XCOM 2
ADVENT Warlock - WotC
281 Comments
sunnyy_Immortal 31 Mar @ 10:55am 
@Ashlynne_Lee: I noticed that the encounterLists.ini for your mod has this statement:

;LEADERS
+SpawnDistributionLists=(ListID="DefaultLeaders", \\

whereas the same statement on the LWOTC encounterLists.ini is as follows:

;LEADERS
+SpawnDistributionLists=(ListID="DefaultLeaders_LW", \\

could this be the reason? would adding the "_LW" make it work?

Additional Note: I was having the same exact issue where there were no enemies spawing from this mod: [WoTC] Muton Harriers. I went to the encounterLists.ini for the mod and noticed that the "List ID" was missing the "_LW" in there as well. Upon adding the "_LW", the muton harriers showed up in my next mission. BUT, this mod had a CharacterStats.ini already present in the config folder of the mod, whereas ADVENT warlock mod does not have that ini.
Ashlynne_Lee  [author] 27 Mar @ 9:47pm 
@sunny_Immortal: I can't say for sure, but I remember that Long War 2 used its own spawning mechanics that tinkered with unit frequency. I also remember that I had to release versions of my aliens that were compatible with LW2 for various reasons. One reason being that LW2 leader/follower weights had to be included in the Character Stats file instead of the Encounter Lists file. It's possible that LWOTC is the same. If that's the case, since the native Warlock mod uses the Encounter Lists as needed by the base game, LWOTC wouldn't have spawn values for the Warlocks.

Someone familiar with LWOTC's code base could speak better to the topic as I've never looked at it. :steamsad:
sunnyy_Immortal 27 Mar @ 7:20am 
Added this mod mid campaign LWOTC. Have played over 10 tactical encounters since adding but haven't seen a single one of these guys. Force lvl:11. I also added A Requiem For Man: The Requiem Legion, when i added this and I've seen enemies for this other mod almost every mission. Any chance there is a conflict of any kind? or change needed to have these guys spawn?
Ashlynne_Lee  [author] 18 Mar @ 12:08pm 
@FunLovingGuy: Cursed units will only spawn in an alien pod that is being led by a Warlock. That is the native behavior of this mod. They are designed to synergize with the Warlock through the Deathly Marionette, Wandering Curse, and Covenant abilities. Cursed units running around without a Warlock doesn't make a lot of sense. So, by definition of THIS mod, it's not possible. In fact, if a Warlock is leading a pod, he will ONLY have Cursed units following him. He has no other legal followers in this mod's configuration file.

That being said, there are mods out there that override leader/follower configurations (like ABA, Long War, etc). Essentially, these mods toss out the native behavior described above in favor of their own spawning mechanics which don't always reflect the intent of the original mod.

If you're seeing Cursed Units being led by enemies that are not Warlocks, you'd need to look into modifying any mod you're using that overrides the native spawning mechanics.
FunLovinGuy 23 Feb @ 11:11am 
Not sure if this has been asked before or not, but is there a way to edit the config to remove the cursed units from spawning without the Warlock? I seem to be getting them spawning in multiples on every mission even with ABA and it gets pretty repetitive
AlShegardy92 15 Oct, 2024 @ 11:34am 
disregard my last comment. it works the way i used it.
Turns out the issue was tesla rage loot mod was dressing up normal rifles with ur mod`s skin
AlShegardy92 14 Oct, 2024 @ 7:18am 
How come when i add
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
to my necromancer class hero xclassdata. He is still unable to equip the psionic reaper ?

Any my otther heroes can equip ?? is it listed under normal rifles ? and if so can i remove it from rifle category and make it seperate item
Daddy Takeda 4 Aug, 2024 @ 12:45pm 
Oh right, thanks for that clarification.
Ashlynne_Lee  [author] 3 Aug, 2024 @ 11:47pm 
Also, the Warlock has been around since Vanilla, before Priests were in the game. :steamhappy:
RustyDios 19 Jul, 2024 @ 9:08am 
No. These ADVENT units focus on using offensive Psi powers, whereas Priests are more defensive.
Daddy Takeda 19 Jul, 2024 @ 8:13am 
Aren't they a bit redundant with the Priest Advent?
Elkord 16 Jun, 2024 @ 1:58am 
Does anyone have such bug - when you uneqip all barracks psionic reaper is just disappearing from the inventory with no trace at all(
LEad EaD Soldier 4 May, 2024 @ 1:48pm 
I love this mod.
Ashlynne_Lee  [author] 28 Mar, 2024 @ 9:13pm 
@Soulfire72: Yep, that's it! :steamhappy:
Soulfire72 28 Mar, 2024 @ 2:31am 
According to my research and the discord it's "Corpse_AshAdvWarlock"
Soulfire72 28 Mar, 2024 @ 1:26am 
What's the name of the corpse for console additem purproses? I really want to try using Vortex Grenades in my Mod Jam setup, but RNG has not been kind, so I have to consider using the console to add corpses...
jesarablackheart 14 Jan, 2024 @ 6:38pm 
Any progress on that update? (just checking since this was discussed 3 months ago and it doesn't seem to have an update)
Ashlynne_Lee  [author] 12 Oct, 2023 @ 9:58am 
@HIMN: Yeah, just a small one if it comes together right. I was playing with a config variable that lets you change the Psionic Reaper to be modifiable in game with weapon attachments instead of using hard-coded ones from the config file. Seems to work fine. There are no 3D modeled attachments for the load-out screen, but the green UI attachments show up in the HUD on the tactical map so you can tell at a glance what bonuses the weapon has.

