XCOM 2
(WotC) Spectrum: Enemies and Aegis Division
Showing 21-29 of 29 entries
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Update: 16 Jul, 2022 @ 7:14am

Fixed some config typos

Update: 15 Jul, 2022 @ 2:53pm

Updated the encounter lists, including some integration with a couple other mods' custom lists
Added follower settings for most of the enemy mods on the workshop

Update: 6 Jul, 2022 @ 1:58pm

Preliminary work on toxic troopers. A couple of the abilities may be a bit strong, particularly the poisoning suppression, but those won't show up for a while. Let me know what you think.

Update: 5 Jul, 2022 @ 6:02pm

Added suppression to commanders and gunners, some more touches of the riot units, and removed the speculation from the colored units so their colors pop more.

Update: 5 Jul, 2022 @ 12:46pm

Fix/workaround for MEC related issues. Scout and Phalanx did not have proper loudouts. Scouts were missing an AI and Knights and Phalanxes had broken AIs. For now the three share the default Advent MEC AI routine.

Attempt at Riot Stun Lancer balances. I've removed the Blast Padding perk all riot troops recieved and gave them linear armor points (basic get 1, advanced get 2, and elites get 3). I've also given them riot rounds if you have cut content ammo installed.
Please let me know if they are still too much to handle at low level.

Update: 7 Jun, 2022 @ 5:31pm

Updated all non-themed units
Renamed call reinforcements ability to not conflict with Advent Reinforcements. I'm trying to get them to play together nicer but I'm encounternig some issues so far.
Riot Stun Lancers missed the logic telling them they can move - at all, so they would just stand still and shoot, overwatch, or stun if you stood next to them. They should be a bit more active now.

Update: 18 May, 2022 @ 12:41pm

Some small oversights

Update: 18 May, 2022 @ 8:06am

Standardized armor colors
Fixed psi sniper AI scripts
Added abilities and AI for several units
Some general refactoring that will be continued as I update more units

Update: 18 Apr, 2022 @ 1:09pm