XCOM 2
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[WOTC] Standalone LWOTC Alien Pack
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333.673 MB
16 Jul, 2023 @ 9:06am
20 Jul @ 11:33pm
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[WOTC] Standalone LWOTC Alien Pack

In 1 collection by BlackDog
BDs WOTC Standard Collection
353 items
Description
Mod Description
This alien pack is essentially a port of the original Long War 2 Alien Pack, remastered for use with XCOM 2 War of The Chosen. It is intended to provide a host of more challenging aliens to fight against and it is hoped by the author that it will provide a slightly lighter-weight alternative to other complete enemy overhauls, such as A Better Advent (although it is compatible with it, you may find the enemy variety a bit overwhelming using both at the same time).

The port uses a mixture of the original Alien Pack code, along with recent additions from members of the Long War of the Chosen team who ported much of this content but didn't get around to releasing the Alien Pack as a standalone item for WOTC. Please do not install this mod alongside LWOTC, it would be completely pointless!!!

This version of the mod also includes many additional enemies that did not make it into the original standalone alien pack but were eventually included in LW2 & LWOTC (see full details below).

Enemies Included:
  • Advent Gunner (M1, M2, M3)
    - Cannon troopers capable of shredding & area suppression
  • Advent Engineer (M1, M2, M3)
    - Troopers equipped with grenade launcher,
  • Advent Rocketeer (M1, M2, M3)
    - Troopers equipped with gauntlet-style rocket launcher
  • Advent Sentry (M1, M2, M3)
    - Troopers specialising in overwatch abilities
  • Advent Sergeant (M1, M2)
    - Variations on advanced & elite troopers
  • Advent Field Commander (M1, M2)
    - Stronger Advent Generals (33% chance of spawn on appropriate missions)
  • Advent Commando
    - All-rounders with good defense, dodge and aim
  • Advent Scout
    - High mobility low damage troopers
  • Advent Shock Trooper
    - Tanky close quarters units
  • Advent Vanguard
    - Even tankier close quarters specialists with various close combat abilities
  • Muton (M2, M3)
    - More robust & high damage versions of vanilla mutons, War cry can buff nearby allies
  • Viper (M2, M3)
    - More robust & high damage versions of vanilla vipers
  • Naja (M1, M2, M3)
    - Viper-sniper - high aim, squadsight, large engagement distance, squishy
  • Sidewinder (M1, M2, M3)
    - Flanking viper - High crit damage, average robustness
  • Sectoid Commander (M2)
    - Mass mindspin and mass zombie spawn
  • Drone (M1, M2)
    - Long War style drones with shock, stun and repair. Chance of single pods
  • MEC Archers (M1, M2)
    - Advent MECs capable of long-range bombardment with micro-missiles
  • MEC M3
    - Very high robustness version of Advent MEC
  • Chryssalid Soldier
    - More robust and higher damage version of vanilla chryssalids
  • Great Archon
    - More robust and higher damage version of vanilla archon
  • Lost Grappler
    - Lost with bladestorm ability

All of the new aliens are fully compatible with the excellent UFOpedia & Bestiary

Please note that the hive queen from the original pack has been removed - her AI & abilities were using base-game behaviour so she just became a 'bullet sponge' version of the vanilla enemy. Additionally, large units cause all sorts of visualization problems so until I could get round to making a 'better' version, it seemed the right choice. Plus, The Hive really has the monopoly on Chryssalids at the moment!).

Update 1 - 2023-07-22
From recent community feedback I have implemented the following improvements:
  • Added Iridar's Advent Arsenal support to many units (Please note, this mod is not required).
  • Exposed all units' weapon damage to config (these can be edited through XComGameData_WeaponData.ini) so they can be modified directly or through other mods. I have now given each enemy in the pack their own weapon templates so all weapon damages can be adjusted, along with various other key abilities (e.g. archon melee / blazing pinions / MEC micro missiles / rocket damage)
  • Updated the ideal ranges for the newer LW2 units' weapons which weren't set properly & exposed these to config

Update 2 - Bugfix & Balance Pass - 2024-05-26
  • Civilians excluded from Vanguard CCS.
  • Shadowstep replaced with Lightning Reflexes on SideWinder & Scout. Removed from Commando.
  • Tactical Sense removed from All Units.
  • Fixed Advent sentries (Guardian/sentinel now gives M2 sentry 50% chance of 1x additional OW shot, M3 gets 100% chance of max.1x additional OW shot).
  • Reduced M3 Naja crit chance from 20 to 15
  • Removed non-flanking crit chance from sidewinders but increased flanking crit chance to 60%. Added +1 crit damage to M2 sidewinder. Removed Hunter's Instinct & replaced with +2 crit damage instead
  • Added Biggest Booms to M2 Grenadier
  • Adjusted Localization for Advent Troopers to use "Normal, Advanced, Elite" prefixes for consistency with base-game
  • Added suppression to Advent Sergeants
  • Removed Bring Em On from Shock Troop
  • Added knockback effect to rocketeer rockets
  • Updated all INT localization to use ability tag expand handler properly so variables altered by config will be read into the localization
  • Fixed spawn weights to smooth out unit progression and allow some lower FL units to be mixed in with the late-game.

