XCOM 2
[WOTC] ADVENT Diversity Initiative (Version 1)
35 則留言
Kinsect 2023 年 10 月 25 日 下午 3:27 
How do I edit the configs so that they aren't getting rid of any of the other vipers that they're replacing (vanilla Viper, Boas, Armored/Psi armored vipers)
especially since I'm using UECP
Kinsect 2023 年 9 月 11 日 下午 2:52 
Does each of these new Vipers (especially the Constrictor, dreadnought, and fulminator) have a autopsy and research projects?
ArcticJack 2023 年 6 月 8 日 下午 10:49 
And thats all before we get to the fact that these things don't drop any corpses.
ArcticJack 2023 年 6 月 8 日 下午 10:47 
If there were significant stat and ability changes, I could almost see that working out well enough, but with all abilities being the same or stronger almost across the board, the vipers win the action economy well before xcom develops any tools to deal with them. If you spawn a viper and a sectiod on mission 3, and one of your soldiers gets 'bound' and another gets mind controlled, you have lost a theoretical 50% of your damage output while your enemies have effectively gained a soldier on top of the 2 pods you were in the middle of fighting.

If you do download this mod I heavily suggest editing "...\workshop\content\268500\2802633517\Config\Vipers\XComEncounterLists.ini"; and probably the "...\Config\Vipers\Encounter_List_Adjust\XComEncounterLists.ini" as well.
ArcticJack 2023 年 6 月 8 日 下午 10:47 
So I was going to add this mod, then I read the comments. For those curious, the standard viper comes in at force level 4-10 as a pod leader, then becomes a follower at force level 8-20, with the exception of some early in-game sitreps/dark events. The Armored viper is a leader at 8-13, a follower at 10-20 and its cousin, the psi armored viper is a leader from 12-20 and a follower from 15-20.

Now, this mod has several levels of each kind of enemy, but all the base enemies start leading pods at force level 2 (the first few missions in the game), and start as followers in pods at force level 3. The new armored viper starts leading at force level 6, and following at 7, and the psi armored viper leading and following at 11.
Dai 2022 年 12 月 16 日 上午 4:55 
Sad that not too many mods add in unused enemies like Archons but this is pretty cool nonetheless
LeyShade 2022 年 10 月 30 日 上午 6:08 
@CerebralCloud92 - Go into the mods folder and edit the EncounterLists.ini file =)
Cerebralcloud92 2022 年 10 月 26 日 下午 7:34 
Just curious, if I wanted the original Armored Vipers and Armored Psi Vipers, but still want the Dreadnoughts and Fulminators, how would I go about making such a change?
Village Idiot 2022 年 10 月 19 日 上午 10:00 
Great work, excited for part 2 & 3!

There are a couple mods out there that introduce more skins for the sectoids. Perhaps if the authors permit, they could be used for fleshing out the sectoid part of this mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2587474669

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2623812877

And for mutons of course there are a ton of great looking ones out there, but they are integrated into fleshed out enemies.
Would be cool of course if some/all of those models make an appearance in the muton part of this mod though!
Waste 2022 年 10 月 7 日 下午 4:27 
yeah I think I've had enough of this mod, the balancing is insanely bad for the early game due to how early some of these things can spawn. For example, the Deadeye is probably one of the worst things to deal with. They just instantly shoot you when you're spotted, their accuracy is insane (even when flashed they will pretty much always hit you), they shoot multiple times in one turn as well. This, along with a few others already mentioned as problems in previous comments, are straight up run-enders if you're unlucky enough. My advice? Make these things appear around the same time either Archons or Mutons appear, not when you're just dealing with Advent or a Sectoid or two.
Waste 2022 年 9 月 30 日 下午 12:22 
some of your enemies are some of the worst balanced ones I've seen yet, at least for when they appear. viper constrictors shouldnt be appearing 4 missions in, for example. they get way too many actions and essentially wipe a soldier out every turn in a period where you wont have that many, and their health + armor make it impossible to deal with alongside everything else they can show up with. this mod single handedly made some runs impossible, and I think you should look into when they spawn, as other people have mentioned this already.
bichayeva 2022 年 9 月 22 日 上午 8:08 
How about add autopsies to this mode "[WOTC] Normalize Loot"
Alastair 2022 年 8 月 17 日 上午 3:17 
Hey quick thing since none of the new enemies seem to have autopsies or even drop corpses in general can you make it so that they all drop their equivalent vanilla XCom corpse? Since other wise I feel that you might be low on corpses.

Since as far as I can tell you only the viper trooper drops the regular viper corpse. But since they are now rarer it is harder to get viper corpses. Maybe make it so the Sympathizer drops say a priest corpse etc?

