XCOM 2
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[WOTC] Even More Robots
   
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295.510 MB
23 Jun, 2019 @ 7:56pm
19 Aug, 2020 @ 5:01pm
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[WOTC] Even More Robots

In 1 collection by MrShadow
CreativeXenos WOTC mod collection.
54 items
Description
-- Mod by Team CreativeXenos --
-- Blender, SDK, Animations and Modbuddy : Super awesome totally not fat just big boned : ObelixDk
-- Maya modelling/armourconcepting, Substance painter texturing : HulkCX --
-- Coding, art and unit creation and conceptual idea : Shadow79 --
-- Weapon Particle Effects work : Claus --


------------FAQ---------------
What does this mod do?

1)
Small change to all Sectopod's immunities. Keeping with all the base game immunities but all Sectopods are also immune to the Elerium Poisoning from the Bio mods.

2)
This mod add 4 new robotic units.
1... Riot Control Mec
2... Adv Repair Bit
3... Sectopod Hunter
4... Sectopod Annihilator

3)
RIOT CONTROL MEC

The Riot Control Mec will show up as early as the first mission and carry on though late game. The early game unit has just a bit more HP than a base Adv soldier. Riot Control Mecs are meant to be weaker than the base game Mecs. BUT they have a few of their own abilities.

*Taser Punch... does very little damage but can stun and or disorient.
*Flashbang Launcher... Can launch a volley of flashbangs to disorient targets in a wide area.

While these Mecs are weak compared to other base game Mecs, they can be a pain early game and mid to late game once more threatening enemies come into play


4)
ADV REPAIR BIT

Adv Repair Bit are very quick and can be hard to hit. The too are quite weak and easy to kill if you can hit them. The Repair Bit does not bring any offensive firepower to the field. But don't let that fool you. They too can be a pain if left unchecked. There are 2 tiers of this Bit.

*Repair... the early game Repair Bit can repair up to 4 damage on any robotic unit. The Later game Repair Bit can repair up to 6 damage. They can and will also weld up new armor for robotic units, regardless if that unit is damaged or not. Early game Repair Bit will weld on 1 armor where as the later game unit will weld on 2 armor.

*Mark Target... while they do not have offensive attacks of their own, they will mark targets for their allies.

*Scanning Protocol... Much like the Scanning Protocol your Gremlins have, this Bit also has a version of its own. When not needed to be a Repair Drone, the Repair Bit will scout around (in green movement) and periodically stop and use this ability. However, when it is used, its sight radius is extended by 8 for 4 turns. If any enemies are caught when its sight radius is extended, your concealment will be broken!

5)
SECTOPOD HUNTER

The Sectopod Hunter is a first generation Sectopod and was originally created to accompany Riot Control Mecs and early Riot Control Lancers (now Stun Lancers). The Sectopod Hunter is a mid game unit. Fast and like other Sectopods, has 3 actions. Hunters are relentless and will chase you down instead of sitting back like most of the larger Sectopods. They do not have the high stance and do not have a wrath cannon.

*Hunter Whiplash... has an electric whiplash attack that it shoots out of its belly. Like electric attacks of a gremlin, whiplash ignores armor and will do double damage to robotic units.

*Call the Big one... the mid game Sectopod Hunter does not have this ability but the late game version does. You guessed it it can call in the MUCH LARGER Sectopod Annihilator.

6)
SECTOPOD ANNIHILATOR

This much larger Sectopod can fly. When it is not already spawned in a mission as a boss enemy (spawns half as much as others like Sectopods, Gatekeepers and or Omega Bersekers). These Sectopod Annihilators have a much stronger standard weapon and Wrath Cannon (named a Death Cannon). They do not have the high stance to boost their aim... they don't need it. So i left that as a special ability for the standard Sectopod. The Annihilator can jump up by flying up to elevated terrain. This unit will not stand in a hole and get stuck ;) Has a few new abilities of its own as well.

*Channeling Field... any time its shot at, it will channel energy to add a +1 damage on its next attack. +1 damage might not seem like much but if shot at multiple times and not killed, that channeling adds up and could mean a 1 shot kill on its target the next turn.

