XCOM 2
[WOTC] Bio Troops
326 Comments
Cruza;Complex 3 Jul @ 2:09pm 
Grave digging a bit to +1 recent comments here. Fantastic mod in concept, a bit wonky in execution.

* Bio enemies are very common, and become more common proportionally as force level rises.
* Bio assault troopers are overtuned. I get they're supposed to be tanky, but they're "tanky" for a force level 2x higher than when they start showing up because they have no weaknesses. Native defense means shooting them isn't effective. Native armor makes fire grenades/flamethrowers useless. They're resistant or immune to other DoTs, and have will on par with sectoids. It is not an exaggeration to say it takes an entire squad a whole turn to MAYBE deal with a single trooper, and pods often spawn with two, plus other enemies. They're basically Andromedons that show up at half the force level.
* Enemies also bleed acid so there's turds on the ground for a lot of fights. Between this and the acid death, Bio Troops mod punishes the already risky melee game even harder.
Gamerino 17 Mar, 2023 @ 11:13am 
very dissapointed how poorly balanced this is
Derp 24 Nov, 2022 @ 8:41am 
is it a bug that bio mec is immune to hacks? it can roll a success but you never actually shut down or control them
GreatPalm 2 Nov, 2021 @ 12:10am 
Nice mod but imbalanced af if combined with beta strike. I don't know if it is from vanilla or from mod, but pods of aliens are straight stupid. Bio units not just superior, they also can spawn like 3 bio vipers in single pod, they just spam blind+poison and grab, while all of them have armor and ~30 hp. They explode with acid on death, so you cannot kill them with melee. And there are missions when you cannot evac, you just lose half of your team and fail mission, or you lose whole your team and fail mission. Not viable to play without mods that add op stuff to xcom too.
Premier666 13 Aug, 2021 @ 10:01am 
Had to uninstall. After a certain force level, bio troops completely take over pods, to the point where every single reinforcement is nothing but bio troops, and about half of advent pods are bio troops.
Absolutely kills enemy variety. Doesn't help that bio troops are considerably stronger than regular troops so it also messes with the game balance.
Premier666 8 Jul, 2021 @ 5:36pm 
Love the mod but I do feel like it tends to overcrowd the spawn list somehow.
For example, during a defend the avenger mission, the enemy reinforcements were nothing but biotroops non-stop.
4rrakis 27 Feb, 2021 @ 2:15am 
Fun fact: "We need" and "I want" are different things! Also , you can check out Bio Operative and Alchemist classes. Bio Operative starts with a flamethrower that gets poison and acid later, Alchemist can choose between different chemthrowers if you add the right mods listed in the description. Oh, and Grimy's classes includes the Anarchist class which uses a primary grenade launcher and specializes in fire, poison and acid, but only starts with a gas grenade, you would have to get the other ones first.
Gladiator 26 Feb, 2021 @ 7:27pm 
We need a Bio class only mod for our soldiers. Class that allows flamethrowers, poison, acid.

I used Mushashi RPGO to create my own soldier with these perks which was awesome but I don't like most of the other changes RPGO does to the game. So I uninstalled it.

