XCOM 2
[WOTC] Advent Purge Unit
164 Comments
Canthyse 21 May @ 1:45pm 
I fixed it. Since im playing with Ted Jam LWOTC and supports Playable Aliens, that probably what broke it. The solution was to go in the Expanded Playable Aliens mod folder, config folder, viper animations folder, and then in the characteranimations.ini, add the purge python.
Alpha115  [author] 27 Apr @ 8:23pm 
@Canthyse So some other mods can break their animations. I cannot fix that because their are to many factors to account for.
Canthyse 27 Apr @ 7:04pm 
Purge python has her animation for tongue pull and bind grab broken, she's just T-posing, actually just like that meme, my soldier gets grabbed and shes T-posing in front.
Desert Punk 22 Nov, 2024 @ 12:27pm 
thanks for the quick response!
:SherylScream:
Alpha115  [author] 22 Nov, 2024 @ 7:51am 
@Desert Punk Yes.
Desert Punk 22 Nov, 2024 @ 12:09am 
is this compatible with A Better Advent: WOTC?
lichen93 29 Oct, 2024 @ 5:35pm 
Have you ever thought about, adding, a Flame Turret variant?
Soul 25 Aug, 2024 @ 2:55pm 
Oh yeah no they fine,but yeah in the original post it was to say compared to these,the cyborgs were like,comparing a muton to an andromedon kinda of deal lmao
Alpha115  [author] 25 Aug, 2024 @ 1:44pm 
That is the Purge Heavy, they are dangerous but still appropriate for the FL.
Soul 25 Aug, 2024 @ 12:39pm 
Aight I prob think of another purge type,it have like a minigun with burn and the same head icon as advent purger. Forgot its name but it reminded me of the commando one
Alpha115  [author] 25 Aug, 2024 @ 11:55am 
@Soul so that is my bad. The purge Cyborg is meant to show up at FL 4-6 depending on the mission. I forgot to edit a few of the encounter lists. So they can still show up at FL 3. I will be editing that now, and release an update. Also Purge Commandos cannot show up at FL 3.
Soul 25 Aug, 2024 @ 11:02am 
Fun mod,really,cyborgs are pure bs tho,gonna rant cause one of them was enough to down 2 guys trying to play into his weaknesses:
Like yeah cool electric work,the thing you usually bring the less or don't have when they appear,I get them at FL 3 and I didn't even meet the MECs yet so bluesceen is a lol here

Too close? Defense city,take no damage.

Go far? Ok,grapple you into a burn into ANOTHER shot,and can disorient so you can't escape him,like lol

Far enough to shot? Ok crits are a nono anyway and from that far usually they had a chance to hide before.

