XCOM 2
[WOTC] Equalized Advent Weaponry
55 Comments
Zigg Price 2 May, 2023 @ 5:29am 
So I am revisiting this mod after playing a little bit with my mod setup.

I confess I don't know the correlating stats off hand, so I am going by what I see in the config.

So all Advent Rifles will be the same damage as the standard XCOM Mag Rifle, right?
Priests
Mutons will have the equivalent of the Beam Rifle.
Codex and Viper will have slightly lower damage.
I see you specifically mention the Wrath Cannon, but did the Sectopod default damage get adjusted? From their standard attack?
Vortex ♀ Pixalation  [author] 8 Apr, 2023 @ 1:09am 
I do understand the confusion tho, and clearly I didn't market this mod all thatttt well, think that's due to lack of images
Vortex ♀ Pixalation  [author] 8 Apr, 2023 @ 1:09am 
Advent represents the Aliens, the description also mentions it, its not arbitrary, marketing wise, Equalized Alien and Advent Weaponry doesn't work as well
Zigg Price 5 Apr, 2023 @ 7:26pm 
I guess because of the title, I just expect Advent to be affected. There are weapons that are modified here that don't have an equivalent in XCOM. So the mod just seems more invasive than is necessary.
Vortex ♀ Pixalation  [author] 5 Apr, 2023 @ 6:35pm 
the alien weapons are identical in stats to Xcom that's the point of the mod
Zigg Price 4 Apr, 2023 @ 5:52am 
This looks promising, but I don't understand the changes to Alien Weapon damage. Luckily that's an easy fix, just a tedious one.
Vortex ♀ Pixalation  [author] 4 Jan, 2021 @ 2:52am 
Not at all, feel free to dissect the mod files !
WaldoTheRanger 3 Jan, 2021 @ 9:11am 
would you mind if I made a lwotc compatible version if I can figure out how to?
I would of course credit you.
Vortex ♀ Pixalation  [author] 2 Jan, 2021 @ 9:27pm 
It is compatible in the sense that any vanilla enemy should be fine, but mod added enemies won't be
WaldoTheRanger 2 Jan, 2021 @ 2:08pm 
So, this feels like a stupid question, but would this work with lwotc?
I'd imagine it's not hard to make the changes manually, but if I can I'd like to not to have to.
dmc32 13 Aug, 2019 @ 10:42am 
This is like Advent on steroids! Are these the same guys?
HATERADE 5 Jun, 2019 @ 11:01pm 
@darkdill, Thank you for pointing this out. I've made several fixes with this info.
darkdill 22 May, 2019 @ 5:46pm 
There are some mod-added enemies that make use of the multiplayer-versions of ADVENT's weaponry, which this mod hasn't changed. For example, the Muton Commandos from the "Muton Enemy Pack" mod use the MP version of the Muton weapon, not the single-player version.

Just something I thought I should note.
darkdill 19 May, 2019 @ 3:31pm 
I highly recommend this one if you're playing RPGO with Beta Strike. It makes the ADVENT troops much more threatening.
sutinemik 5 Jan, 2019 @ 1:39pm 
I highly recommend this mod for balancing the difficulty if you want to disable timers.
Vortex ♀ Pixalation  [author] 3 Jul, 2018 @ 5:50pm 
It is because they already have the weapons at maximum, Xcom gets to that point, but yeah the break throughs in WOTC do pose an issue, that I never accounted for
JefLi 3 Jul, 2018 @ 5:46pm 
you should consider upgrading their fire power as time goes on, because even Xcom can research technology that gives bonus damage to their weapons. If Xcom can do it, why not Advent? I know this is true for the starting weapons, but I haven't got far enough n the game to see if its true for mag rifles.
Vortex ♀ Pixalation  [author] 4 Apr, 2018 @ 3:46am 
Yes
Sterls 3 Apr, 2018 @ 6:39pm 
Is this compatible with custom range table mods?
T'erissk 1 Mar, 2018 @ 7:47pm 
Love this mod, but holy molly is the beginning hard now x_x
Trying to figure out how to research rush plated armor so I can survive.


