XCOM 2
(WotC) Spectrum: Enemies and Aegis Division
100 Comments
Wrath 2 Jun @ 5:51am 
Yeah, it is, indeed, very... hard
elbe  [author] 1 Jun @ 5:31pm 
I suspect it would work with lwotc but it wouldn't be balanced for it
Wrath 1 Jun @ 12:47pm 
LWOTC Compatible?
elbe  [author] 5 Feb @ 6:27am 
I didn't add sitreps because I didn't really feel like the divisions offered enough diversity to really make it worth it. I tried to add them to other relevant sitreps (like greens showing up along side bio units if you have that mod)
Stukov81-T.TV 4 Feb @ 9:27pm 
With the help of using another mod you can deactivate specific enemies of this mod. You would need encounter list cleaner mod to prevent crashing though
Boisegangpc 4 Feb @ 3:54pm 
I honestly wish the different divisions were spawned by sitreps, rather than on an individual basis. The MECs are nice, though. Playing this with ABA results in barely seeing the Trooper variants that mod adds, at least in my general experience.
LightenedDark 25 Jun, 2024 @ 4:58pm 
Any items besides the shield vest?
elbe  [author] 1 May, 2024 @ 6:00am 
It adds a bunch of new enemies to advent's ranks.
CyberNeo 1 May, 2024 @ 3:13am 
I don't understand what exactly this mod does.
elbe  [author] 10 Apr, 2024 @ 2:04pm 
I didn't want to make it a required dependency but the visual replacer should work. Or you could edit the unit loadouts to give them more specific weapons.
Stukov81-T.TV 9 Apr, 2024 @ 9:12pm 
Quite easily / they allready use them iirc if you use Iridars visual replacer mod
Kinsect 9 Apr, 2024 @ 1:58pm 
would it be possible to give them Iridar's Advent arsenal weapons?
Stukov81-T.TV 23 Feb, 2024 @ 11:42pm 
the "fix" creates new grenades for purifiers. You could replace the loadouts of Spectrum enemies i guess, but that would be something to do for yourself. Because if the Mod Author would do it this would require the Grenade Fix to use this mod. And honestly the fixed purifier grenades are a joke imo. But yeah changing the loadouts is your best approach or alternatively reduce the damage of xcoms flame grenades
Mask 23 Feb, 2024 @ 1:57pm 
Nope that fix mod fixes the ones carried by purifiers so they wouldn't be op and kill your soldiers instantly. Hmm, if these dudes grenades are xcom's grenades then we can't alter the dmg values I guess.
elbe  [author] 23 Feb, 2024 @ 1:52pm 
I believe the incendiary grenades they are carrying are the same ones xcom gets. If the fix replaces the xcom ones with new ones this won't take that into account.
Mask 23 Feb, 2024 @ 12:16pm 
Incendiary grenade fix doesn't have an effect on this one, at start these fire dudes carrying incendiary grenades does 4-5 dmg with lotta burn dmg I think. Is it possible to make that mod work for this one or can change dmg values in this mod? I tried looking for their grenades dmg values but you did so much work (thanks for effort btw you are awesome) I couldn't find it all that mess xD
Mask 20 Feb, 2024 @ 3:19pm 
That would be great if you could integrate it into this mod. Still great mod.
elbe  [author] 20 Feb, 2024 @ 3:10pm 
There is not. I guess you could remove them from the vanilla encounter lists but that could be a bit of work.
Mask 20 Feb, 2024 @ 2:07pm 
Is there an option to disable regular troopers and captains and make only these troopers and captains appear?
elbe  [author] 29 Aug, 2023 @ 2:53pm 
The psi trooper's action reduces a random stat by a small amount. It could hit defense, aim, mobility, and dodge I think.
Stukov81-T.TV 29 Aug, 2023 @ 7:19am 
have you checked your soldier with f1 after the move? iirc it has no animation but reduces defense
Skarsatai 2.0 29 Aug, 2023 @ 2:16am 
Advent Psi trooper is doing his psi move and trhrows his psi energie at xcom soldiers. but... nothing happens. no psi effect, no stat change of the xcom. it looks like a broken move. What should happen when he is doing the psi ? never seen it
elbe  [author] 13 May, 2023 @ 9:15pm 
I don't play with lwotc so I couldn't say for sure. Best guess is that it will work but I don't know how well it would integrate.
Xx_yaoitron9000xX 13 May, 2023 @ 5:54pm 
does this work with lwotc?
elbe  [author] 7 May, 2023 @ 1:14pm 
Probably makes more sense not to have them, though, so I'll remove them for whenever I put up the next version.
Stukov81-T.TV 7 May, 2023 @ 12:58pm 
indeed it is ... i never realized that. strange
elbe  [author] 7 May, 2023 @ 11:05am 
I put them there because AdvTrooperM1 is included in the original leader list. I'm not sure if that was intentional as it doesn't have the later versions of the trooper.
Stukov81-T.TV 7 May, 2023 @ 8:18am 
I think you don't want the normal troopers as Leaders in the Advent Field Training Sitrep
elbe  [author] 27 Apr, 2023 @ 7:01pm 
Seems like some weird disconnects have happened in the package files and will result in some missing models/textures. I should have it up tomorrow.
Kholdan 27 Apr, 2023 @ 4:16pm 
Thank you for the quick update for the shaders, seems all good now :)
jahsinha 26 Apr, 2023 @ 7:32pm 
Viper Huntress and Toxic Troopers, all black. I think shaders broke on your last update?
elbe  [author] 25 Apr, 2023 @ 11:23am 
Looks like their shredder gun was configured as a pistol so it automatically got 99 shots instead of the 1 it should normally have.
Sables footrest 21 Apr, 2023 @ 8:01pm 
are the shredders supposed to be able to use there shred storm cannon on every turn they take
jahsinha 7 Mar, 2023 @ 10:34pm 
I'll pay more attention to the Snipers. Couple thoughts: what about adding Phase Walk to their perks? Could be a early Perk, if they're not in good position. They always jump higher. But then they can only do a non-crit snapshot, or Overwatch for second action. They get the typical aim boosts if they stay in place. Two, Kinetic rescue - maybe, at higher tiers, they can pull an advent unit from Danger? They'd be annoying but bada$$. I have no idea how difficult that would be - just ideas.
elbe  [author] 5 Mar, 2023 @ 11:02am 
@Stukov81-T.TV I see how that's misconfiged but I'm not actually confident any of them are using their custom timed loot tables instead of the default ones. I'll have to check on that.
elbe  [author] 5 Mar, 2023 @ 11:01am 
@jahsinha They do spawn their shields, yeah. I tried to balance it by them only doing themselves and it takes an action so they won't be as offensive as often. I hadn't considered status effects changing their behavior.
Psi snipers should have a couple of psi attacks that are done using the rifle. At first they have one that will disable a unit's weapon and later they will gain one that let's them inflict panic.
jahsinha 5 Mar, 2023 @ 9:55am 
Aegis Troopers. What's the intended Counter on them spamming Shields - Disorient, flames, poison, nothing seems to stop them using that ability. And then each, if in a Pod, will do it. Bluescreen rounds? I'm trying to stay away from that Meta but Ok. I think if you disorient them, maybe they Hunker down instead or something? Not a necessary change but just seems off that they'll spam regardless of any game condition. Maybe one of Advent Avenger's mods is actually causing this behavior?