*Secto KillZone... If not using its Death Cannon, it may set up its own KillZone and shoot at anything that so much as blinks at it.

*SectoHelp... As if the Annihilator needs any help... it might call in a pod of random robotic allies. Why? Because it can.


I have a lot more planned for this mod but its been in production for quite some time and we wanted to get it out now rather than hold it back anymore. The Sectopod Annihilator will drop a normal Sectopod wreck "for now". All others might drop cores, alloy or elerium crystals. This part of the mod will be fleshed out later as we go. I have a lot more I want to do with the Sectopod Hunter as well. Stay tuned!!!

NEW MISSIONS ADDED!!!

Gatecrasher
Templates.AddItem(AddMissionTemplate('MRSabotageCC'));
This version keeps the base game pods but adds 1 to 2 RECON BITS that will patrol and scan the area for hidden units.

Soldier Rescue
Templates.AddItem(AddMissionTemplate('MRCompoundRescueOperative'));
This version of the compound rescue now adds security Mec and BITS that can patrol and find you.

VIP Stuff
Templates.AddItem(AddMissionTemplate('MRRescueAdventCell'));
Templates.AddItem(AddMissionTemplate('MRRescueVehicle'));
Templates.AddItem(AddMissionTemplate('MRExtract'));
Same as above as these are the Adv Cell mission and Van rescue for VIPs or Soldiers. As well as the Extract VIP mission.

Supply Crate Extraction
Templates.AddItem(AddMissionTemplate('MRSupplyExtraction'));
In this version you now have a large Robotic force left behind to protect the crates until Advent can come back to get them. The Security Mecs will defend the crates from you, Lost or anything else creeping around.

If you do not want any of these missions, you can go into the XComMissionsDefs.ini and comment them out. just add a ; in front of the + and save and done.




PLEASE DONT FORGET TO RATE THIS MOD!! THANK YOU!!
Popular Discussions View All (5)
33
24 Dec, 2023 @ 6:39pm
BUG REPORTS HERE!!
MrShadow
0
18 May, 2021 @ 4:13am
NEW KOREAN Localization in 2021
Brain_is_Back
0
29 Jun, 2020 @ 1:02am
Traditional Chinese Localization (正體中文翻譯)
Mogwai
171 Comments
Dragon32 26 May @ 4:44pm 
@Rukifish
Try clearing your user config. files. Or you didn't edit things right.
Rukifish 26 May @ 3:53pm 
Hi, how can I change configs to make sure the drones don't spawn at all ? I tried putting min and max force level stuff in the encounter lists to 99 but it doesn't seems to be enough, thanks :)
Ehlookatthat! (She/Her) 9 May @ 10:03am 
Fun but could be problematic with ABA's Anti-Riot MEC... unless somethin' like a companion mod to rename them as Marshal MECs or something as they are a fun fight in pairs.
HolyRedEye 17 Mar @ 4:37pm 
cant seem to hack them since the options are just blanked with it at 100%
chainmoon 26 Feb @ 7:08pm 
@Dragon32
ok thank you
Dragon32 26 Feb @ 3:57pm 
@chainmoon
If you set an enemy's Min and MaxForceLevel to 99 then they won't appear, unless you're running a mod that let's FL get that high
chainmoon 26 Feb @ 7:18am 
I want to make only Sectopod Annihilator appear. Is this possible by modifying the ini?
Dragon32 28 Jan @ 1:48pm 
@Bawkdragon
Edit a mod's XComEncounterLists.ini, change MinForceLevel and (if you want) MaxForceLevel. I tend to just set the SpawnWeight value to 80% of what a mod's author does.

Also see this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2820842366
Bawkdragon 28 Jan @ 12:43pm 
How easy is it to tweak Fl for this mod. I notice a lot of enemy add mods can use a fl increase if you not really powerful..
zett 30 Sep, 2024 @ 5:59am 
bro Riot Control Mec shouldn't be available at FL1, I struggled so much when I had to fought 3 of them in a single mission whilst my entire squad is just squaddie