There are also some cosmetic load-out changes for the lower force level warlocks and some config variables added to allow for more fine tuned difficulty adjustments regarding free actions, disorient effects, and linked zombies.

I still have some testing to do, but it's coming along! :steamhappy:
HIMN 12 Oct, 2023 @ 6:13am 
New update coming up? I can't wait!
Ashlynne_Lee  [author] 11 Oct, 2023 @ 10:43pm 
@HIMN: Ack! Yeah, sorry. I was looking at my development file which has a lot of changes in it currently. I added more config variables to adjust difficulty but haven't published it yet. :steamsad:

The line numbers you have should be 70 and 84.
HIMN 11 Oct, 2023 @ 10:15pm 
Thank you very much, Ashlynne, I will try to update the config, though the line number you pointed does not match, however the config key is correct, I will try to equip the superior scope.
Ashlynne_Lee  [author] 11 Oct, 2023 @ 9:04pm 
@HIMN: Thanks! Currently, the only thing you can change in the config file is the scope that a Psionic Reaper comes attached with. By default, the Psionic Reaper is loaded with a basic scope (+5 aim). You can change that to a superior scope (+15 aim).

Open the config file XComAdvWarlock.ini in the mod directory and look for line 195:

+ADVWARLOCK_PSIONICREAPER_UPGRADES = AimUpgrade_Bsc

Comment out line 195 by placing a semi-colon in front of it.

Next, look for line 209:

;+ADVWARLOCK_PSIONICREAPER_UPGRADES = AimUpgrade_Sup

Uncomment line 209 by removing the leading semi-colon. If you are mid-campaign and have already researched Psionic Reapers, you'll need to re-equip any soldiers that are currently carrying one to see the better scope. If you haven't researched them yet or are starting a new campaign, then you won't have to take any additional steps.

Hope that helps!
HIMN 11 Oct, 2023 @ 4:46pm 
Hello Ashlynne, I love your mod, is there any way I can config the Psionic Reaper to have higher aim when my soldier equip it?
Swanky 8 Sep, 2023 @ 1:59pm 
A few years back I said this was almost a vanilla feeling enemy. Something must've changed since then. The amount of free actions one Warlock gets is a bit absurd, especially early game, and they can't be disabled by status effects it seems. While they're still not super bad to deal with, for me they mark a step down from its previous iterations.
Harmonic Flair 20 Aug, 2023 @ 10:48am 
Among the things configurable in this mod, above all I suggest raising the force level the Warlock appears at in XComEncounterLists.ini.
By default they begin appearing at the same time as priests despite having 5+(!) psionic abilities (few/none of which are disabled/removed with disorientation), some of which are free actions, and a grenade. The vanilla counterpart gets three abilities, and only if you count sustain.
There doesn't seem to be an obvious way to disable certain actions entirely, make them cost action points/be turn ending, or add the disorientation interactions that Sectoids have. It really is a cool mod with cool ideas, but run as-is, missions a warlock spawns in feel at least one difficulty level higher than you're playing on, maybe even two.
DrWise123 2 Aug, 2023 @ 9:16am 
Is this compatible with LWOTC?
zin 8 Apr, 2023 @ 11:46am 
Some descriptions of the enemies would be great!
MadMonkee10 25 Mar, 2023 @ 10:15pm 
what are the Witch Killer, Cursed Trooper/Stun Lancer, and Deathly Marionette?
zin 20 Mar, 2023 @ 4:54pm 
What’s the difference between a regular ADVENT Trooper and a Cursed Trooper? The cursed one doesn’t have any abilities.
Mr McNificent 5 Jan, 2023 @ 3:12am 
Are the warlocks supposed to be able to fire off all their psi abilities while disoriented? Seems a bit rough if so :/
Ashlynne_Lee  [author] 17 Nov, 2022 @ 12:13pm 
@henrybadger: Very glad to hear that! I was dreading the idea of digging through all the references to find an orphan. That process can be very time consuming and a bit frustrating! :steamsad: Thinking about it, I didn't even know where to start! I couldn't even imagine something in this mod that was still referencing something from 2016!

