XCOM 2
[WOTC] Advent Purifier Revamp
88 kommentarer
MrShadow  [ophavsmand] For 3 timer siden 
Update to remove the pistol from the Purifiers. Now they and the captains have 2x grenades. AI tweaked a bit to rework no longer having the pistol.
Scrivener 30. apr. kl. 6:19 
If you're using this mod and having troubles, do note that it's not compatible with mods that change core Purifier AI. This isn't stated in the description, but it is stated in the first discussion thread that points out issues of compatibility.

I had some issues similar to those of others where my Purifiers would only use their pistols, their pistols had infinite range, and they would constantly back up from danger to snipe with them rather than coming forward to use their flamethrowers.

I'm fairly certain that this is because I'm using A Better AI, which I believe alters core Purifier AI scripts. If you're using an AI mod of some kind, like ABA or ABAI, be warned that you may see some hangups with this.

I think that there are some excellent ideas here, and that this is probably a great mod for someone using a shorter mod list than I am.
Snicks 26. feb. kl. 10:11 
why do they have return fire lmfao
are they purifiers or sharpshooters?
DukeBurger 31. jan. kl. 4:33 
ok so i think ive figured why the purifiers are still spamming their pistol attack even after the update which added a cooldown , the standard pistol shot ability was not removed so the purifier can shoot its pistol regardless of cooldown.
the amazing autistic 18. okt. 2023 kl. 12:18 
does this work with ABA?
Risitas_Fanboi 6. maj 2023 kl. 3:08 
in fact they dont move even when they have a flanking opportunity or they themselves are flanked. They are acting like they are living turrets with fire grenades
Risitas_Fanboi 6. maj 2023 kl. 3:07 
also I dont know what is causing it but Purifiers in my campaign has "Fire Pistol" along with "Pistol Shot", which causes them to spam their pistol instead of closing in to use their flamethrower
Risitas_Fanboi 5. maj 2023 kl. 7:04 
does anyone know how can I remove Return Fire from these guys?
0inArrow 10. apr. 2023 kl. 7:43 
Is there any way I can remove 'Return Fire' from the base purifier?
MrShadow  [ophavsmand] 7. aug. 2022 kl. 15:59 
Been a while but small update. Purifier Pistols now have a cooldown. You can find this in the config under XComAPR_AbilityData. If there are multiple Purifiers in play and one fires his pistol, he will go into a 3 turn cooldown and all others will go into a 2 turn global cooldown before another can file the pistol. This should set off a staggered fire from that point on.

ADVPURIFIER_PISTOL_COOLDOWN=3
ADVPURIFIER_PISTOL_GLOBALCOOLDOWN=2

I have also added the code to allow the remote start ability to work on these guys if using RoboJumpper's Remote Start Purifiers Mod.
Hudson Savage 12. feb. 2022 kl. 6:28 
I'm trying a more radical adjustment, having just had a frustrating mission against them, where they didn't use their flamethrower attack once. I want them to use their flamethrowers, because that's their damn job. To that end, remove pistols and boost flamethrowers.

The general gist of the config edits are as follows:
1) Remove pistols from their load out and AI behaviours.
2) Reduce damage on some of their secondary abilities.
3) Improve the flamethrowers, boosting range and width, chance to ignite target.
4) Crucially, change their flamethrower to do small (M1 is base 2 with 1 spread) amounts of Advent Magnetic damage instead of fire, with 1 AP.
5) The big change, Adjust the main two behaviour types to 80% use your flamethrower, 20% other stuff. Other stuff behaviour hugely de-emphasises anything other than throwing a fire bomb and standard move, overwatch, reload.

It took me about 30 mins to do. Initial test had them using their flamethrowers a lot.
Иваныч 26. okt. 2021 kl. 21:24 
An error was discovered: when you kill him with the skull jack, he shoots back after death. It looks so stupid.)
Dawnpromise 27. juni 2021 kl. 9:55 
Is there a way to disable the return fire ability this mod grants the purifiers? I've been looking through the configs and feel like I must be blind or something as I can't find what's granting them the ability.