Or if this is already a thing please tell me, since there is always the possibility that I messed something up. Sorry if that is the case.
igoutta|G🔺 2022 年 8 月 2 日 下午 4:22 
Instead of make this the whole mod, you could make three mod (for every specie you would adjust)
High Explosive Warhead 2022 年 8 月 1 日 下午 4:47 
Does this work with the aforementioned Allies Unknown mod? Like, could a viper squad mate get the same abilities?
Smersh 2022 年 7 月 14 日 下午 3:52 
Any chance of a not-Better ADVENT version?
Krakenous 2022 年 6 月 19 日 上午 8:54 
Anyone else getting a bug with the enemy viper bindings? I had one effectively launch across the map and bind my soldier but effectively swapped places with them and they were separated but ended up binding each other, lol. So essentially they swapped places, both got "Bound" and were separate entities so i couldn't disrupt my soldier or the viper by shooting it or nading it etc.
Pat The Cat 2022 年 6 月 17 日 下午 4:50 
incredible, thank you
Pat The Cat 2022 年 5 月 27 日 上午 8:56 
those viper dreadnoughts are so tough for early-mid game. is there a way to disable only them? all the other units are fun and diverse, but those dreadnoughts are too tough imo
Stukov81-T.TV 2022 年 5 月 25 日 上午 8:51 
@attiladuran123 look for the keyword spectrum .. those enemies are fun and diverse. and painful. Did I mention they hurt you?
attiladuran123 2022 年 5 月 24 日 上午 9:03 
i personaly would see somthing like this but with the Advent :)
Hew 2022 年 5 月 18 日 下午 3:09 
I agree with the others noting that the constricters damage is high for how early they show up.
I just had one pull my reaper from across the map and oneshot her with the bind. Felt really unbalanced.
ironboy32 2022 年 5 月 17 日 上午 12:41 
uh, you might want to tone down the viper constrictor's damage in the early game. Thing just rushed across my screen and did 5 damage, oneshotting my marine. 15 mobility is a bit much for earlygame...
KnoxAHHHHHHHHHH 2022 年 5 月 10 日 下午 11:10 
I am unsure if it is the pull and bind rework or this mod, but I am getting vipers being able to attack my soldiers while binding a target (example: binding a lost and pulling my soldier towards them/shooting at them), is this a bug with this mod, the pull/bind rework, or something wrong on my end?
Haite 2022 年 5 月 9 日 下午 7:04 
Please make a viper that turns invisible like the specter. It's my dream some units more similar to the Thin Men (disguised vipers that have crazy mobility and flank you all the time) and the Seekers (units that turn invisible and bind snipers)
I'd give you, uhm, my most sincere appreciation :steamthumbsup: :steamhappy: !!! ...
Amazing mod regardless, thank you so much!
Experiments 2022 年 5 月 6 日 下午 6:20 
If you're going for diversity, why get rid of the gold-armor mesh rather than repurpose it? They are the only base-game visual pairing for the holy-looking Archons, so at minimum make sense in those buckets. Like some kind of oracular snakes.

Are later versions of this mod going to also remove Mutons and Sectoids?
Mac Dog64 2022 年 5 月 6 日 上午 10:38 
This looks really cool, base on what I've seen from pictures, have you done the Mutons and Sectoids yet?
Schlagschinken 2022 年 5 月 5 日 上午 12:11 
For some reason the Vipers from this mod are kinda buggy with their Animations / actions.
As example the shadow Viper stands straight like a candle when shooting, and when a Viper pulls it gets even weirder.
in: the Viper and the Pulled unit meet at the halfway point between them with No animation at all. just.. Teleporting to that place. and Vipers also dont move they just Teleport around the map.

may be a bug with the Depository? any help would be Appriciated
Latis 2022 年 5 月 4 日 下午 5:42 
Just imagine this masterpiece with LWOTC
123jazz2007 2022 年 5 月 4 日 下午 4:44 
Do these new enemies have unique drops and researches?
GameAcc 2022 年 5 月 4 日 下午 12:14 
Is there a reason for replacement of armored\psi viper? I guess it is because it uses same skin but will it still provide corpse for the research and items? If I would like to get back replaced snakes is it enough to comment out items here -> C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\2802633517\Config\Vipers\Encounter List Adjust\XComEncounterLists.ini ?
Stukov81-T.TV 2022 年 5 月 4 日 上午 11:13 
This together with more randomized loadout of Advent sounds fun
Casper2552 2022 年 5 月 4 日 上午 7:45 
This looks amazing! Can't wait to get slaughtered by them
Dęąth Viper 2022 年 5 月 4 日 上午 6:15 
Holy mother of Xcom...