XCOM 2
Additional Enemy Perks
161 Comments
Juravis  [author] 25 Sep, 2023 @ 2:01pm 
This specific mod doesnt allow changing perks for additional enemy types
Juravis  [author] 25 Sep, 2023 @ 1:59pm 
Dont change anything inside the UC, use the INI files

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1140770689\Config\XComPerksConfig.ini
C7 25 Sep, 2023 @ 8:10am 
May I customize additional perks on new enemies using `X2DownloadableContentInfo_AdditionalEnemyPerks.uc` by adding enemy names and perk names?
Juravis  [author] 10 Sep, 2020 @ 8:34am 
Unmodded no thats correct.
Rtma Eros Paragon 10 Sep, 2020 @ 6:16am 
What's the purpose of Zero in for Viper? last I checked they cannot fire more then once per turn.
Juravis  [author] 14 Jun, 2020 @ 12:51am 
Take my entire mod and just change it to whatever you like. Recompile it and post in as new on Steam Workshop.
Rtma Eros Paragon 14 Jun, 2020 @ 12:51am 
That's a Shame, can express appreciation for what you've done (And any other modder delivering passion), for whatever that's worth, what other options are their?
Juravis  [author] 13 Jun, 2020 @ 1:54pm 
Not going to happen, not modding anymore except small changes
Rtma Eros Paragon 13 Jun, 2020 @ 12:00pm 
I tried adding a few perks to the Lost with the script file, opened in notepad, only to have the game not launch, I had to revert, disappointed, either could you add some sort of configuration file so we can tweak who and what gets perks or teach us how to do so otherwise?
Juravis  [author] 10 Feb, 2020 @ 1:47pm 
I just add existing perks to units it is compatible with any mods, i have no idea why it would list it as incompatible.
LightenedDark 10 Feb, 2020 @ 11:02am 
Hey Advent Avenger, can you comment on why this mod is listed as incompatible with Bio Division 2? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1731235406 It is supposed to be just a merger of 4 mods I have, and I've noticed no compatibility problems between those mods and this one.

Is a tweak in order so I can keep using this mod with the update one(s)?
Juravis  [author] 15 Jan, 2020 @ 5:27pm 
I wouldnt be surprised that would be the case, but that would be what i consider a vanilla bug
Rtma Eros Paragon 15 Jan, 2020 @ 7:33am 
I have witnessed with a PSI Storm sitrep, being multiple Advent Priests and Sectoids present, I saw priests using Holy Warrior only to be wiped from surrounding solace what I assume wiping the buff clear when switching to next unit on their turn, anyone else experiencing this?
Juravis  [author] 20 Nov, 2019 @ 2:59pm 
They just wont have my AI but if ABA has viper and mech ai itll work somewhat
Rtma Eros Paragon 20 Nov, 2019 @ 4:29am 
I assumed it would conflict but with ABA it just applies to the Default variants so their is that distinction at-least. 🙂
Juravis  [author] 19 Nov, 2019 @ 9:12am 
Sure why not
Rtma Eros Paragon 19 Nov, 2019 @ 12:41am 
Is this a good idea to use with A Better Advent or vanilla variants?
Juravis  [author] 8 Sep, 2019 @ 10:15pm 
Ever Vigilant removed from units, too buggy.

Besides, there's a Dark Event for it now in WOTC.
Juravis  [author] 4 Sep, 2019 @ 10:52am 
Tried to give Neonates Frostbite but it doesnt work in game. Sorry for overwriting your INI files.
DragonKingAbashī 6 Apr, 2019 @ 1:46pm 
That is fine. Just a thought for you all. I really enjoy you all's mods and like to help out in any way possible.
Juravis  [author] 6 Apr, 2019 @ 1:44pm 
I am not playing right now but if I return to it i might
DragonKingAbashī 6 Apr, 2019 @ 1:21pm 
I thought of another suggestion. This is just a thought and not a requesting. Have you considered working with some of the other modders on expanding this and their mods reach. I know mods like Playable Aliens, LW Classes and Perks, and Custodians have additional perks/traits/abilities for xcom and advent. Using those on other advent soldiers might be a scary, but thrilling. Imagine advent vipers getting the same abilities as xcom vipers or Lancers having bladestorm/close combat. It would toss every strategy out and force new ones based on whatever you make it (having certain abilities per force level or randomness). The other mods could be optional.
I do not have the skills like you and the others to do such a thing. I have played around with the mod device, but do not understand it. Plus, since you have a mod like it, I feel I would be infringing onto you. Maybe this could be idea for a future mod among you and other modders. If you do not want to do this, it is perfectly fine.
DragonKingAbashī 4 Apr, 2019 @ 4:54pm 
LOL, like I said, I have all tbh. But you do not have to add them all. This was purely a suggestion to you in case anyone else wanted the same and you were able to. Plus, I noticed you did some other modded enemies too, so I thought I would give you the list in case you wanted to add them one day. If you do not want to add them, I am cool with it. Just thought I would ask the question out of curiosity, especially since I enjoy your mods.
Juravis  [author] 4 Apr, 2019 @ 4:07pm 
Wow thats a huge list. What do you want added in there
DragonKingAbashī 4 Apr, 2019 @ 12:18pm 
Would that list work?
DragonKingAbashī 4 Apr, 2019 @ 12:17pm 
Actually, I am an idiot. I remember finding a complete list online like a month ago. Here is the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1223925683

It was intended for spawning the enemies and, by all accounts, is regularly updated. I could go back and tell you what certain aliens are considered as subspecies.
Juravis  [author] 3 Apr, 2019 @ 10:17pm 
I dont mind just need a good list
DragonKingAbashī 3 Apr, 2019 @ 9:53pm 
Alright, I was not sure if there was a workaround for it or not. I personally don't have any at the moment, but for the record, I do have nearly all enemy mods out there for my current runthrough. I might go through them within the next few weeks and give you the names if you wish to add them. It would be nice to see what perks you think would be best for them. Especially ones like the Custodians, Elites, Celatids, and others. I feel that this mod adds additional precautions to all advent forces since you really do not know what you may get your hands on.

