XCOM 2
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Robotic Raider Faction [BETA]
   
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8 Jul @ 11:44am
10 Jul @ 2:36pm
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Robotic Raider Faction [BETA]

Description
A new Julian themed faction
This mod adds a new sitrep, Robotic Uprising, which spawns robotic units hostile to both XCOM and ADVENT, with the addition, each turn, of some dialogs from the famous psychopathic killer robot, Julian. The pod is created with a leader from AutomatedDefenses lists (so it could draw from any installed mod that adds robotic units in these lists), and adds some Spark MEC, similar to the lost tower mission.

Three tier boss Julian
Julian comes now in three tiers. Each tier has only to be defeated once ; moreover, the damage done by XCOM will be saved for the next encounter if Julian can't be killed the first time (such as with the alien rulers health mechanism).
First tier is the same as the lost tower Julian
Second tier is a classic sectopod, but with the health (and skin) of the lost tower Julian
Third (and last) tier is a prime sectopod, with the health (and skin) of the lost tower Julian

Robotic reinforcements
Upon raider pod activation, robotic reinforcements will spawn each three turns. They will last until the end of the mission.

Dependencies
A Better DLC is only required for its Spark units, so a standalone, such as Advent Spark Standalone published by Deadput could be used instead.
Similarily, A Better Advent is only required for the Julian tier 3 (with prime reactions), so using a standalone instead, such as Forged Sectopod Prime should work too.

Recommended mods
Unit Flag Extended : With this mod, Julian and its acolytes will use a new color for their healthbars (instead of the same red as the aliens, which could be confusing)
Faction Anchor : On missions where all ennemies must be killed, this mod will prevent a premature ending when all advents unit have been defeated (even if Julian is still alive)

Compatibility
Compatible with my Alternative DLC Integration mod : if both are installed together, the Robotic Raider Faction will take predominance and replace the one-timed encounter sitrep by its own.
Not meant to be used with my Julian Sitrep standalone mod
Tested (and compatible) with Covert Infiltration
Most likely not compatible with Raider and Resistance Spawning
Using another mod that spawns Julian in eTeam_Two could result in deleting some Julian boss tier (and/or messing the HP/armor saving) : to my knowledge, only the Distress Beacon mod from MrCloista would be concerned
Playing the lost tower mission or not, though, should have no impact on this mod (as Julian is not in eTeam_Two here)

Credits
Thanks to DerBK for its incredible mods, A Better Advent and A Better DLC, that I've used as dependencies for this one.
Also, nothing would have been possible if it wasn't for the highlander and already existant functions managing raiders spawning.

Beta state
I've put a beta state flag as I've haven't yet played enough with it to be definitive about balancing ; feel free to provide feedbacks or suggestions. Also, I might add some more content in the future, but this could take a while.
40 Comments
Epigamesh  [author] 22 hours ago 
@D.W I have no idea why you would be encountering this bug as this mod doesn't modify lost tower mission or elevators (though I did not tested this specifically).
Have you tried disabling this mod before the lost tower mission to see if the problem still occur ? If it does, this might be caused by one of the other mods you are using.
D.W 1 Aug @ 9:10pm 
I encountered a bug in the DLC level of Lost Tower, where the elevator can only be used once and the soldiers behind cannot take it up, which makes this task impossible to complete
D.W 1 Aug @ 9:09pm 
我在失落之塔这一个DLC关卡遇到了bug,电梯只能使用一次,后面的士兵无法乘坐电梯上去,这使得这个任务无法完成
JeffbotClassic.TTV 28 Jul @ 1:46pm 
I think the double sitrep (and I may be wrong) is being affected by the sitreps 2.0 mod which lets me add a custom percentage of how often sitreps show up and mean while your sitrep has its own built in percentage so may be correlated.
Epigamesh  [author] 28 Jul @ 2:15am 
@JeffbotClassic.TTV Thanks for the report. I indeed forgot about the DLC missions, where it would be better to have the sitrep always disabled.
(And I don't know what is happening with the double sitrep appearance sometimes, but I will investigate this)
JeffbotClassic.TTV 25 Jul @ 2:01pm 
I just got it again and it only appeared once HOWEVER, it appeared on the mission that introduces the rulers (very strange I might add watching those snakes and robots fight each other lol) although they did kinda break cause one spawned above the map (or so I assume cause the snakes kept shooting into the sky)
Epigamesh  [author] 21 Jul @ 3:12am 
@JeffbotClassic.TTV Does it appear everytime the robotic sitrep spawns (in this case, something might be happening with other mod you're using, even if I don't understand why), or was it specific to this mission with lost ?
JeffbotClassic.TTV 19 Jul @ 7:55pm 
Mission seemed normal, only one pod with reinforcements spawning, it was a lost mission and they were attacking eachother fortunately, I have not added any of your stand alone mods as far as I am aware. I really didn't see a bug other then the fact it was labeled twice
Epigamesh  [author] 19 Jul @ 6:20am 
@JeffbotClassic.TTV The only explanation I would know of would be if you were also playing with Julian sitrep standalone (or with my Alternative DLC integration if you had reactivated its sitrep in this mod's config)
If that's not the case : are you playing with other raiders mods ? How does the mission plays out ? (Is it buggy, or the problem is only concerning the sitrep UI on mission's beginning ?)
JeffbotClassic.TTV 18 Jul @ 7:40pm 
I finally got the sitrep but for osme reason it appears twice? Like it says it twice in the sitreps tab?