Excellent work!
Vortex ♀ Pixalation  [author] 15 Feb, 2018 @ 8:34am 
Well on Vanilla if you go past mag it is still really hard with this mod, not sure about mods
Aegelweard 15 Feb, 2018 @ 7:44am 
I wonder... If I install this mod and then add Krumiro's "Better weapon integration" (basically you have 5 tiers, the last being really strong) will I be having an easy time once I get past Mag ?
Maybe there is a point in letting Advent/aliens improve their weapons after certain point? Advent be like "Oi! Those maggots have better guns than we do! Arms race? WTF? Show them who's boss!" What do you think?
@Tiago there is mod called "Chosen weapon normalization". It unlocks full potential of Chosen weapons. They gonna OHKO you day one with 10+ crits.
Vortex ♀ Pixalation  [author] 29 Oct, 2017 @ 7:31am 
Not currently, I think I do that the Assassin would litterally always kill someone
Tiago-Zr 29 Oct, 2017 @ 5:22am 
Does that also apply to the Chosen?
Vortex ♀ Pixalation  [author] 17 Oct, 2017 @ 6:20am 
I do not use ABA, so it is unlikely but I will consider it
Karoline Dianne 17 Oct, 2017 @ 5:38am 
When running this alongside A Better ADVENT, guns like the ADVENT Mag-Pistol were still doing their original reduced damage. Any chance a compatibility patch could be made?
Vortex ♀ Pixalation  [author] 16 Oct, 2017 @ 1:24pm 
Have fun :D, this mod basically does that, they have logical weapons
Karoline Dianne 16 Oct, 2017 @ 1:03pm 
I've wondered for the longest time why ADVENT mag rifles do pitiful damage at the start, and why the legendary beam weapons of the aliens only do ballistic tier damage in the beginning. This is basically exactly what I've been thinking about, making enemy weapons actually do their proper damage, but locking them in place so they don't change over time. Gonna give this a shot and see if I can survive!
Vortex ♀ Pixalation  [author] 16 Oct, 2017 @ 8:31am 
I have read everything, the reason I didn’t present well is this is a simple ini change and was just intended to share a gameplay rework I had for months
DuskNite 16 Oct, 2017 @ 8:03am 
Anyways I'm done. I know I had been, I am, and I probably will still be rude, and not just to you, but thanks for reading what I wrote. (Unless if you're not reading. Then never mind)

Also, I skipped replying to your question last time, but your presentation for your other mods make me wonder how you could do such a terrible job in this one.
DuskNite 16 Oct, 2017 @ 7:59am 
"I am not insisting nothing is wrong" I see you get it.

"I literally said in the description it is isn’t..." Nah I'm wrong you still dont get what I'm saying.

Elaboration: I know this isnt for everyone and this isnt for me, but now I know you're just not reading what I wrote. Or rather, you're doing what I had initially done. You read the parts you chose to read and ignored everything else I said.
Vortex ♀ Pixalation  [author] 16 Oct, 2017 @ 6:49am 
I am not insisting nothing is wrong and I literally said in the description it is isn’t for everyone and I intended it to be used with other mods, and yes this mod destroys the balance, that was the point, to make the Elders’ forces feel like a unbeatable foe armed with amazing wepaonry and through out the game you start to equalize with them and feel powerful
DuskNite 16 Oct, 2017 @ 5:10am 
Just getting this out first, I dont think the mod if worthless and awful, after you corrected me. Since obviously it was my wrong at that point. Effortwise, it's great. Concept, it is pretty bland, but that's not important. Balance, I wont say anything more. The only problem I have is the massively terrible presentation, and the fact that you keep insisting that there is no problem with it.

Last I check, LW2 came with alot of surprises. Granted, many could be found in the commander's office, but most people didnt bother.

Last I check, alot of people didnt like LW2 because they felt cheated (among other reasons). You sure you are playing the same game as I am?

