XCOM 2
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[WOTC] Advent Purge Unit
   
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23 Jun, 2022 @ 3:20pm
17 May @ 6:34pm
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[WOTC] Advent Purge Unit

In 1 collection by Alpha115
Alpha's Mod Collection
24 items
Description
Hi everyone, Alpha 115 here bringing you my next Enemy mod. This mod brings in some new units to boost up advent. The Advent Purge Unit is composed of various fire based enemy types. These enemy units focus on Burning all hostiles. The purge unit was originally made to destroy the lost but due to X-com's growing threat they are now being directed towards you.

Purge Trooper: These are the bulk of the purge unit. They are armed with rifles, and the napalm grenade. They start out with the implacable perk. Later version of the purge trooper gain more explosive focused perks and become armed with incendiary rounds.

Purge Heavy: The Purge Heavies are armed with Miniguns and Hellweave vests. As time goes on they gain a number of perks to make them more dangerous when they enter overwatch. They appear only as a leader unit at FL2, but eventually become followers at later force levels.

Purge Commando: The Purge commando is the toughest of the purge forces, armed with a rifle with fire rounds, napalm grenades, and finally being well trained with swords for melee combat.

Purge Vanguard: The vanguard are armed with shotguns and focus on holding the line against any lost (Or resistance fighters). They are faster then other members of the purge unit and make effective use of cover.

Purge Sniper: The Purge Snipers focus on dealing with hostiles from a safe distance. Armed with powerful sniper rifles they are a high priority threat to Xcom's forces. They are skilled enough to be able to potentially detonate hostile grenades from a distance. Thankfully they are not as resilient as other members of the Purge unit.

Purge Cyborg: The purge cyborgs are made from the remains of Advent forces who ended up maimed in combat while fighting resistance forces. They are extremely durable but have a weakness to electricity. They are armed with Automatic Rifle and ripjacks which makes them dangerous in CQC.

Purge Sectoid: Purge Sectoids are sectoid who have been modified with pyrokinesis. They have several abilities to set enemy forces ablaze, and are not afraid to fire their plasma blasters at their foes.

Purge Python: Purge Pythons are a new addition to the Purge unit. Due to the python's cold blooded nature they are better able to tolerate the heat of flame based equipment. They serve to help the purge unit better deal with non lost based opponents, being able to reposition hostile units. They are equipped with unique plasma rifles that can burn hostiles. They also have an ability that lets them overheat an enemies gun temporarily disabling the weapon.

Purge Mec: These Mecs are armed with Micro Flame missiles, and eventually are armed with dragon rounds.

-Notes-
So the enemies from this mod drop purifier corpses/viper corpses/sectoid corpses. This mod also uses purifier corpses for various items.

Some extra features of the mod:
1. The mod also gives two new grenades to X-com. The first is the napalm grenade, and the blinding grenade. These grenades are also used by the enemies in this mod, the grenades are made to kill the lost without alerting more to your location, but only if they are thrown.
2. All the enemies of this mod can appear as double agents, if you have the resistance card.
3. These units are affected by dark events and compatible with a number of enemy mods.

---Recommended mods----
https://steamproxy.net/sharedfiles/filedetails/?id=2473050694 the drome dome is a great option for the Andromedon Backburner

https://steamproxy.net/sharedfiles/filedetails/?id=1160638944 the flame viper obviously works well with this mod.

https://steamproxy.net/sharedfiles/filedetails/?id=2623093239 the paladin shield bursters have a fire based unit as well.

This mod works great with the Purifier revamp mod made by CX.

---Credits---

I want to thank a few people with helping me get this mod made
1. Thanks to Rusty Dios for helping with various coding, making the mod preview image, and helping me set up the textures stuff for the purge units.
2. Thanks to mostly Harmless and Mitzruti for some AI advice.
3. Thanks to Iridar for help with making the napalm grenades work.
4. Deadput/MrCloista for the screenshots and making the new textures/models for the advent purge units.
5. Finally thanks to the rest of the X-com 2 modding discord.
6. Firaxis for all the work they've done on the Xcom series.
7. Spart/Veeh for the weapon models for the purge units.
Popular Discussions View All (1)
18
31 May, 2023 @ 11:09pm
Enemy Feedback Discussion
Alpha115
165 Comments
Victor de Noir 10 Jul @ 11:18pm 
@Alpha115 yeah I guess if I increased the time limits, purge would also be way less of an issue. But these 7 turn hack missions with 4 soldiers are very RNG heavy.
Alpha115  [author] 10 Jul @ 11:04pm 
6 soldiers vs 6 pods, increased turn timers because I do not like the time limit.
Victor de Noir 10 Jul @ 10:50pm 
@Alpha115 how do you counterbalance this? Do you start with more soldiers?
Alpha115  [author] 10 Jul @ 10:48pm 
Well I do not always have a mission with a 6 turn time limit for my second mission. But I also play with double enemy pods so Shrug.
Victor de Noir 10 Jul @ 10:39pm 
@Alpha115 neither do I, but 6 of them on mission 2 with a time limit, now that is a whole different ballgame.
Alpha115  [author] 10 Jul @ 10:32pm 
@Victor de Noir A Requiem For Man: The Requiem Legion is in my opinion a harder mod. As for not made equal yes that could be making them stronger then normal. I have no issue fighting an enemy with 1 armor and 5 HP, but my mod list will be different from yours.
Victor de Noir 10 Jul @ 10:24pm 
@Alpha115 which mod is Requiem legion I have searched the workshop but I cant find any mod called that.

Reducing their health by this much would be too much. Maybe removing that 1 starting armor may do the trick. I am playing this on hardest difficulty ironman combined with not made equal, which may or may not make them stronger than they should be.
Alpha115  [author] 10 Jul @ 9:57pm 
@Victor de Noir, I suppose you could just lower their health to 1 for the early game variants in the config. I do not know all you enemy enhancement mods. For me I can kill them with careful planning and focus fire, but your modlist maybe making them stronger then normal.
Alpha115  [author] 10 Jul @ 9:46pm 
Requiem Legion is to me far harder. Basically any enemy mod by Reshi.
Victor de Noir 10 Jul @ 9:31pm 
Which enemy mods would you consider more difficult tho? I am playing with about 50 mods that are focused on modifying enemies. The only other mentions I would have is alphas in better advent and armored berserker and also stuff like muton commando / muton decanus / muton commander (but all of these are just there because they break the action economy or cause panic if attacked, but on the flip side they show up very late so at that point I can actually do something about them). Meanwhile with the purge units, they appear from the get go with mission 2 being full of them. Are you proposing I should simply cheat to get to the final mission to reset the seeds on this?