I like everything else about the revamp, having the purifiers take potshots at me makes them feel more like a threat. But the return fire spam is too much for a such a common enemy. I'm taking more damage from them on my turn then on theirs!
TheDuke37 24. jan. 2021 kl. 13:54 
The return fire ability is a bit annoying. I do agree tho; Give them a 2nd weapon so they are at least "some" what of a threat. But the Return Fire ability i feel like at the VERY LEAST should only be on the Purifier Captain. Other then that its a pretty good mod.
Also the grenade spam (while yes makes logical sense,) is also kinda annoying. Dosn't matter if one of your guys is just alone, they will yeet it without hesitation. Also i've never see them use any of their other abilities.
Nyx 29. aug. 2020 kl. 14:15 
The Return Fire ability is not from this mod but the changes from RPGO, you can disable that in RPGO's MCM config. What I hate the most about these new Purifiers is that they grenade spam harder than I do, any chance they get to just throw their grenades, THEY WILL DO IT. Even if its just a single soldier that is completely isolated from the rest of the squad. As for the pistol, they use it when they can't use their flamethrowers or bc they already used their god damn grenade. Is there any way to tone that down in the config.
Medicman 14. aug. 2020 kl. 20:03 
Is there a way to remove the standatd Pistol shot ability but keeping the others?
Randomiser Kindle 5. aug. 2020 kl. 18:52 
Appreciate the attempt at making an enemy that is completely laughable in vanilla a credible threat, but I feel like it's worked a little too well, considering how many per mission the game might decide to throw at you in succession.

most of my problems comes down to the pistol they have, sure by all means let purifiers have a secondary weapon that makes them a little less bumbling, but please, PLEASE remove that return fire ability, this early in the game, having random cover breaks after shooting a purifier, or getting a unit sniped by a lucky pistol shot is beyond infuriating, and genuinely unfun after the 3rd time.
ZiggyTouyeul 25. juni 2020 kl. 17:18 
@Specimen I'm using neither ABA nor ABAI. I will be trying one of them for my 3rd playthrough though.
Coley 25. juni 2020 kl. 1:54 
Also thanks very much for the mod Team CX. Always very appreciative of the work you all put into these mods.
Coley 25. juni 2020 kl. 1:53 
I'm curious to know how many with the pistol issue is using ABAI alongside it. Reason being, this mod worked fine for me while using ABA, but when I switched over to ABAI things got screwy for me. As i understand ABAI uses the same AI from ABA, so it doesn't make sense for it to mess up, unless I'm missing something in the ABAI AI files.

I have noticed some unrelated incompatibilities between ABAI with other mods, that weren't present with ABA, so who knows. I'd suggest to testing with and without ABAI/ABA installed if applicable and see if the AI improves.

This isn't to throw shade at DerBK either, I love their mods and always have several of their AB mods in my mod list. I'm just reporting on what I've experienced thus far, which hopefully might help those experiencing the Purifiers wonky decisions.
ZiggyTouyeul 21. juni 2020 kl. 20:52 
I'm on a second playthrough with this mod enabled and I can sadly confirm that even with the latest changes, the purifiers will still only use their pistols or grenades. I haven't seen them use the flamethrower once.
Grimjack Hex 15. juni 2020 kl. 15:28 
i uninstalled this one. need to get rid of that pistol or drastically modify it's use. basically when his pod activates he turns into a pistol turret.
steven777 24. maj 2020 kl. 6:32 
I just met a yellow one that had Return Fire as an ability. He took out a bunch of Resistance fighters with his pistol and Return Fire. Pretty Cool.
Naylind 8. maj 2020 kl. 2:27 
sadly the pistol on this units has proven time an again to be effective as side arm but make the class useless because rely too much on that frigging hand gun, tactically speaking it should just move close to enemies and greeting them in flames instead he just stay in cover and shoot with the pistol same with lost wich it sucks. I played as advent in my campaign and try to stay close as possible to the class and my purifier have just the flamer and no other weapon still are formidable in battle because they fit their role, burn them all indisciminately flamer. A mobility skill like run and gun or lightning reflexes maybe both and remove the gun could help this soldier to act as he should act. or low profile dash and hunker down.
Marcus 2. maj 2020 kl. 13:49 
there is a mod that gives you cover when in full, just in case you may want to nurf them a bit, me well give them 12>14 movement and range 10>14 on the flame thrower....makes it more interesting.Do you kill them and leave the mec, but if you are on the roof...
DragonKingAbashī 2. maj 2020 kl. 8:27 
To be honest, a melee weapon would not make sense for this unit. They use a flamethrower which is meant for short to mid-range combat and, from a common-sense view, running up to a burning unit or thru flames while wearing a gas tank on you would be bad. Plus, they have a melee ability with the flamethrower when a unit gets too close. So, having something like a pistol seems to fit well. And while return fire can be problematic when you use custom classes or abilities, it makes them a threat when they were not much of one before. I have not had much of an issue fighting them, but that is because I balanced things out. I would recommend you look into other mods that might help you boost your forces or reconsider your strategies with them. Full cover or heights help when facing them.
Dr. Quackers M.D. 2. maj 2020 kl. 0:05 
My guys only have 4 damn health. you basicly cant fight them unless you play on easy and even then. In the reaper skirmisher mission Mox has dies like 4 fucking times failing the damn mission!
Dr. Quackers M.D. 1. maj 2020 kl. 23:59 
Please give them melee instead of a pistol for secondary reaction shots are bullshit. Also they are dangerous to kill in melee so giving them a melee would still make them more effective in combat with out the bullshit reaction shots.. Seriously it so horrible when you have 6 purifiers and every one of the gets to shoot at you every time somebody shoots at them.
Drakten 25. apr. 2020 kl. 14:50 
So I had a revamped purifier show up on the Alien Nest mission (the one when you first encounter the Viper King). I'm NOT using the diverse alien pod mod. Any ideas why? I'd like to add +BarredMissionNames="AlienNest" somewhere but don't know which .ini to add it to.
tastiger841 20. apr. 2020 kl. 19:25 
It would be perfect if this mod supports or has the same functions of Remote Start Purifiers and Melee/Psionics Won't Explode Purifiers.
Medicman 15. apr. 2020 kl. 18:20 
Umm they seem to be only firing pistols after their initial spawn, had one flanked and still decided to try to use the pistol
RustyDios 10. apr. 2020 kl. 9:08 
@endersblade your issue with the purifier pistols should now be fixed :)
RustyDios 9. apr. 2020 kl. 19:56 
Sell them on the black market ... it's an issue with primary secondaries atm ... being worked on by the modders :) :)
endersblade 9. apr. 2020 kl. 19:45 
How if I could just figure out how to fix this...
https://imgur.com/a/eBc6u14
Cato 1. apr. 2020 kl. 14:14 
Also confirm that the Purifiers never use their flamethrowers, even on grouped up enemies. Which is a shame.
Be Anti-Speciesist 14. mar. 2020 kl. 22:08 
I second Lebowskichild's questions.
Lebowskichild 8. mar. 2020 kl. 7:34 
Any plans to make the new Flamethrower in this mod follow the same rules as this mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1157010936
Lebowskichild 1. mar. 2020 kl. 13:22 
@MrShadowCX, with regards to the mod [WOTC] Purifier Grenades Fix.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1371195713