Look, I kinda want to be not rude but when you say "majority of players actually enjoy surprises" when it is pretty obvious that many people are not with these kinds of bullshit. Good surprises are fun for alot, of course. Bad ones are only fun for a select few.
Vortex ♀ Pixalation  [author] 16 Oct, 2017 @ 4:30am 
I will give you advice as well, criticizing mods is ok but you’re straight up being a entitled jerk and not respecting me at all, I don’t know if you have noticed buddy but I know what I am doing, and I grand majority of players actually enjoy surprises, but why the actual hell would I purposely mislead people, you act like I am incompetent, if you want to make such a big deal over presentation look at some of my other mods and tell me they aren’t presented well

I have no idea what your problem is but you are lucky I am even tolerating your rudeness, and I have one question, if you think this mod is so worthless and awful why are you bothering I genuinely want to know, I released this mod because I’ve been using it since the original game came out and decided hey someone else may enjoy this
DuskNite 16 Oct, 2017 @ 2:46am 
Suggestion:
1. Make an extra discussion thread for all the changes, with no descriptions (what makes you think that full, or even partial explanations are compulsory? Just skip them).

2. Make better spacing, or use separators, so that the important disclaimer which explains that you do change stuff for all enemies is clear and anyone that did not read that is even worse than me. Also, add a "Examples" line above your examples.

3. Expand on Sectopod's description with his normal attack damage. Add 2 more examples, Berserker and Mecs is a good place to start. (Mecs because they have a similar but not idential weapon with XCOM, and berserkers because they dont have a weapon).
DuskNite 16 Oct, 2017 @ 2:43am 
Of course I forgot. I didnt make this mod. That's why you should tell us. It's not fun getting surprised by each enemy attack you take (bad pod activations or shit sometimes forces these). Or not being able to estimate your enemy's damage because it isn't listed anywhere.

I understand getting hit in vanilla is already bad normally, but since you consider the change an overall buff to the enemy, I expect your units to take more damage, and you no longer have a good estimate on if your unit will survive or not.

The presentation of this mod is terrible. Ignoring the lack of spacing, you gave no examples of enemies with weird weapons and only one example of an enemy's ability, which is very misleading because if someone skips the ONE VERY SHORT important part consciously or unconsciously (example, myself), they'll feel misled by the mod after playing with it.

Suggestion: (Next comment because valve is shitty)
Vortex ♀ Pixalation  [author] 15 Oct, 2017 @ 8:57pm 
you forgot, Gatekeepers, ability changes, Spectres, Mecs, Chryssalids, Berserkers, Turrets, Grenades and who knows what else, and I didn't want to go into quick useless descriptions of each one
DuskNite 15 Oct, 2017 @ 8:00pm 
1. Fair enough. I guess I COULD have imagined it.

2. I still feel that's an excuse. A bad one.

All Advent: 5-7 Mag Rifle
Sectoid: 4-5 Plasma Pistol
Viper: ?-? Plasma SMG
Muton: 7-9 Plasma Rifle
Andremedon: 8-10 Storm Gun
Gatekeeper: ?-? ?Weapon
Sectopod: ?-? ?Weapon

I dont think it's going to be that long. There are easily tons of ways to get around it, especially if you dont insist on putting your opinion on each of them. Heck, your viper one is short enough and can be imagined much easier than not writing anything.
Vortex ♀ Pixalation  [author] 15 Oct, 2017 @ 7:42pm 
Because the amount of changes would not fit in the Steam Description limit and I expected people to be able to use come common sense, when in the first few lines I state "This mod changes the damage and ranges of All enemy weapons in the game and makes them equal to the Xcom equivalent"
DuskNite 15 Oct, 2017 @ 7:39pm 
Allow me to elaborate. If you are changing everything, LIST ALL THE CHANGES HERE! DONT LEAVE THINGS OUT AND EXPECT PEOPLE TO IMAGINE IT!
DuskNite 15 Oct, 2017 @ 7:38pm 
Then why just mention advent, your weakest change, and leave out almost everything else?
Vortex ♀ Pixalation  [author] 15 Oct, 2017 @ 7:24pm 
No read, buddy that was only for Advent, you can't just pick and choose what to read, read the DAMN description I have lost my patience