Seriously this is like,a Skirmisher with fire weapons with reinforced defense,ain't one of those things enough for it?
It have too much defensive passives,it can do 2 attacks in a turn,it have a melee,it have Justice,it burn,like man I don't usually rant on these enemy mods but again,FL 3,like the hardest thing there is a MEC or sectoid,or Purge commando.
Sorry repost steam messed up
Deadput 25 Jun, 2024 @ 10:56am 
It's from Chimera Squad so you don't really need my permission, go ahead and use that model if you want.
Alpha115  [author] 22 Jun, 2024 @ 1:31am 
@Mrvecz I would ask Deadput, as he is the one who made the model and gave me permission to use it.
Mrvecz 21 Jun, 2024 @ 8:49pm 
Hey, wouldnt you mind if i could use your Fire Python asset in my Expanded Playable Aliens for LWOTC ? Purge Unit is normally not compabile w MJ/LWOTC, so without having to mark this mod as a requirement i would like to try it through the standalone version of this unit.
Alpha115  [author] 11 Jun, 2024 @ 9:26am 
@Victor De Noir Change the spawn weights, I warn you even if you set them to 1 they will show up at the same rate they are now. The game does not respect Spawn weights when a new enemy mod is installed. When I mean new I mean newest to the workshop. Any mod that was made before the purge unit will not count as new, only enemy mods made after it. Also messing with spawn weight can cause other problems.
Victor de Noir 11 Jun, 2024 @ 9:06am 
What do I need to modify to reduce the spawn rate of the purge units in general? Like great mod man good work, but I just want to experiment with the spawn rates.
Alpha115  [author] 11 Jun, 2024 @ 9:01am 
@Soul @Victor de Noir Install a newer enemy mod like requiem legion. The spawn weights on the enemies from this mod is lower then the Frost legion or Bio Division.
Victor de Noir 11 Jun, 2024 @ 8:50am 
Is there a way to modify the game to make it impossible for these units to appear before mission 3 or 4. I am at mission two and the pods consist excursively out of these guys and one or two sectoids which makes the mission unwinnable (I play legendary difficulty). And I know "new mod will make these units spawn more" but strangely this is happening only for this mod and no other mod. Like where are my ice and poison guys? Even if I reinstall the game or reorder the mods these units spawn noticeably a lot.
RustyDios 9 Jun, 2024 @ 3:04am 
If you've added them as a "new mod" to an already existing modlist the game has a native built-in thing where it recognises and 'forces' new enemies into rotation more than 'older' ones. As mod makers there is nothing we can do about this. after a couple of campaigns without any changes to your modlist the spawn-weights will settle down to the values they are actually config'ed as, which are not so bad.
Ehlookatthat! (She/Her) 25 May, 2024 @ 3:40pm 
This goes nicely with Purge Priest mod. Thank
mddziadek 9 May, 2024 @ 11:05am 
Hi, thank you. I play LWOTC with your SHIV mod - work perfect till now :)
Alpha115  [author] 8 May, 2024 @ 8:18am 
@mddziadek I do not play LWOTC, so I have no Idea if it would work. Though from how dangerous fire is in it from what I have heard, the enemies from this mod would probably break things.
mddziadek 8 May, 2024 @ 2:08am 
Work with LWOTC?
Alpha115  [author] 7 May, 2024 @ 6:50pm 
@Iridar I've updated the mod hopefully that fixes the Redscreen issues.
Iridar 7 May, 2024 @ 4:25pm 
Hi. This mod causes some redscreens on game launch. Please fix.
Sinapus 16 Sep, 2023 @ 3:28pm 
Or Mizruti suggested it may have been a lack of a platform for the target to land. So I'll stop panicking now. ;-)
Alpha115  [author] 16 Sep, 2023 @ 2:56pm 
@Sinapus yes, I could see this being a LOS issue. Xcom 2 is not the best at giving you proper LOS information at times.
Sinapus 16 Sep, 2023 @ 2:48pm 
...probably a LoS issue since I just had a Skirmisher able to target a Purge Trooper. Last time it was on a roof in a slums section, this time it's on a balcony in a city ruin.
Sinapus 16 Sep, 2023 @ 1:46pm 
Unless it was some strange LoS issue. I'll see what happens in later battles.
Sinapus 16 Sep, 2023 @ 1:40pm 
It was a Purge Trooper. I am using some Skirmisher mods, so maybe that's what's happening. I'll check later.
Alpha115  [author] 16 Sep, 2023 @ 1:19pm 
@Sinapus, that's an odd bug. In my game I can justice the advent purge units just fine. Obviously you cannot justice the purge python/sectoid since you cannot use justice on their vanilla counterparts.
Sinapus 16 Sep, 2023 @ 9:54am 
Are Purge units supposed to be immune to Justice?
Talon 28 Jul, 2023 @ 4:14pm 
Wierd. I've got 856 mods installed, so its going to take me a few days to narrow down this incompatibility. If you have any gut ideas, let me know and I'll see what I can do.
Alpha115  [author] 28 Jul, 2023 @ 3:44pm 
@talon I use the smoke grenade conceal mod by rusty and if you are using that it probably is not the issue.
Talon 28 Jul, 2023 @ 3:39pm 
@Alpha115 Yeah, I figure. I have a mod that lets smoke grenades conceal people, and another mod that makes throwing grenades not reveal, so its probably one of those two mods, I'll keep you posted once I find the incompatibility.
Alpha115  [author] 28 Jul, 2023 @ 3:34pm 
@Talon All this update did was make the Blind Radius of Darkfog grenades match the same size as the assassin. So probably some other mod you downloaded is the actual problem and not this update.
Talon 28 Jul, 2023 @ 3:26pm 
@Alpha115 Yeah, I have, by itself it works fine. I have a very deep and full modlist I run with, it was a delicate balance of over 800 mods, but now sadly it seems its got an incompatibility... Big sad, RIP playthrough
Alpha115  [author] 28 Jul, 2023 @ 8:41am 
@Talon Really that seems odd. Did you try to load up only the mod with now other mods selected?
Talon 28 Jul, 2023 @ 8:31am 
Ever since todays update, my XCOM will no longer launch with this mod installed. Sad to see it.
Victor de Noir 26 Jul, 2023 @ 11:57pm 
@Alpha115 thanks Alpha, I respect that a lot!
Alpha115  [author] 26 Jul, 2023 @ 10:48pm 
@Victor de Noir Fair, that does look off. I'm working on a fix now, it should be ready in the next day or so.
Victor de Noir 26 Jul, 2023 @ 9:31pm 
@Alpha115 so here is a screenshot of 3 of my guys being blinded by a purge unit. If you look closely my solider is actually beside a lancer (its hard to see, but the lancer is one tile "south" of her) and my solider cant attack him. This only happens with the purge units, the assassin blindness doesn't cause this issue and you can still attack from point blank range:

https://imgur.com/h195C6q

I see that at-least in theory the sight penalty should be the same, but for whatever reason it doesn't work out like that in practice for me.
Alpha115  [author] 17 Jul, 2023 @ 10:53am 
@Victor de Noir