So, can we get a class only mod which allows our soldiers to use fire (LW2 weapon gauntlets does that), poison and acid abilities and grenades from start ?.
Zedonova Nova 13 Feb, 2021 @ 1:39am 
Wondering if the armor could become available as a armor set as an update. Would be great. Hope your doing well this year.
Cloacky 30 Oct, 2020 @ 7:25am 
Is it safe to install in the middle of a campaign?
3X3 8 Jul, 2020 @ 7:20pm 
Hello, why not update LW2 version??
BlueFénix 18 Apr, 2020 @ 4:53am 
I like this enemies... but now they are THE ONLY enemies I seem to face... is this just me or is this a known issue with the mod?
Bruglyother 15 Apr, 2020 @ 9:52am 
I have to say that this is very hard to fight, I had a fully healthy team of four, 3 of them having ballistic shields, get killed by a single pod of these because in one turn my entire squad was blinded, poisoned, and taking acid burn, so i was taking four damage a turn just from status effects, and i couldn't fight back.
Lanius 30 Jan, 2020 @ 2:05am 
how do i uninstall this properly? im scared of ruining my save file
MrShadow  [author] 22 Jan, 2020 @ 5:00pm 
the only one that has a defense like that is the Bio Assault Trooper with the shield. They cant take cover to get the 25 to 40 defense from cover so they get it from the shield.
LightenedDark 22 Jan, 2020 @ 4:56pm 
An archon is the highest vanilla enemy at 25 and a couple other mods appear to add enemies with a value defense of 30 or 35, but I can't find any others that add a 40 like yours. Is it true that this mod adds enemies with the HIGHEST defense in the game/workshop?
MrShadow  [author] 30 Dec, 2019 @ 9:46am 
Yes and no. The enemies would show up fine but their autopsy and research stuff needs a fresh game start.
ElConvict 30 Dec, 2019 @ 6:47am 
Would this cause problems if I drop it in mid-campaign?
Ziel 8 Aug, 2019 @ 9:01am 
Awesome - thanks!
MrShadow  [author] 7 Aug, 2019 @ 4:50pm 
They will work with ABA yes
Ziel 7 Aug, 2019 @ 7:35am 
@ShadowCX - will this mod (and Bio Events mod) work with ABA mod? Or are there any INI files to config?
MrShadow  [author] 17 Jul, 2019 @ 4:20pm 
they will only use the rockets if you are bunched up and they can hit at least 2 targets and or there are not many of their own allies in the area
initium 17 Jul, 2019 @ 5:30am 
Thanks MrShadowCX - Good to know. I'll put it down to the way I play and how I prioritise units.
MrShadow  [author] 16 Jul, 2019 @ 5:13pm 
confirming that both the Bio Mec and Bio Rocket Trooper are indeed using their rockets. Just did a bunch of testing.
MrShadow  [author] 15 Jul, 2019 @ 2:14pm 
@Jernfalk the base game has a bug with Alien only pods. No matter what number of Alien types we tell the game that can only spawn per pod, the game will auto fill in all the same Alien types based on the first Alien follower it generates. So when the first follows in the pod is a Bio Viper, it auto fills in all Bio Vipers. Look for the mod Diverse Alien Pods. That mod fixes this issue ;)
MrShadow  [author] 15 Jul, 2019 @ 2:12pm 
I’ll look into it
initium 15 Jul, 2019 @ 11:12am 
Thanks ObelixDk
I'm already subbed and using Bio Division 2.0. Totally brilliant in my opinion.

I posted here to catch the use of the Bio Rocket - though I should have said that it's happening in my campaign using Bio Div 2 =)