Compatibility
Mods Which have, or may have compatibility issues - Use at your own risk

Should work with the vast majority of other modded enemies, as well as Diverse Alien Pods or Diverse Aliens by Force Level).

Credits
  • Pavonis Interactive For all their work on building the models / assets and original code for these aliens as part of the Long War project
  • Tedster and the LWOTC team for their support with merging code between the LW2 alien pack and the current fork of LWOTC
  • RustyDios for his input on getting the compatibility between the LW2 unit customizer and bestiary working & (once again) for the mod preview image :)
  • Alpha115 for his help getting the drone AI working properly

Contact
As always, I welcome comments and am an active face in the modding community so if you experience bugs / issues please reach out to me & I'll do what I can to resolve your issues. If possible, please try to be specific with errors ("Your mod crashed my game" is not very helpful - If you can provide logs, redscreens, specific details of when the errors occurred and so on, I will be much more able (and willing) to help you :)
Popular Discussions View All (1)
0
21 Jul, 2023 @ 6:18pm
Alien Stats
BlackDog
182 Comments
JKingJ 13 hours ago 
Why can't the drone's stun be removed like other mental conditions. Once my soldier gets stunned I can't do anything about it. Medkits don't work, perks that remove mental conditions don't work. Is it supposed to be a f*ck u get gud mechanic?
Dragon32 24 Jul @ 10:02am 
@BlackDog
Thanks for the AI update.
Dragon32 24 Jun @ 10:35am 
@BlackDog
Thanks for the reply. That's a really good idea on editing RedDobe's mod, he's not replied to the post I made over there. Not sure how active he is these days. I'll see about make some personal changes locally.
BlackDog  [author] 22 Jun @ 9:37pm 
@Dragon32 - The sniper defense AI node in my mod is only actually used for the Naja. I can rename the node so it's not conflicting with the sniper defense mod but that'll mean the AI for the Naja will use what's directly specified in the alien pack and won't be over-ridden by RedDobe's sniper defense. Failing that I suppose RedDobe could minus out the relevant nodes in my config inside the sniper defense mod, I'm pretty flexible on the approach.
Dragon32 19 Jun @ 10:13am 
I'm getting a Redscreen error about a duplicate behaviour with this mod and RedDobe's Sniper Defence mod .

BehaviorTable index 4693 has a duplicate name (ScoreSniperFire) - INVALID

Looking at the two XcomAI.ini files makes me wonder if this mod incorporates that mod's functionality. It adds "a sniper defense selector in the Generic Alert Handler for Yellow alerts". If you shoot enemies out of concealment.
BlackDog  [author] 15 Jun @ 2:53am 
@Worgan_Freeman - There are a couple of reasons this can happen. Firstly, can you tell me if you're using any other muton mods please, as I wasn't able to reproduce this in local testing. The issue has been seen before though & it can happen on the mod-build side, generally if the local shader caches aren't cleared out properly before building the mod. I've pushed a clean upload to the workshop now so feel free to try & unsub/resub and see if it fixes the issue for you. If it doesn't, I'm afraid the issue must be on your side - most likely a conflict with some other mod which is using the same textures. If you're still having trouble, try the #troubleshooting channel on the modding discord.
EvilBob22 7 Jun @ 2:32pm 
My guess? You need to regenerate the user configs.

https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting

There are other troubleshooting steps there too if that doesn't work.
Dragon32 7 Jun @ 2:13pm 
@Worgan_Freeman
I guess there's those in the Description, and any others that added Pavonis Interactive's enemies. But I dunno why things are invisible for you, I've only had that when the models and textures of something (cosmetic, map piece etc.) aren't available.
Worgan_Freeman 7 Jun @ 2:04pm 
@Dragon
I do, in fact. So far I've disabled those units by giving them absurd forcelvl requirements. This mod cannot really have any incompatibilities, right?
Dragon32 4 Jun @ 6:58am 
@Worgan_Freeman
Do you have "LWMutonM2.upk" and "LWSectoidM2.upk" in this mod's CookedPCConsole folder? Those are the models and textures for the Muton Centurion and Sectoid Commander. Try unsubscribing and resubscribing if they're not there.