XCOM 2
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All DLC Enemies In All Missions WOTC
   
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3 Sep, 2019 @ 10:04pm
18 Oct, 2019 @ 9:49pm
36 Change Notes ( view )
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All DLC Enemies In All Missions WOTC

Description
I see no one made this so here it is!

Allows the DLC units to spawn in the original game. This is considered a difficulty mod, it will make your experience harder overall. I have tried to make the spawn rates as reasonable as possible so if you expect your game to become snek galore it's not trust me.

Now you can see the glory of the new DLC models all the time!

-= FERAL MECS =-
In game name: Legacy MEC

Bad at dodging
High HP
Some armor early on
Very hackable compared to other units
Weapon comparable to a Sectoid
Cannot lead a pod
Found more with mechanical units
Can explode idiotically
Drops loot like an ADVENT Trooper M1
Has all Robotic immunities and weakness, immune to Bleeding
Fear Of Mecs WOTC mechanic added
Supports Mechanized Defenses SitRep and such!
33% of dropping an ADVENT MEC corpse
No autopsy, by choice

WEAPON CHANGES (So you can prepare for the pain):
FERALMEC_M1_PROXY_WPN_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=25, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional") [4 Ammo, same as Assault Rifle Magnetic]

-= VIPER NEONATES =-
In game name: Cobra (Didn't want to have the same name for differentiation, two vipers)

Fast and mobile
Only 1 shot per fire/reload cycle
Extremely Weak VS Psionics
About as resilient as an ADVENT Trooper
Armor piercing shots make them still a threat as you advance
Found more with other aliens
Can lead early pods, supports other Neonates, Vipers, Faceless or Troopers as followers
Can still bind!
Drops loot like an ADVENT Trooper M1
Immune to Freezing and Poison
Fear Of Vipers WOTC mechanic added
33% of dropping a Viper Corpse on death
Non poisonous
No autopsy, by choice

Weapon:
VIPERNEONATE_WPN_BASEDAMAGE = (Damage=3, Spread = 1, PlusOne = 0, Crit = 2, Pierce = 1, Shred = 0, Tag = "", DamageType="Projectile_MagAdvent") [1 Ammo]

-= LOST TOWERS =-

No thanks on this one, they just look like old turrets. Boring.

-= JULIAN =-
There is a bug with Integrated DLC content where Julian shows up in the Forge (which is scripted, not a bug yet) but his Hack Rewards are still the ones from the -Tower DLC-.

It doesn't work well and leads to problems because there are no Feral MECs to control usually. I have fixed the issue by making Julian a copy of the regular Sectopod and wiping his HackRewards from the INI file internally and making them the regular HackRewards. I have also renamed him Sectopod Prime. He is a full fledged Sectopod but as an added Super Boss Bonus he is immune to Frost.

So this is a free Bugfix for your campaign also.

-= AI CHANGES FOR ALL UNITS =-
The units come with no altered AI and are just as stupid as they were in the DLC. You want to remedy this? Subscribe to my AI work.

-= ORIGINAL DLC CONTENT & MISSIONS COMPATIBILITY =-
This mod "breaks" DLC regular missions (Factory, etc.) so use it in INTEGRATED mode when you've experienced all the DLC content missions.

-= REQUIRED SECTION =-

None of the listed mods are "required" per se, but you should strongly consider using them or something similar to enhance this mod's experience.

ADVENT Future AI will affect Feral MECs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1162708210

Blessings of the Elders will affect Neonates.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1159980141

Related mod that allows other aliens to spawn like this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1163841847

Diversify your pod followers to see more of the units!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1535962428
47 Comments
shardinhand 9 Jun, 2020 @ 9:19am 
<3 ok got it no needed mods with this one.
shardinhand 9 Jun, 2020 @ 9:14am 
k
Juravis  [author] 9 Jun, 2020 @ 9:10am 
You need to read the entire mod description.
shardinhand 9 Jun, 2020 @ 8:01am 
why does this mod, require 2 doesen other mods some of which are not even supported anymore to work. is this absolutly necisary???
Bone Glove 6 Mar, 2020 @ 8:30pm 
okay.
Juravis  [author] 6 Mar, 2020 @ 8:28pm 
Ini files arent really code. I mean it is but its not programmer stuff. Open my mod then go to the ini section and change any reference to the old mecs any reference to weight=30 for example to weight=0. Itll remove them. Or just deal with it really they arent that hard and dont show up all the time.
Bone Glove 6 Mar, 2020 @ 5:55pm 
But i'd have to explean how to do that in my collections... also i don't know how yo do that.. i don't know how to do anything to do with code... xcom 2 or otherwise.:steamsad:
Juravis  [author] 6 Mar, 2020 @ 5:53pm 
Use this mod and just put weight=0 to all robot encounters in the ini file. Youll have to do a bit of work or just sub to this with all of it.
Bone Glove 6 Mar, 2020 @ 4:51pm 
But I don't know how to make mods and cuz i think no one else will do this could you please? it make my life easyer.
Juravis  [author] 6 Mar, 2020 @ 4:36pm 
Feel free to copy my mod and remove any parts you like. Old turrets are not included in this mod.