XCOM 2
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[WOTC] Modern Multiplayer Mod
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[WOTC] Modern Multiplayer Mod

Description
What does it do?
  • Adds 21 new units
  • Fixes most of the multiplayer bugs
  • Introduces the anti-spam system of units
  • Balances newly added and updates existing units for a new balance
  • Added the f1 menu feature for multiplayer
More detailed information is provided in the discusssions of the mod.


Attention! It is recommended to disable this mod when playing in a single company. Use it only for multiplayer games.

How do I play?

ince the multiplayer has been removed from the main menu, it needs to be restored. There are 2 options for this. Choose the best one for you. A detailed guide on how to activate it :. Here is a brief description of one thing:
  1. Go to the Steam library and find XCOM 2 in it
  2. Right-click and select properties
  3. Go to the Betas and select the Beta channel (see screenshot №9)
  4. Wait for the download

Attention! The game requires at least 3 DLCs specified in the requirements! When playing with an opponent, make sure that your DLC list is the same !

ATTENTION!
If you have all the buttons blocked in the MP, except for the leaderboard, check:
  1. that your DLC list matches the DLC list specified in the mod.
  2. that the developer console is not enabled (the launch parameter window should be empty).
  3. that there are no edits in the game's configuration edits. If there are any, you need to reset all the game configs to their original state either manually or by checking the cache in Steam.

New units:


ADVENT
  1. Obsolete MEC
  2. Medic
  3. Drone
  4. Sniper
  5. Heavy MEC
  6. General
  7. Turret
  8. Avatar

Aliens
  1. The Lost
  2. Viper-hunter
  3. Centurion
  4. Sectoid Commander
  5. Muton Elite
  6. Viper King
  7. Berserker Queen
  8. Archon King
  9. Chosen Assassin
  10. Chosen Hunter
  11. Chosen Warlock
  12. Ethereal

XCOM
  1. Spark

How do I find an opponent?

You can find an opponent or participate in the tournament on our steam chat . Join us. A Search opponent's tab has also been created in the mod discussion.

Problems when playing with mods in multiplayer
If you encounter any problems when playing with the mod in multiplayer, refer to this guide.

Thanks

I express my deep gratitude to Iridar for his great help in creating the mod.

I also express my gratitude to the authors of the following mods for the provided character/weapon models:

1. ADVENT Medic
2. Ethereal
3. ADVENT Sniper
4. ADVENT New Weapons
5. Sectoid Commander and etc

Help in further improving the mod is welcome!
Popular Discussions View All (3)
7
22 Jun @ 11:50am
PINNED: Обновление 94 RU
Mr.Fear
0
31 Oct, 2023 @ 2:20am
PINNED: List of changes EN
Mr.Fear
0
5
31 Oct, 2023 @ 2:11am
PINNED: Список изменений RU
Mr.Fear
57 Comments
Viulus 23 Jun @ 5:42pm 
I think he's asking for fully customizable classes in addition to the pre-made templates.
Garr Incorporated 23 Jun @ 8:46am 
From what I can gather, the man either wants additional classes with a different loadout (one I find most likely) or some variations on the existing class builds put in the game (possible interpretation, but one I find less likely).
Mr.Fear  [author] 22 Jun @ 12:16pm 
I didn't quite understand the question, please describe in more detail what you want.
Dęąth Viper 21 Jun @ 10:43pm 
Are we able to put in our own custom classes for use with this? I'd love to add in special upgraded classes for xcom to use
Mr.Fear  [author] 24 May @ 10:45pm 
@Messer Да, ближе к августу
Messer 24 May @ 2:05pm 
Планируется добавлять новых юнитов?
Dreiumus 6 Apr @ 1:33pm 
I think the Psi Operative's Psi Offense should be 175 instead of 145, due to the fact it's ability to mind control, use insanity, and void rift are dependent on psi offense and it is lower than every other psi unit.

also think it would be a good idea if the Psi op had Null Lance and maybe soul steal too to add
healing for them.

I also think Phantom should get the conceal ability

Blademaster should get the ionic axe with the throw axe ability.

Reaper should have the shadow lance with both needle and banish abilities

Maybe add in the ability to have tracer rounds or buff the aim a bit too

Gunslingers should be 2500 points

sniper's squadsight aim penalties could be lowered a bit to make them viable

maybe the sectoid commander's stasis gets replaced with a psi shield ability to place it on any organic unit with limits. (Stasis on a beefy unit is rough)

lastly the final suggestion is making Advent medics 800 points as they are too effective at 600 points.
Mr.Fear  [author] 18 Mar @ 11:35pm 
@ Woeful Yes, the developers did not optimize the multiplayer for situations when players have different DLCs installed. Therefore, a difference of even 1 DLC leads to technical problems, such as crashes, differently located covers, etc. In order to avoid such problems, it was decided to make the presence of all DLCs mandatory, including cosmetic ones, since some players use cosmetics from there in xcom soldiers in mp.
Woeful 18 Mar @ 5:21pm 
You need ALL DLCs to play this mod, including the very negatively reviewed purely cosmetic mod that adds nothing to gameplay for some reason.
Dreiumus 6 Mar @ 1:00pm 
I did discover a bug where when a muton elite tries to use his melee and the chosen assassin it gives them shields even though they didn't miss. @Mr.Fear