Either way, this mod remains top notch man ( probably my favorite enemy mod). Only the Psi-Snipers do I not see a gameplay difference or a specific tactic they're using - no Psi attacks or anything. Just sniping. What's your next step there?
Stukov81-T.TV 4 Mar, 2023 @ 12:38pm 
I think there is a little mistake in the loottables. The Psi Units all get PyroTimedLoot
Tacoaloto 23 Feb, 2023 @ 12:42pm 
Man Toxic and flame troopers can be brutal in early campaign. Even if your soldier survives the first hit, many times they end up with 1hp and then burn to death my next turn. Honestly kind of love it. The flame grenades though.. that can be frustrating
elbe  [author] 17 Jan, 2023 @ 8:10am 
I've updated the AI for all units to use the base game's shoot or reload function instead of the one here that lets them also suppress or hunker. None should hit the suppressing logic now.
elbe  [author] 17 Jan, 2023 @ 5:35am 
There is a bug in the AI system I've encountered while working on this, but it never caused a crash: every so often it would decide that it doesn't recognize nodes that are defined below the calling reference. That would be where I might start but it doesn't help that I'm not seeing the same behavior.
oceansoul 17 Jan, 2023 @ 2:38am 
I'll do some testing and see what specific troopers I can find are causing it. With the regular trooper it might have been something else in the pod off-screen or in the fog, or the start of the next unit in the pods turn.

As to the logs, it spits some stuff out early on about the suppression score but the level loads fine. It then spouts a dozen or so None: Warning- Child node ScoreSuppressingEnemy_Supp_SE instances after some stuff from the Jetpacks mod before crashing.

It's not Jetpacks though because the crash replicates with or without that mod.
elbe  [author] 16 Jan, 2023 @ 6:50am 
Regular Advent Troopers? I don't touch those. Toxic Troopers use Advent Trooper AI routines. Psi Troopers have their own so would hit those but I haven't encountered any issues. From my experience broken AI routines shouldn't crash the game, it should just complain in the logs. If there's an issue with compatibility with another mod I'd need to know what mod it is to know what to look for.
oceansoul 16 Jan, 2023 @ 12:16am 
It's not just the Toxics, I've noticed it with standard and Psi troopers as well. It can also occur during their reaction on reveal if you've got mods that allow actions other than scatter.

I can confirm the fix of commenting out those lines working too.
elbe  [author] 9 Jan, 2023 @ 1:47pm 
I'm not sure if those could be connected. Toxic Troopers don't have their own AI routines and just reuse the basic Trooper one, so that suppression node would never get hit for them.
Pyrus 9 Jan, 2023 @ 1:29pm 
Thanks for your hard work, I've been loving the added enemies. I just wanted to let you know that you might want to double check the enemy's ability to Suppress. It's been fine with the Riot and Psi units, but the moment a Toxic Trooper is on the field the game crashes on the enemy turn.

The log file is showing about 6 instances of "None: Warning- Child node ScoreSuppressingEnemy_Supp_SE not found. No behavior node created." right before the crash occurs and is running fine after I commented out line 462 in XcomAI.ini and every line below it.
Skarsatai 2.0 21 Dec, 2022 @ 11:08am 
Yesss. Th anks
Stukov81-T.TV 21 Dec, 2022 @ 10:33am 
adds new ones
Skarsatai 2.0 21 Dec, 2022 @ 10:31am 
Does your mod adding new enemies or does it change the normal Advents?
KopoJb King 11 Sep, 2022 @ 11:28am 
Need adaptation for LWOTC