Thanks for the follow-up. Really appreciate it! :steamhappy:
henrybadger 17 Nov, 2022 @ 8:19am 
Thanks for reaching out! Turns out the modded backup I have just had conflicting files. I had forgotten to uninstall the LW2 Vanilla Alien pack before making the backup, silly me! Thanks anyways! hahah.
Ashlynne_Lee  [author] 16 Nov, 2022 @ 11:00pm 
@henrybadger: Are you seeing that in your Launch.log file? I'm not finding it in mine.

It could be an orphaned reference in one of the .upk files from the original LW version that is being reused (the 2016 version!) You're not getting a fatal error are you? I wouldn't expect that to cause one or any in-game issues with the Warlock as all of the assets and code he needs are in this version.
henrybadger 16 Nov, 2022 @ 2:20pm 
Hey Ashlynne, I seem to be having an issue with this mod as well as the Black Ice Codex mod. When booting up the game, I get a debug message saying: "Error Detected attempting load of package: AdventWarlock_LW"

I've reinstalled both mods three times and I'm still having this issue, even after uninstalling the mods and deleting the files, I still seem to be getting the errors. Got a fix friend? Thanks!
猫叔 31 Oct, 2022 @ 12:39am 
Super cool mod! but please, I am using LWOTC, how can I increase the probability of it appearing?
Lennybolt7 25 Oct, 2022 @ 1:02am 
Thanks! It worked!
RustyDios 25 Oct, 2022 @ 12:24am 
that requires a whole slew of stuff to be able to do that
if you look into Psionics Ex Machina, I've done it there for any unit that gets PsiGraded
(they can use the PsiReaper from this mod and the PsiRifle from CX's Armoured Vipers too!)
adverl 24 Oct, 2022 @ 9:15pm 
Can +AllowedWeapons be based on perk instead of class?
ie. I wish there was a function to allow something like:

[*TheGift* X2Soldier*Perk*Template]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
Ashlynne_Lee  [author] 22 Oct, 2022 @ 2:12pm 
Hey Lennybolt7,

You can just add lines to the Warlock mod's XComClassData.ini file in the config folder. Copy the class header and the AllowedWeapons lines and then paste them below. Change PsiOperative to whatever class you need. Repeat the process for every class you want to carry a Psionic Reaper.

Here's an example for the Ranger class:

[Ranger X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")

Hope that helps. :steamhappy:
Lennybolt7 21 Oct, 2022 @ 2:35am 
Hi. I'm trying to get the psionic reaper to work with psionic overhaul v3

What would I need to do to make it show up for all classes? As that mod removes the psi class entirely
Ashlynne_Lee  [author] 19 Oct, 2022 @ 2:47pm 
Hey ChicKEN_Rice_Spinach: You're experiencing Deathly Marionettes using Night Terrors or Stun Lancers using Stumbling Slash on the same turn they rise? No, that is not behavior delivered in this Mod. You have another Mod that is allowing them to act. Yellow Alert is a good suspect, but I couldn't say for sure it is the cause without trying it.

There is one exception. Behind the scenes, all Risen scamper when they stand to allow for the cinematic reveal. However, the only scamper action is Wandering Curse which only a Risen Warlock possesses currently. So, a Risen Warlock will immediately use Wandering Curse upon rising if he has a target. All other Risen should just look scary in the the cinematic and then stand around. :steammocking:
SaveTheBees 16 Oct, 2022 @ 4:16pm 
Hello, thanks for the mod. The warlock's summoned zombies/nightmares attack on the same turn they are summoned, is this intentional? I am also running yellow alert and I wonder if it's an interaction with that.
Ashlynne_Lee  [author] 22 Sep, 2022 @ 1:50pm 
FYI,

Quick update later tonight to add some localization and fix a config entry that will cause a Warlock to show up as a lone unit at Force Level 3 only.
Ashlynne_Lee  [author] 15 Sep, 2022 @ 1:05am 
I had not seen that UFOPedia before. That's really cool! Noticed a couple of missing localization entries! :steamsad: Guess I should fix that with a quick update this weekend.
RustyDios 14 Sep, 2022 @ 8:42pm 
Yeah.. just noticed today the new particle-psi-smoke-wisps effects .. whilst looking at them in the UFOPedia Bestiary .. AWESOME !!
Ashlynne_Lee  [author] 14 Sep, 2022 @ 9:59am 
Great! Glad to hear it! Thanks to all for the feedback! :steamhappy:
RustyDios 13 Sep, 2022 @ 12:51am 
Loving the new Update BTW !!!
Azure 12 Sep, 2022 @ 9:57pm 
Witch Killer and Cursed Troopers and pretty gnarly, was surprised by Covenant.
dmc32 11 Sep, 2022 @ 5:24pm 
wow, thanks 4 fixing the visualizer locks from warlock reaction's, much appreciated.
Ashlynne_Lee  [author] 11 Sep, 2022 @ 12:57am 
Update complete! :steamhappy: