XCOM 2
ADVENT Not Created Equal WOTC
63 Comments
h4ilst0rm  [author] 27 Jul, 2023 @ 11:13pm 
There is no second wave option. if you have the mod installed it will do its thing
Th3boyoflov3 27 Jul, 2023 @ 4:12pm 
Amm is there any problem with the mod? i stopped playing this game because of 40K warhammer Chaos Gate, when i return to XCOM 2 i can't see anywhere in the secondwave options this mod to activate, HELP :(
h4ilst0rm  [author] 20 Apr, 2023 @ 10:34pm 
if you so desire
Straker 20 Apr, 2023 @ 1:20pm 
This should be removed for LWotC, right?
h4ilst0rm  [author] 2 Aug, 2022 @ 4:24am 
yes
Bard 2 Aug, 2022 @ 12:45am 
Mid game compatible ?
ChaoZ 31 May, 2022 @ 3:43pm 
Great thx!
Stukov i downloaded the unit promotions and watched ini files.. sadly i have MANY Enemy Mods installed and these are not affected... and i dont know if it is supported to include aliens as well.. :)
Stukov81-T.TV 31 May, 2022 @ 9:40am 
for weapon (damage) randomization you need another mod. I use Unit Promotions as a base and hand out Mass Effect Weapons somewhat randomly
Stukov81-T.TV 31 May, 2022 @ 9:39am 
shieldHP definetly works
h4ilst0rm  [author] 31 May, 2022 @ 9:24am 
I believe eStat_shieldHP works.
Damage is tied to the weapons and abilities which this mod does not touch, so no.
ChaoZ 31 May, 2022 @ 9:21am 
i downloaded your mod today and have a question about stats that is not listed.
For example eStat_shieldHP - can i add this too? will it work?

and.. is there a way to randomise damage as well?
h4ilst0rm  [author] 16 May, 2022 @ 7:32am 
WOTC: Second Wave Plus does a lot of things, and it is old and breaks a lot of newer stuff because of the way it was made back then.
Stukov81-T.TV 16 May, 2022 @ 7:07am 
One important thing is you can make groups of enemies in ANCE .. so you can treat different opponents differently. Also you can randomize pretty much every eStat with ANCE. Have some opponents be not affected at all. It is a very powerful tool to freshen up your campaign.
ChaoZ 16 May, 2022 @ 2:58am 
hey i love the idea, especially that what stukov mentioned.
but i need to ask: i run "WOTC: Second Wave Plus". whats the difference?
h4ilst0rm  [author] 25 Mar, 2022 @ 12:58pm 
not tested. at least someone has listed lwotc enemies in the discussion. please do test and report back
Potatoes and Tomatoes 25 Mar, 2022 @ 12:50pm 
lwotc friendly?
Stukov81-T.TV 9 Feb, 2022 @ 8:20am 
You could also try Dynamic Enemy Creation (BETA). It is a very powerful tool to mess with opponents
h4ilst0rm  [author] 11 Oct, 2021 @ 1:51am 
You can use Boundirs "Redefine Units", see the discussion about changing stats. Or do it in "GameData_CharacterStats.ini" of whatever that adds the enemies
Иваныч 11 Oct, 2021 @ 1:24am 
Tell me, please, in which configuration file, or with the help of which mod I can configure the statistics of each unit?
h4ilst0rm  [author] 11 Oct, 2021 @ 1:09am 
Then there is no way to achieve what you want with this mod alone. You could adjust the units stats directly to whatever level you want, and then apply a smaller variance or even leave this mod at default settings.
Иваныч 11 Oct, 2021 @ 1:04am 
I checked: inegative=-100 works the same way as inegative=100.
What other options can I try?
h4ilst0rm  [author] 11 Oct, 2021 @ 12:44am 
You can try setting the min as -50%, max 75%. Not sure if it works, that's not a use case I built this mod for.
Иваныч 11 Oct, 2021 @ 12:43am 
Thanks for the answers.
Please tell me how to adjust the range so that it increases the parameter not only from 0? For example, so that HP increases from 50% to 75%. This means that HP will increase by 50% guaranteed, and from 50% to 75% randomly.
h4ilst0rm  [author] 7 Oct, 2021 @ 7:38pm 
As Stukov said most enemies have separate variants for higher tier units so you could group them based on that. This mod does its thing before you even get to the main menu, so there is no knowledge of campaign progress or anything of the sort, so having the stats vary based on FL would require a completely different approach compared to what is used here.
Stukov81-T.TV 7 Oct, 2021 @ 1:27pm 
You can simulate that with groups, and make groups for different ranges, and put in there the opponents of the respective levels
Иваныч 7 Oct, 2021 @ 1:06pm 
It would be great if we add to the mod the ability to make several settings depending on the Force Level. Three options would be enough.
For example, 1 setting FL 1-5, 2 setting FL 5-12, 3 setting FL 13-20.
Is this possible?
Stukov81-T.TV 26 Aug, 2021 @ 9:16am 
Thanks for the information!
h4ilst0rm  [author] 26 Aug, 2021 @ 9:10am 
it will use the stats from the first one it finds
Stukov81-T.TV 26 Aug, 2021 @ 8:04am 
What would happen if i put a unit "accidently" in two groups?
Stukov81-T.TV 16 Aug, 2021 @ 2:49pm 
This mod makes the game so tense and entertaining for me. Thanks for that
Longmile149 13 Jul, 2021 @ 7:56pm 
I just got a chance to check out the new config file and that's perfect.

