar with squad sight, though they can fallback to their pistols if they need to do so. They are brittle, but can dish out damage if given the opportunity to do so.

  • Viper Shadow Scale: A close range stealth unit, Viper Shadow Scales have quite low survivability compared to other Viper types, but make up for it in Hit-And-Run Stealth attacks and taking advantage of isolated units. They will almost never shoot out of concealment, and will stay back and hunker till they can stealth again, in which case they will attempt to move and flank enemies, hunkering after every movement until they can strike. They also receive a powerful concealment breaker at higher levels which has them fire twice with each pistol out of stealth.

  • Viper Dreadnought (Replaces Armored Vipers from Armored Viper): A frontline tank and a sentry, Viper Dreadnoughts specialize in holding down areas with over watch or suppression, and can combo these skills with their pull to lockdown individual enemeis, or pressure squads with high accuracy reaction fire attacks. Paired with a Auto pistol sidearm and high survivability, Viper Dreadnoughts are best faced in a way that limits their visibility or reaction potential, or risk damage from their reactions or aggressive assaults.

  • Viper Fulminator (Replaces Armored Psi Vipers from Armored Viper): An offensive Psi/Melee hybrid, Viper Fulminators specialize in offensive psi casts and the ability to use rend and momentum to quickly strike and retreat if they choose to do so. While they don't have any form of mind control though their psi aptitude is nothing to scoff at, as almost each ability can dish out significant damage, as well as them diversifying their abilities very often. Tthey can prove formative foes either faced in a group or by themselves.

Donations
Like what I'm doing? If you feel like it's really necessary, you can donate to me on paypal here[www.paypal.com].

Credits
Credits to Iridar for his [WOTC] Iridar's ADVENT Arsenal mod, which when ran together with this one, has various units use weapons and projectiles from.

Credits to the Creative Xenos Team for making the [WOTC] Armored Viper mod in which the Dreadnoughts and Fulminators use the model/weapons of.

Credits to [OG]CombatMedic02 for porting the Total Advent Weaponry - WOTC mod and CMDBob for making the original mod, in which this mod uses the weapons of for various units.
35 Comments
Kinsect 25 Oct, 2023 @ 3:27pm 
How do I edit the configs so that they aren't getting rid of any of the other vipers that they're replacing (vanilla Viper, Boas, Armored/Psi armored vipers)
especially since I'm using UECP
Kinsect 11 Sep, 2023 @ 2:52pm 
Does each of these new Vipers (especially the Constrictor, dreadnought, and fulminator) have a autopsy and research projects?
ArcticJack 8 Jun, 2023 @ 10:49pm 
And thats all before we get to the fact that these things don't drop any corpses.
ArcticJack 8 Jun, 2023 @ 10:47pm 
If there were significant stat and ability changes, I could almost see that working out well enough, but with all abilities being the same or stronger almost across the board, the vipers win the action economy well before xcom develops any tools to deal with them. If you spawn a viper and a sectiod on mission 3, and one of your soldiers gets 'bound' and another gets mind controlled, you have lost a theoretical 50% of your damage output while your enemies have effectively gained a soldier on top of the 2 pods you were in the middle of fighting.

If you do download this mod I heavily suggest editing "...\workshop\content\268500\2802633517\Config\Vipers\XComEncounterLists.ini"; and probably the "...\Config\Vipers\Encounter_List_Adjust\XComEncounterLists.ini" as well.
ArcticJack 8 Jun, 2023 @ 10:47pm 
So I was going to add this mod, then I read the comments. For those curious, the standard viper comes in at force level 4-10 as a pod leader, then becomes a follower at force level 8-20, with the exception of some early in-game sitreps/dark events. The Armored viper is a leader at 8-13, a follower at 10-20 and its cousin, the psi armored viper is a leader from 12-20 and a follower from 15-20.

Now, this mod has several levels of each kind of enemy, but all the base enemies start leading pods at force level 2 (the first few missions in the game), and start as followers in pods at force level 3. The new armored viper starts leading at force level 6, and following at 7, and the psi armored viper leading and following at 11.
Dai 16 Dec, 2022 @ 4:55am 
Sad that not too many mods add in unused enemies like Archons but this is pretty cool nonetheless
LeyShade 30 Oct, 2022 @ 6:08am 
@CerebralCloud92 - Go into the mods folder and edit the EncounterLists.ini file =)
Cerebralcloud92 26 Oct, 2022 @ 7:34pm 
Just curious, if I wanted the original Armored Vipers and Armored Psi Vipers, but still want the Dreadnoughts and Fulminators, how would I go about making such a change?
Village Idiot 19 Oct, 2022 @ 10:00am 
Great work, excited for part 2 & 3!

There are a couple mods out there that introduce more skins for the sectoids. Perhaps if the authors permit, they could be used for fleshing out the sectoid part of this mod?

https://steamproxy.net/sharedfiles/filedetails/?id=2587474669

https://steamproxy.net/sharedfiles/filedetails/?id=2623812877

And for mutons of course there are a ton of great looking ones out there, but they are integrated into fleshed out enemies.
Would be cool of course if some/all of those models make an appearance in the muton part of this mod though!
Waste 7 Oct, 2022 @ 4:27pm 
yeah I think I've had enough of this mod, the balancing is insanely bad for the early game due to how early some of these things can spawn. For example, the Deadeye is probably one of the worst things to deal with. They just instantly shoot you when you're spotted, their accuracy is insane (even when flashed they will pretty much always hit you), they shoot multiple times in one turn as well. This, along with a few others already mentioned as problems in previous comments, are straight up run-enders if you're unlucky enough. My advice? Make these things appear around the same time either Archons or Mutons appear, not when you're just dealing with Advent or a Sectoid or two.