XCOM 2
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[WOTC] Advent Purge Unit
   
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216.240 MB
23. juni 2022 kl. 15:20
30. aug. kl. 8:54
87 ændringsbemærkninger ( vis )
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Abonner for at downloade
[WOTC] Advent Purge Unit

I 1 samling af Alpha115
Alpha's Mod Collection
24 genstande
Beskrivelse
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 The purge unit was originally made to destroy the lost but due to X-com's growing threat they are now being directed towards you.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.
Populære diskussioner Vis alle (1)
18
31. maj 2023 kl. 23:09
Enemy Feedback Discussion
Alpha115
171 kommentarer
Victor de Noir 25. aug. kl. 22:49 
@Soul I agree with you so much man. Especially for the early game a lot of these guys are so busted, especially the cyborg haha. And yeah letting a cyborg survive the turn (god forbid two Cyborgs) = DEATH, as that guy will pull one of your guys into non cover, kill him, since he has multiple attacks + fire and will potentially also trigger other pods. Even the requiem legion guys are less deadly.
Soul 25. aug. kl. 14:55 
Oh yeah no they fine,but yeah in the original post it was to say compared to these,the cyborgs were like,comparing a muton to an andromedon kinda of deal lmao
Alpha115  [ophavsmand] 25. aug. kl. 13:44 
That is the Purge Heavy, they are dangerous but still appropriate for the FL.
Soul 25. aug. kl. 12:39 
Aight I prob think of another purge type,it have like a minigun with burn and the same head icon as advent purger. Forgot its name but it reminded me of the commando one
Alpha115  [ophavsmand] 25. aug. kl. 11:55 
@Soul so that is my bad. The purge Cyborg is meant to show up at FL 4-6 depending on the mission. I forgot to edit a few of the encounter lists. So they can still show up at FL 3. I will be editing that now, and release an update. Also Purge Commandos cannot show up at FL 3.
Soul 25. aug. kl. 11:02 
Fun mod,really,cyborgs are pure bs tho,gonna rant cause one of them was enough to down 2 guys trying to play into his weaknesses:
Like yeah cool electric work,the thing you usually bring the less or don't have when they appear,I get them at FL 3 and I didn't even meet the MECs yet so bluesceen is a lol here

Too close? Defense city,take no damage.

Go far? Ok,grapple you into a burn into ANOTHER shot,and can disorient so you can't escape him,like lol

Far enough to shot? Ok crits are a nono anyway and from that far usually they had a chance to hide before.

Seriously this is like,a Skirmisher with fire weapons with reinforced defense,ain't one of those things enough for it?
It have too much defensive passives,it can do 2 attacks in a turn,it have a melee,it have Justice,it burn,like man I don't usually rant on these enemy mods but again,FL 3,like the hardest thing there is a MEC or sectoid,or Purge commando.
Sorry repost steam messed up
Victor de Noir 24. aug. kl. 13:04 
@Alpha155 if people complain that your guys appear to much. Recommend that they use Universal Enemy Compatibility Patch. This fixes it without having to finish the game 10 times.
Victor de Noir 10. juli kl. 23:18 
@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  [ophavsmand] 10. juli kl. 23:04 
6 soldiers vs 6 pods, increased turn timers because I do not like the time limit.
Victor de Noir 10. juli kl. 22:50 
@Alpha115 how do you counterbalance this? Do you start with more soldiers?