"Also another thing, this mod alone will not make the game unbearable as it doesn't alter units' stats or AI, so a good player likely won't be challenged anymore than normal except get punished hard when he or she does make a mistake"

I play with standard enemies with buffs larger sqauds and this mod, it makes them game intense and punishing, why don't you go some where else if you are going to be oblivious and hostile

I actually think you are the only one that has ever made me lose my patience on one of my mods, I do not mind critique but you are litterally not reading and being rude about it
DuskNite 15 Oct, 2017 @ 7:16pm 
Yeah, I forgot there are a little few enemies in unmodded beta strike. I kinda play with more people (8 with squad upgrades) with more enemies (20 in a standard map) so I get that often. I kinda forgot people dont do that much.
DuskNite 15 Oct, 2017 @ 7:14pm 
so in the late game they actually will be doing less damage than the standard game, however early game they are very dangerous.

Just going to copy and paste what you wrote.

And if you agree that you are intended to kill all enemies before they even act, what is the point of this mod? The obvious one is making early game harder, which I had already pointed out that it is hard enough.
Vortex ♀ Pixalation  [author] 15 Oct, 2017 @ 6:26pm 
By design in the vanilla game on Legend it is intended for you to kill all enemies before they even act, just an FYI this mod, does not change health values, but you'd know that if you read the description
Vortex ♀ Pixalation  [author] 15 Oct, 2017 @ 6:13pm 
Did you even read the description, this makes all parts of the game harder, where did you get the idea that late game is made easier by this mod.

This mod is NOT made for beta strike, and no I can confirm that you do not understand how this game works, the enemies are finite and do not keep coming as you take too long to fight, and late game with this mod is not hard enough in my opinion.

If you trully have trouble killing all enemies on Legend late game in one turn you are not playing right, but this mod is meant to encourage defensive plays, smoke grenades and flash grenades and such, and yes exposed units should die, that is the point next time before commenting on a mod read what it does and have a proper understanding of the game on a backend level


And to restate, I played multiple times through with this mod, so do not even dare act like this mod is unbeatable and pointless.
DuskNite 15 Oct, 2017 @ 6:03pm 
Also, beta strike allowing you to make dumb decisions basically tells me that you are misinformed. You dont die as easily as normal, but your flanked unit is still dead for one, and if an enemy blows up your cover, that unit is dead.

You might ask me why, and the reason is that because you cannot kill all the enemeis quickly, and because the ai keeps sending units your way as long as you arent facing enough enemies, you often end up fighting 2 pods at the same time, while another pod is coming as soon as you kill enough enemies.

In such a chaotic situation, any exposed units would be shot by at least 5 enemies, killing it even in late-game situations. Furthermore, enemies like Sectopods cant even be killed in 1 turn unless if you spam gunslingers and skirmishers with bluescreen, and dedicate all your forces to that one sectopod.
DuskNite 15 Oct, 2017 @ 5:58pm 
Feel like you just did something really pointless, regardless of beta strike or not.

1. Early game is already hard as it is. Making it harder is pointless. Lategame is the easy part. Making it easier is also pointless.

2. I feel like making Wrath Cannon do 30 damage is a better choice. This value works for beta strike for one, and for another, 14-17 is still pretty tankable. During late game, you should have enough options to avoid wrath cannon even if you are stunned or mind controlled, and 30 damage is a definite insta kill, making it worth the 1 turn charge.

3. Same as point 1. What's the point?
Vortex ♀ Pixalation  [author] 15 Oct, 2017 @ 8:42am 
Well imo beta strike makes it so you can make dumb decisions but like I said anyone’s opinions are welcome:)
MaCC165 15 Oct, 2017 @ 3:38am 
why should it? i said i use the .ini for easier change. And always bothe rme why advent have less dmg than xcom...and crits increase also, it doesnt defeats the point at all