If I add the template name of the "new" grenade created in that mod to the loadout of your Purifiers in this mod, would they work?
RustyDios 25. feb. 2020 kl. 14:11 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2007401254

The above is a screenshot I took today of an elite purifier dousing me with flame, because he can and he wanted to
InterventoR 25. feb. 2020 kl. 13:10 
So there is a problem with AI indeed. I was beginning to doubt that it would be a mod conflict which i couldn't able to determine any.
Nighthunter 24. feb. 2020 kl. 15:31 
I have the Same Problem @DukeBurger
DukeBurger 22. feb. 2020 kl. 16:44 
just a follow up on my previous comment , ive begun encountering the elite purifiers and while they do use their arc cutter ability they still never use flamethrower only their pistol
DukeBurger 21. feb. 2020 kl. 11:05 
I think the purifier A.I needs some adjustments they never use there flamethrower and a few times they just stood in the open using their pistol .

i really like what you renamed M2 purifier too veteran sounds cooler than advanced
An Arousing Avocado 17. feb. 2020 kl. 1:58 
Oh yall toned the pistols down? I only just got it and they have not tried to burn me or the lost once.
CP5 5. feb. 2020 kl. 11:48 
It was kind funny that they were more avid pistol wielders than gunslingers were but it will be nice being set on fire from time to time.
InterventoR 5. feb. 2020 kl. 7:39 
Maybe its just me but after latest AI update, Purifier brains are turned into a potatoe. Slightly longer explanation: They only do auto actions (scatter movement, return fire and such) Otherwise they just stand still. They were quite active before this update.
Nazkai 4. feb. 2020 kl. 22:48 
Happy to see the pistol tone down a tad. :steamhappy:
MrShadow  [ophavsmand] 25. jan. 2020 kl. 10:06 
yes
Revan519 24. jan. 2020 kl. 18:49 
dose this work with Useful Autopsies - ADVENT Purifier
RustyDios 23. jan. 2020 kl. 21:50 
Well... the point still stands. Whatever mod is subbed to last will (normally) overwrite the others

I'd hazard a guess that they all work nicely with each other, but without knowing the specific mods you want to smash together for your playthrough and what or how they do things it can be anyone's guess as to the final result.

This mod only affects Purifiers and does so in such a way that it changes them to the very root of their Ai, completely overriding the base game Purifiers. It doesn't affect any other unit.

Can you give some links to the enemy Ai mods you want to merge together? It'll help with finding out what might/could happen :)