As for the chosen's blind


[XComGame.X2Item_XpackGrenades]
MOUNTAINMIST_GRENADE_BASEDAMAGE=(Damage=0, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag = "", DamageType="")
MOUNTAINMIST_GRENADE_ENVIRONMENTDAMAGE=0
MOUNTAINMIST_GRENADE_SOUNDRANGE=30
MOUNTAINMIST_GRENADE_ENVIRONMENTDAMAGE=0
MOUNTAINMIST_GRENADE_CLIPSIZE=1
MOUNTAINMIST_GRENADE_RANGE=15
MOUNTAINMIST_GRENADE_RADIUS=5
MOUNTAINMIST_NUM_TURNS=2
MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278


vs purge blind

[AlphaPurifier.X2Item_A115PurgeGrenades]
ADV115Blind_BASEDAMAGE = (Damage=2, Spread=1, PlusOne=0, Crit=0, Pierce=1, Shred=0, Tag = "", DamageType="Explosion")

ADV115Blind_RANGE = 10
ADV115Blind_RADIUS = 4

MOUNTAINMIST_NUM_TURNS=2
MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278

They have the exact same duration and sight radius penalty.
Alpha115  [author] 17 Jul, 2023 @ 10:52am 
@Victor de Noir Combat protocol does electric damage, Whiplash does electric damage, Bluescreen rounds will do extra damage same with EMP grenades/bombs.

The purge Cyborg, Purge Commando (FL 14 enemy) can attack up to 2 times a turn. The purge python has 1 free action attack that can disable your weapon but has a 5-6 turn CD, so it can only attack once a turn when the ability is on CD. All other enemies can only shoot once per turn.
Victor de Noir 17 Jul, 2023 @ 10:36am 
@Alpha115 1-2. Ok point taken. 3. Which ones except for the purge trooper cant attack multiple times a turn / cant use multiple potentially damaging abilities per turn? 4. My experience was that my unit was blind I moved point blank to the enemy and did not get the option to shoot it. If I see this again I will send you a video / screenshot. 5. what is electricity? You mean the EMP bullets / bomb and the specialist abilities?
Alpha115  [author] 16 Jul, 2023 @ 2:16pm 
@Victor de Noir


4. The blindness Debuff is the same one as the vanilla Assassin. Its the same code.

5. Purge cyborgs have a few weaknesses you can exploit. They take extra damage from electricity, and if you are 8 or more tiles away their damage reduction does not work. (Most weapons will be effective at 9 tiles away.) They can only be 2 purge cyborgs in a single pod unless you are using DABFL, which will remove the limit on how many enemies can be in a pod.

SpawnDistribution[3]=(Template="Purge115CyborgM1", MinForceLevel=6, MaxForceLevel=8, MaxCharactersPerGroup=2, SpawnWeight=12), \\
Alpha115  [author] 16 Jul, 2023 @ 2:16pm 
@Victor de Noir

3. The only enemy with free action abilities is the Purge Python. Not all of them can attack multiple times in a single turn in fact the ones that do have such abilities have reduced damage.

The purge trooper uses the purge rifle and they can only shoot once a turn.

PurgeAR_T1_BASEDAMAGE = (Damage=3, Spread = 0, PlusOne = 50, Crit = 1, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
PurgeAR_T2_BASEDAMAGE = (Damage=4, Spread = 0, PlusOne = 50, Crit = 2, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
PurgeAR_T3_BASEDAMAGE = (Damage=6, Spread = 0, PlusOne = 50, Crit = 3, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")

the standard purge rifle does not hit that hard. burn can inflict 1-3 damage a turn. So a Max rank Purge trooper can potentially inflict 10 damage in the late game.
Alpha115  [author] 16 Jul, 2023 @ 2:13pm 
@Victor de Noir Ok, So a lot of what you are saying seems like you are a bit misinformed or did not look into certain things.

1. Their spawn weights are lower then standard advent you can see this in the encounter lists. I've mentioned the numbers before in the comments.
2. They spawn to much because they are the latest enemy mod on the workshop until the LWOTC alien pack that just got released no new enemy mods have come out since this mod. The latest DLC thing looks at mod IDs (AKA the latest mod, is based of a mod's id number on the workshop not newest mod installed) which mine was one of the latest ones.
Victor de Noir 14 Jul, 2023 @ 11:18am 
4. I have no idea why the blindness debuff these guys afflict is full blindness and not the same blindness as the assassin inflicts. This ability is far more powerful than stasis for example, as you cant do anything with one or multiple of your guys for more than 1 turn, while they can still shoot at you.
5. The cyborgs are extremely busted for force level 8-10. They have a lot of health and abilities to keep them alive (50% damage reduction for point blank shots? What can I do even if I am on a timed mission and get 2 or 3 of these in one pod?) and to inflict damage, pull your guys out of cover and inflict burn. I don't see what my counter-play in this case could even be. Seems like a force level 15 enemy at-least, unless their damage reduction is at-least halved.