XCOM 2
[WoTC] Pathfinders
156 Comments
b9thirty99 15 Apr @ 7:55pm 
Your enemy packs are some of the best in the steam workshop... They're pretty well thought out in terms of design and implementation. They look straight out of xcom universe
Zoviscyne 4 Mar @ 9:18pm 
Why do this mod's sounds ignore all of your sound settings? Ow, my ears.
Soul 18 Sep, 2024 @ 5:31pm 
The rifles never apply the hunter mark for me.
MOHEEB47 23 Jan, 2024 @ 1:25pm 
I know you are sick of this request so I won't request it the same way.
Is there anyway we can add the exalted pathfinder/hunters weapons to xcom through console commands?
Diego 12 Oct, 2023 @ 9:40am 
An effective zero-byte file ? As Spock would say "Most Interesting"
pabloaram2011 25 Sep, 2023 @ 9:39am 
I love the look of all the mod enemies but why such high ammount on armor in a enemies that focus on flanking. Having up to 4 armor such early in the game is awfull
SakuraKoi 16 Sep, 2023 @ 2:52am 
Sadly, or hilariously, the Sitrep is either bugged or super easy since on Legendary (and with plenty of mods), I find at least 4 Pods with at least 4 (if not 5) enemies. Meanwhile on missions with the first sitrep I got 3x3. At least the Sitreps can be easily disabled in the XcomGameData(dot)ini.

Maybe I'll take a look someday whether and where one could replace a 'replace pods' with 'add pods' but at first glance, I'm at a loss. Technically it is visible in the sole Script file but I'm not deep enough in the terminology to read and understand where to inject and what the replace commands are.
Mr McNificent 19 Aug, 2023 @ 9:40pm 
Love these, but yeah they definitely need to appear later rather than immediately. If they show up in the first month I'll just use a couple KillUnit console commands. It's just too ridiculous otherwise. :p
HaziTru 7 Aug, 2023 @ 9:22am 
Do they have yellow alert in them ? They take offensive actions and shoot when they are first spotted.
frankspijker1994 23 Dec, 2022 @ 4:03am 
I get sitreps of The Pathfinders, but once I start the mission, they don't spawn. I assume this is an issue with LWOTC and/or not having started a new campaign while loading this mod. I'll try to give an update for those experiencing the same in the future.
BBlaze 11 Oct, 2022 @ 12:55am 
Yeah maybe I'm just shit at the game but I'm like 6 missions into my campaign and I got the pathfinder sitrep on an "easy" mission. As soon as I killed the captain (mission objective) my squad got swarmed by three pathfinder squads from across the map, flanking everyone no matter what direction they had cover and wiping out my squad in two turns. Total horseshit.
ScriptGenius12 5 Sep, 2022 @ 1:47pm 
Haven't seen them much since the first blacksite, then again with the sheer amount of enemies I've downloaded, they probably got lost in the spawn lists.
small loan of a million dollars 5 Sep, 2022 @ 7:21am 
hello. anyone know of a way to disable xcom's hunter weapons?
Darkeng 23 Aug, 2022 @ 9:35am 
Love this mod, the addition of some actual ADVENT recons (since Reconnaissance unit mode doesn't work for WOTC) for whom flanking is bread and butter. Only issues I have is very thick armour (yeah, I get it, they are essentially, with right tools, a glass cannons, but it can be quite oppressing in early game) and high requirements for XCOM Smart scanners considering that they are quite rare outside of special SitRep (perhaps I should run bigger enemy groups to offset it?)
Aks 5 Oct, 2021 @ 5:24am 
Update Russian Translation
Arc4dy 14 Sep, 2021 @ 10:24am 
Hey there,
Could anyone advice me, what item ID for magnetic and plasma xcom rifles is? I had tried various combinations of hunterRifle_ and Magnetic (MG), but didn't succeed.
Any ideas? )
TIA
Aks 9 Sep, 2021 @ 1:01am 
@Claus, hi! I have no text in the descriptions of Pathfinders in some abilities and rounds.
Sometimes it looks like empty text, and sometimes as errors in the text, such as: "ERROR! ADVENTHALLUCINOGENICROUNDS HAS NO FRIENDLYNAME! Error AdventHallucinogenicRounds has no BriefSummary!"
perhaps 29 Aug, 2021 @ 7:10pm 
yeah, 2 armor, 10 (?) defense, 75 aim and very high mobility feels pretty BS for an early game enemy, with their only """downside""" being just 2 or 3 base damage (not accounting the crits you'll certainly be taking from them)
sam 26 Aug, 2021 @ 2:32am 
These units are incredibly OP early game. If you want to play with pathfinders, I recommend disabling the mod and enabling it once you reach a higher force level. 4hp 2 armour, and they have defense.