Hopefully, I can get you know names in the coming weeks and you can see if they are worth adding. Again, no pressure. This is purely your mod and if you dont want to do that, I am alright with that. Thank you so much for all your hard work!!
Juravis  [author] 3 Apr, 2019 @ 8:50pm 
I add perks based on Template Names, so it's mob-specific. I don't open all the units in game then add the perks in a list manner, it would create issues. Give me the template names you wish I'd add and I'll throw in a quick fix to those specific enemies. I need the exact template names in the code, not "Muton Centurion" for example but MutonCenturionM2 as an example.
DragonKingAbashī 3 Apr, 2019 @ 7:59pm 
Out of curiosity, if there a way to apply the perks to specific enemy subtypes. By this I mean the modded enemies. I know mods like ABA have subtypes of certain advent forces (advent gunslinger, primes, CX Archons, etc.). I was not sure if there were ways to blend them into your mod easily, such as having any enemy that is listed as a muton or viper have those abilities. Do you understand what I mean or would this be too complicated for this mod alone?
Juravis  [author] 8 Feb, 2019 @ 11:04am 
You can already do that without mods
ATRZ 8 Feb, 2019 @ 8:52am 
ADVENT Avenger - have you ever considered upgrading Adv. Mech's micro missiles, so they would impose the rupture effect on affected targets? Just an idea.
Juravis  [author] 23 Jan, 2019 @ 10:50am 
UPDATED for Favid's Perk Pack mod (if you have it, otherwise no effect).
Juravis  [author] 12 Nov, 2018 @ 9:31am 
Probably. I listed them in my AI mod
NilchEi 12 Nov, 2018 @ 8:49am 
Wouldn't it be better to add Chosen No Forced Bleedout Tweak (and maybe [WOTC] Chosen Weaponry Fix) to required items list here as well? Since kill-dependent perks you have given to Chosen doesn't trigger for bleed outs, they become uselsss addition without aforementioned fix.
Juravis  [author] 4 Nov, 2018 @ 1:21am 
Removed Sustain from the Chosen Warlock, the animation isnt playing well and the Warlock acts funny when he's back from it.
Fun Pak 29 Oct, 2018 @ 2:22pm 
Alright then. I figured it was at least worth asking, but if it would cause that much hassle then there's really no point to putting in all the effort for one tiny problem. Thanks for responding, anyways.
Juravis  [author] 28 Oct, 2018 @ 9:36am 
I'm not touching the Chosen Weakness mechanism, it would require changes that could break other things. And i'm totally fine with weaknesses being invalidated late game.
Fun Pak 28 Oct, 2018 @ 5:05am 
Would it be feasible to either remove the Shellshocked weakness or negate the Fortress for the chosen who has it?
Because this mod pretty much invalidates that weakness in the lategame.
Ohcult lord 9 Sep, 2018 @ 11:40am 
Is the any way I could remove solace from sectoids? I like all of the new additions excet for that.
Taylem 30 Jan, 2018 @ 4:52pm 
Other than this snag, amazing mod. /tips hat
Juravis  [author] 30 Jan, 2018 @ 4:48pm 
Adding perks should not make it incompatible unless it adds incompatible perks like ever vigilant and deep cover but even then mobs cant use hunker down correctly. I cant see any problems really.
Taylem 30 Jan, 2018 @ 4:36pm 
The incompatibility was noted on its mod page ... as it adds perks, AI, etc to the General.
Juravis  [author] 30 Jan, 2018 @ 4:35pm 
You can pick both all my mods are compatible unless noted otherwise
Taylem 30 Jan, 2018 @ 4:19pm 
Aye, AI, new look, etc. Pretty amazing piece of work. Hard to pick between these two. :P
Juravis  [author] 30 Jan, 2018 @ 4:17pm 
Delete the section mentioning the general pretty easy. But its hard to tell if everything else doesn't break. Im not aware of shadows mod does it include ai?
Taylem 30 Jan, 2018 @ 9:27am 
What is needed to be done to remove the General from this mod? Really want to use this mod together with the General revamp by Shadow79.
Juravis  [author] 12 Jan, 2018 @ 2:12pm 
Yes
Aegelweard 12 Jan, 2018 @ 9:50am 
Is this compatible with your AI mods for both regular troops and Chosen (as this mod also messes up with the later)?
Juravis  [author] 9 Nov, 2017 @ 7:37pm 
Untouchable has been removed from Lancer1s. Give a break to people at game start. Untouchable has been transferred to the Lost Howlers, because those guys need to be scarry.

I also fixed some misc non critical bugs. Update your INIs if necessary.