Looking forward to your next mods. They'll be a class act I'm sure
ObelixDk  [author] 14 Jul, 2019 @ 11:11pm 
@initium you should take a look at Bio Division 2.0
initium 14 Jul, 2019 @ 7:54pm 
@CX team
Having played this mod for a while now I think the Bio Rocket isn't being picked by the AI as a viable action. It's never been fired at me by either the trooper or the mec. I'm not sure what the mechanics are in the coding so it could be the AI in the game is over riding the way you intend it to work, hence I'm not sure if it's a bug or not.
I also think that because of the wa the AI will scatter a pod it may be worth increasing the AOE radius for both ADVENT and XCOM rockets. That may be a deciding factor in its use.
Overall though this mod is a hoot. Blends really well with the base game and all the other nasties I use to spice up life. Thank you so much for the work
Jernfalk 14 Jul, 2019 @ 5:04pm 
I really appreciated the mod, but one can only lose so many campaigns after several pods of 3 Bio-Vipers each appear on the first and second months before unsubscribing. Still gets my thumbs up!
Rider of Tang 27 May, 2019 @ 7:29pm 
This work with Long War?
zxc2008 28 Mar, 2019 @ 11:34pm 
@MrShadowCX
I updated the Simplified Chinese language.
MrShadow  [author] 23 Mar, 2019 @ 9:54pm 
will have an updated version coming soon.
MrShadow  [author] 23 Mar, 2019 @ 9:54pm 
cool cool
MrShadow  [author] 23 Mar, 2019 @ 9:44pm 
? no idea. Looks fine to me.
MrShadow  [author] 15 Mar, 2019 @ 5:17pm 
thank you
Thrace 15 Mar, 2019 @ 4:57pm 
Ahh that is definitely an improvement, I must have had an old version. Half cover is doable. Thank you for the prompt reply and good work.
MrShadow  [author] 15 Mar, 2019 @ 10:59am 
@Thrace, their defense has been lowered and they no longer get full cover from the shield but now half and they no longer grant cover to others. As for everything else, blast padding, regen and gas/acid immunity, they have always had that and thats not going to change. They are assault troopers for a reason. Meant to take and try and tank some damage.
Thrace 15 Mar, 2019 @ 3:36am 
So the Bio assault trooper is over tuned by a huge margin? Blast padding so explosives do F all, permanent heavy cover so you can't shoot it, masses of regenerating HP so you can't plink it down, status immunities, and you can't melee it because it doesn't stand in cover so your troops are exposed. This is the hardest thing I have faced at this power level in 268 hours of Xcom. What weakness does it have ?
MrShadow  [author] 9 Mar, 2019 @ 9:55am 
It works with yes.
⚡Judge Zed⚡ 9 Mar, 2019 @ 9:34am 
Hey great stuff, love the attention to detail. I'm using it and for the most part it seems good but it does work fine with ABB right? Or is it breaking something I know nothing of ^_^ (Or ignorance is bliss?)
MrShadow  [author] 4 Mar, 2019 @ 5:49pm 
its cool as long as you like it lol
Alena Intevessa 4 Mar, 2019 @ 9:09am 
Indeed, that's looking like what did it, it makes the pods on Gatecrasher pull from the Trooper_Follower list for the soldiers on that mission, causing it to pick a handful of bio troops for the two pods. Honestly though? I kinda love this, as it means you have to be careful even from the start, it's good to know (and for you to know for future reference should people also wonder what did it like me haha!)
MrShadow  [author] 4 Mar, 2019 @ 8:29am 
Ah yes! Than what’s he did was replaced the forced scripted pods in Gatekeeper to random pods. So yeah Overwhelming Enemy Pods has probably changed the spawning system for Gatecrasher. You should be able to check that in the mods ini (config).
Alena Intevessa 3 Mar, 2019 @ 10:29pm 
@MrShadowCX About the only thing I have that could be the culprit is Overwhelming Enemy Pods, since it increases the enemy spawns, and it does say it increases the spawns on Gatecrasher, so I believe that COULD be it for future reference. I'm not sure how I could really send my full mod-list in a neat manner though.
4rrakis 3 Mar, 2019 @ 11:50am 
@MrShadowCX Thanks for the clarification. I admit that it's been a while since I used GPMR, and I was under the impression that Gatecrasher counts as a story mission. I only mentioned it because it is the only other mod I know apart from ABC that makes that kind of changes. Sorry for the missinformation.
MrShadow  [author] 3 Mar, 2019 @ 9:44am 
@4rrakis, Golden Path Missions Revamp only changes the Golden path missions (story missions) not Gatecrasher bud.
MrShadow  [author] 3 Mar, 2019 @ 9:42am 
@Alena Intervessa, any way you can send me your current mod list. I’m interested to see what mods you have to see what might be allowing Bio Troops on Gatecrasher. The only reason I said ABA is because I’m the past ABA Chryssalids were showing up on gatecrasher too.
Alena Intevessa 3 Mar, 2019 @ 8:57am 
Then that's truly strange, I don't have any of these, I went over my mod list and I'm not entirely sure what did it hah. It's pretty cool though, knowing something in my load order means even Gatecrasher isn't an easy little cakewalk. It's nice to get such a good change - and I'm sorry CX if my original posts seemed hostile, I was far more tired than I should have been when I posted!
- Thanks for the feedback on this mod not changing Gatecrasher on it's own.
4rrakis 3 Mar, 2019 @ 2:46am 
Actually the only AB_ mods that change story missions are A Better Campaign (ABC) and A Better Campaign Plus (ABC+), and they only add ABA enemies, not enemies of other mods. The only other mod that I know of that makes this kind of changes is "[WOTC] Golden Path Missions Revamp".