There's just no tactical depth to these units, wherever you place your units, they can flank you unless you're in a corner of a building. You literally have to trade shots into full cover versus their higher aim and defense, or commit two grenades to each pathfinder.
Aks 24 Aug, 2021 @ 8:19am 
For some reason, HunterMark on the enemy does not have a name and description
Coven of Owls 20 Aug, 2021 @ 5:20pm 
I don't know if it's just me, but the sound effect when the pathfinders fire their guns is painfully louder than everything else in my game.
jaeger 19 Aug, 2021 @ 8:46am 
I agree with the other comments saying early game balance really needs to be addressed. I really like the idea of these guys mid to late game, as they will definitely make you think on your feet. but early game (no armor or weapon upgrades, mostly still squaddies and corporals), these guys are WAY too strong. If they show up on missions with reinforcements, its basically a squadwipe.

I have the game tuned to be quite difficult, which is fun as it challenges me to position and play smart. However, with these guys, positioning is meaningless, as they just sprint across the map, flank you while being completely exposed, and crit you. if they were brittle, that would be fine, take a hit or two but then wipe them out. but early game with 2 armor? cmon. the entire squad focus firing on one unit might kill it in a turn, but then the 2 other that dropped in with the pod kill 1-2 of my soldiers with no sort of way to avoid it.
Melliores 15 Aug, 2021 @ 3:29am 
The models and weapons are great, yet there needs to be a balance sweep - the Pathfinders at the start of a campaign have it all. Insane mobility, high armour (2), good aim, special abilities and to top it off - numbers.

Even if you give them 3 damage and 4 health, the mobility means they can get critical and sure shots (no cover) and the 4 health is basically 10 to 12 health due to the armour.

They basically have no weak spot.

I would suggest to address the balance overcompensation :
- limit their numbers to one pod per map (outside their own Sitreps) or per one Pathfinder (pod leader) per pod of Advent.
- Lower the armour, especially for the first two levels. At the start you do not have any way to deal with it other than grenades and those are in short supply.
- Set them to a higher Force level. If they keep their current mobility and armour, they have no business being available in the first month.

Valvatorez(Cox Cable = awful ISP 23 Jul, 2021 @ 8:58am 
@Mixxer5

Had the same problem and went right back to use the stand alone Hunterrifles because find an officer to skulljack was getting annoying.
Mixxer5 29 Jun, 2021 @ 1:15pm 
I like the idea but I'm getting those guys at the start of the game (right after gatecrasher). The only way to deal with them is with grenades because there are no other shredding weapons available at this point... But of of 14 enemies on the map 8 are pathfinders, 2 are normal advent grunt and 4 are drones (armored as well). That's waay too much for my squad composed entirely of rookies.
Arkay 29 Apr, 2021 @ 3:29pm 
Couple things: First of all, I'm loving this mod. I wish we had more enemies that dropped unique gear, and it's very refreshing in my LWOTC build. I've sadly kind of come to depend on the Smart Scanners for my Shinobis.

Second, does the Proximity Stun Mine count as a Support Grenade for the purposes of abilities like "Protector" from the LW2 Grenadier? Thanks!
Selevan 30 Mar, 2021 @ 4:27pm 
Upgrading is squad based? Eg single upgrade for infinite amount of rifles, or 1 build, 1 weapon?
SusSusAmogus#СhillSusBang 21 Feb, 2021 @ 10:59am 
GJ commander , this mod is the best on my collection, but I need to know, do u planning to add SMG pathfinder weapon in the game, like a new weapon type?
Kiruka 7 Dec, 2020 @ 6:07am 
Found something strange in XComGameData.ini. The Pathfinder Hunters' loadouts are referring to an item that doesn't exist: "AdventUltraLightVest". The regular Pathfinders have "UltraLightVest" instead. I'm assuming this is a bug and not a feature?
Kiruka 19 Oct, 2020 @ 12:16am 
@Krakenous @goDelimS Regarding the CV tier Hunter Rifle, the 1-5 base damage thing is definitely a config error. If you sub to the standalone Hunter Rifle mod, that one is configured for 2-6 base damage.

@Claus: Is there any chance you might consider doing Laser and Coil versions of the Hunter Rifle?
aegis 2 Sep, 2020 @ 2:05am 
im asuming the new chosen trait doesn't conflict with chosen ai mods such as a better chosen?
Scarno 27 Aug, 2020 @ 6:49am 
I hate these buggers. I mean, I really, really hate them.

10/10 fantastic mod.
goDelimS 16 May, 2020 @ 11:04am 
Hey there first of awesome mod!