Thank you! That's *exactly* the kind of thing I was hoping for.

I really appreciate it!
h4ilst0rm  [author] 13 Jul, 2021 @ 12:47am 
You got lucky I was toying with a mod idea last night and grouping was a small change so I decided I might as well do that right away. Though I did not quite do it the way you theorized it, with 'Category1Overrides' there would be cat2, cat3... until some arbitrary limit and I didn't like that.
Longmile149 12 Jul, 2021 @ 10:10pm 
I used the single-unit overrides to make it so all the robotic enemies in my game have different NCE values than organic enemies. There weren't too many of them, so it wasn't too bad...but I was thinking about adding the World War L zombies with their own custom table and there are just so many that doing them one at a time would be a hassle.

What I'm thinking is...

In the XComANCE.ini you'd have something like:

[code]
+Category1Overrides=(Stats=( \\
(Stat=eStat_Offense, bPercentage=true, iPositive=20, iNegative=20), \\
(Stat=eStat_HP, bPercentage=true, iPositive=25, iNegative=25) \\
))
[/code]

...then in another ini you'd have something like:

[code]
+Category1Units="AdvTurretM1"
+Category1Units="AdvTurretM2"
[/code]

I really like the mod. Being able to tweak stats without having to do it on a per-unit basis would be cool. Is that something you'd consider adding in the future?

Thank you!
Blurr 2 Apr, 2021 @ 9:28am 
Wish I could get this to work on Vanilla. The ini wont show in my files.
Stukov81-T.TV 27 Mar, 2021 @ 8:41am 
Thanks for this Mod. I enjoy the game with so random opponents :)
Oblivious Naga 18 Feb, 2021 @ 5:17am 
Yeah cant seem to get it to work. Oh well, no worries
h4ilst0rm  [author] 17 Feb, 2021 @ 9:14am 
I'm kinda surprised no one had asked me prior, never the less posted the possible eStat_ values in a separate discussion.
Oblivious Naga 17 Feb, 2021 @ 7:38am 
One more thing sorry. Is ti possible to randomize armor values so give unarmored enemies a chacne to get armor? was going to use a mod that did that but it seems like its incompattible
Oblivious Naga 17 Feb, 2021 @ 4:11am 
thanks
h4ilst0rm  [author] 17 Feb, 2021 @ 2:40am 
yes
Oblivious Naga 17 Feb, 2021 @ 1:46am 
Just one question. If I choose to add the other options such as will, psi offense etc, is that a matter of copy pasting whats already there and just changing the estat?
dskpnk 23 Jan, 2021 @ 12:41pm 
But great mod anyway dude thx for your work !
h4ilst0rm  [author] 23 Jan, 2021 @ 12:33pm 
Maybe alien tech is not perfect after all...
dskpnk 23 Jan, 2021 @ 12:17pm 
Kinda wierd as advent soldiers are clones
Coley 20 Jan, 2021 @ 3:12am 
What can I say, this mod is amazing, freshens the game up nicely. It's always fun to run into a Sectopod with 120 health and 13 armour, running this with Claus' Very Angry Sectopod Mod lol. And since MrShadowCX has made an add-on for the CX mods.. oh boy am I in for it.

Good job h4ilstOrm, thanks for the fantastic mod!
Marcus 27 Dec, 2020 @ 1:02am 
Love this mod - you can make them a little weaker, to a lot stronger eg upto 10% weakser, and 30% stronger, weather this be aim, or hp etc..thanks for making it.
p6kocka 23 Dec, 2020 @ 3:45pm 
If I want to have Defense unchanged, what should I edit pls?
Is it enough to comment out ?:
;+RandomizeStats=(Stat=eStat_Defense, bPercentage=false, iPositive=10, iNegative=10)
looplick 18 Dec, 2020 @ 7:55am 
Another must have mod. Well done!
Rockfire ✘ 15 Dec, 2020 @ 10:32pm 
FINALLY I've longed for this mod to exist forever, one of the biggest issues I've always had with xcom 2 is the fact that an enemy encounter is always the same, no variation, even throwing new units in, changing up the AI, etc, it doesn't matter, once you learned how to counter something it becomes routine and boring. We need more mods like this that add unpredictability to the game.
Video Games Exist 15 Dec, 2020 @ 12:05pm 
I have a possible idea. I'd like to whitelist a ton of units from the MTF Raider mod but, well, it's a lot of units :P. Would it be possible to add a "whitelist all" config that automatically applies this mod to all detected enemy units? It could be combo'd with a blacklist of sorts so the more exotic enemies can still be ignored.