Though for some reason the conventional tier Hunter Rifle for me does 1-5 Damage instead of the 4-6 you describe and even in the XcomPathfinderXcom.ini it states:

HUNTERRIFLE_CONVENTIONAL_BASEDAMAGE=(Damage=3, Spread=2, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")

Which would explain the 1-5 (3-2=1; 3+2=5). Is the description simply not more up to date? Or Maybe the issue in something else.
RakkoHug~<3 7 Apr, 2020 @ 3:46am 
Glad you are also enjoying this mod as well Gargak :)

If I am not mistaken, you need to collect multiple terror rounds before you can research and start building your own.

Some pathfinders does not trigger overwatch indeed. Perhaps interesting thing to find out is whether or not F1 mods can show this :)
GargakOfTheEast 20 Mar, 2020 @ 1:22pm 
Hi @Claus,

Great mod, I love it. Just a few issues:

1. I could never complete the scanner research because I the scanners weren't being collected.
2. Do the Pathfinders/Hunters have some kind of special ability that prevents Suppression Overwatches from happening to them? I've seen regular overwatches trigger on them, but I've seen them at least once (and I think twice) in my last campaign weasel out of a Suppression by just moving and not getting Overwatched. I pressed F1 and didn't see Shadowstep on them, or any other ability. If they have no such ability, there might be a bug.
3. I think the Hunter Rifles are great. I suggest though, making them singletons that need to be purchased, just for balance reasons.
4. Are we supposed to be able to use or build Terror Rounds? I killed an Elite Hunter of some kind, saw the message "Obtained 1 Terror Rounds," but they weren't in the equippable inventory.

Great work though! Keep it up!

:)
jeb 24 Feb, 2020 @ 11:25am 
Hello, I noticed some errors related to a missing "AdventScout.upk" asset in your mod. For example:

Warning, Failed to load 'AdventScout.Textures.ScoutCaptain_LaserSight_NRM'! Referenced by 'WoTC_Pathfinder_Advent_SmartScanners.Materials.AdvScoutSmartScanner' ('---')

This mod is one of my favorites, the hunter rifles are really cool. I made it so they're finite and have to be purchased, and instead of starting with conventional hunter rifles you can't buy them until after the Pathfinder autopsy is complete.
Krakenous 8 Feb, 2020 @ 7:46am 
Is the damage range for conventional supposed to be 1-5 despite showing 2-6 in your screenshots? Not a big issues i could always change it myself, just wondered whether it went under a re-balance by default.
Fischy 27 Jan, 2020 @ 2:03pm 
is it just me or do they have insane spawn rate and is it save to remove the mod mid campain
Simmin 24 Jan, 2020 @ 8:55pm 
Firstly, i love all your mods, you do excellent work. I have 2 questions, Why the design decision to make the hunter rifle damage have such high variance(1-5 for conventional tiers)?
second, theres a lot of options in the configs which im very grateful for, but is there a way to make the hunter rifle count as a sniper rifle instead?
Compo The Smoggie 21 Jan, 2020 @ 2:58pm 
@Claus

PROBLEM SOLVED!

Dead/killed Pathfinders were not recovered as corpses, so without the corpses, I couldn't do the research.

I had to 'cheese' the game and use the console command:

additem corpseAdventPathfinder

to get the corpses to do the research.
Compo The Smoggie 21 Jan, 2020 @ 12:39pm 
@Claus

I have killed enough of the pathfinders and their various increases of difficulty to essentially upgrade the weapon but the thing is, the option is not available to do this.

I only have the conventional tier hunter rifles and nothing else. :(
RakkoHug~<3 5 Jan, 2020 @ 3:14pm 
Excuse me Claus

Is "Missing Packages Fix + Resource" mod by Sigma actually required for this mod? In the mod description of Sigma's mod it says it is required for Pathfinders mod but there is no mention of it on Pathfinder's mod description as a required mod.

Thank you very much
GitSmasha 31 Dec, 2019 @ 1:56am 
how do i download the mod?
Feezec 20 Sep, 2019 @ 6:12pm 
How do I make the pathfinder's shotgun less loud?
HATERADE 29 Aug, 2019 @ 1:04pm 
Any chance of adding the plasma smgs as XCOM weapons?
Cyber Von Cyberus 17 Aug, 2019 @ 3:47pm 
It seems to me that in the INI the hunter rifles have 0% chance of dealing plus 1 dmg which means they currently always deal minimum damage by default, might want to fix that.
HoLyChEeZeZ 15 Apr, 2019 @ 10:37am 
I know it says you can do anything with the ini files, but I'd like to know where I can change the models for each of the different rifles. I like the conventional appearance of the Hunter Rifle and would like to alter that.
Nitsah 12 Apr, 2019 @ 6:37pm 
What is the command to add magnetic weapons?
Nitsah 28 Mar, 2019 @ 7:54pm 
Yeah open up the mod file and change their min force level and spawn weights.