XCOM 2
ADVENT Commander
75 Comments
diabetikebola666 29 May, 2023 @ 10:09pm 
is there something im missing
diabetikebola666 29 May, 2023 @ 10:08pm 
i keep having issues about the files not being loaded saying error detecting attempting to unload of packaging
Bazzy 25 Apr, 2020 @ 8:54am 
I'm guessing this mod is dead, at least for WotC, right?
macelharen 14 Aug, 2017 @ 7:18am 
hiya! might want to check this thread about bloated mod files. =)
elaymana 2 Jul, 2017 @ 2:29am 
not spawning in ez game?
darktoto 25 Apr, 2017 @ 1:05am 
LW 2 compatible ??
hygorct 29 Mar, 2017 @ 10:34pm 
compatible with LW2?
DerBK 11 Dec, 2016 @ 9:14pm 
@Marcus:
No, you just fail at reading mod descriptions. The one of Better Advent, in this case.
Kaldin 3 Nov, 2016 @ 10:31pm 
@Marcus: Do you use A better Advent? If so, there was a supplementary mod you need to use...it was All the Enemies or something like that, not sure anymore.
Marcus 3 Nov, 2016 @ 1:52pm 
I HAVE FOUND THAT THIS MOD STOPS REINFORCMENTS FROM APEARING IN THE GAME, YOU ONLY GET THE DROP SHIP FLYING IN AND THE RED BEACON MARKER.WHEN THE MOD IS DIABLED THE SAME LOADED SAVED GAME WORKS WITH THE TROOPS APEARING. SO HAVE HAD TO DISABLE THIS MOD FOR NOW.
Xeraphale 11 May, 2016 @ 4:34am 
Is there an ETA on the re-working of this mod?
Captainbeastfeast (Rat-ee-JiK) 18 Apr, 2016 @ 10:11am 
Please could you consider making the first action of advent officers 'call reinforcements' as well?
I'v been waiting for a mod that makes them call renforcements. Perhaps for balance reasons you could make it so that only advanced and elite oficers do this as their first usable action? I don't have the knowledge/ skill to do this yet.

Thanks
Xeraphale 30 Mar, 2016 @ 2:20pm 
Nice one, cheers!
Farkyrie  [author] 30 Mar, 2016 @ 2:17pm 
@Xeraphale So I think the problem was that my Commander AI had the same name for calling reinforcements as the Call Reinforcements mod, so it would try to use my Call Reinforcements ability for the Captains which is different. I changed my Reinforce name so it should work now.
Xeraphale 30 Mar, 2016 @ 2:01pm 
Hi Farkyrie, I'm not 100% if it's this mod, but I have noticed on a couple of occasions that the Advent Captains have stopped calling for reinforcements and it seems to have coincided with your Commander mod gaining the ability. Is it possible you have broken something? I have also added the Improved AI mod too, so i suppose it could be that.
aquamantor 30 Mar, 2016 @ 12:12pm 
Understood. Alpha striking the hell out of this guy from now on.
Farkyrie  [author] 29 Mar, 2016 @ 8:01pm 
@aquamantor Yes even if you don't have Call Reinforcements mod, the Commander will still call reinforcements.
aquamantor 29 Mar, 2016 @ 6:29pm 
So just to be clear: The update made him work with the Call Reinforcements mod. But if you just have this mod, he won't be able to call reinforcements on his own?
Farkyrie  [author] 28 Mar, 2016 @ 2:12pm 
@cow99 It is done, the ADVENT Commande will now be able to call in reinforcements.
Captainbeastfeast (Rat-ee-JiK) 28 Mar, 2016 @ 12:32pm 
check this mod out on the workshop:
ADVENT Officer - Call Reinforcements
Captainbeastfeast (Rat-ee-JiK) 28 Mar, 2016 @ 12:31pm 
thankyou, if you could mke him call reinforcements as his first action that woul be great. Couldn't get it to work with the advent officer reinforcement mod.
Farkyrie  [author] 28 Mar, 2016 @ 12:24pm 
@cow99 I'll work on it.
Captainbeastfeast (Rat-ee-JiK) 28 Mar, 2016 @ 11:05am 
can you make him call in reinforcements?
Deadput 24 Mar, 2016 @ 10:12am 
@IceMaverick Oh thank you for pointing that out did not know that button was there.
IceMaverick 24 Mar, 2016 @ 9:49am 
@mirageandjazz1197, You can just open the changelog tab under the thumbnail, but here you go:

**BIG UPDATE**

Stat Changes:
-Reduced HP by 1
-Reduced Armor by 1
-Reduced Defense by 5
-Reduced Dodge Rating
-Reduced Innate Crit Chance by 5
-Reduced Aim by 5
-Reduced Base Damage and Grenade Damage by 1
-Increased Will by 25

Visual Changes:
-Darkened the blue part of the armor.
**Replaced the viper rifle with a retextured version of the Advent Mag Rifle with recolored projectiles and a new firing animation.
**Replaced Frag Grenade with Plasma Grenade

-Gameplay Changes:
**Removed Mark Target
*****Added Commander's Mark(+10 Aim +10 Crit +50% Damage to allied advent units shooting at the marked target.
5 turn cooldown
costs 1 action point but consumes all action points

AI Changes:
-Commander will always mark a target on its first action.
-Commander will now use Energy Shield(Was not working on previous version)
Deadput 24 Mar, 2016 @ 8:53am 
Ah cool you updated this!

What has changed?
Kaldin 9 Mar, 2016 @ 9:59am 
Hybridon...IceMaverick posted it directly below you... :steamfacepalm:
Kanan 9 Mar, 2016 @ 9:05am 
Dunno if you have seen this, but Id recommend taking a look at this reddit thread that shows how to get rid of unecessary files in XCOM 2 mods that only make it harder to load:

https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/
IceMaverick 2 Mar, 2016 @ 12:14pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Omni-Gawker 1 Mar, 2016 @ 10:47am 
Think you can make this compatible with the Captain's reinforcement Mod?
Minim 28 Feb, 2016 @ 3:45pm 
Could use some camo if you plan to use that color :)
MrShadow 27 Feb, 2016 @ 10:55am 
I've noticed that most that are creating new advent types are going with these bright neon or pastel colors. Not sure why or even how to change colors myself but yeah I agree that the color choices have not been all that great.
TomCat86 26 Feb, 2016 @ 7:00pm 
darker blue armor would be nice, way too cartoonish for this game
mediumvillain 26 Feb, 2016 @ 5:41pm 
I noticed when this guy is mind-controlled his grenade has 'missing' tooltip text. I think the color looks fine (besides the lighting on his face), it's not any brighter than Advent red. Also: seconded, the ability to call reinforcements would be a great addition to this unit. And skullmining.
Ouroboros 24 Feb, 2016 @ 1:52pm 
I agree with ViperSS, so bright armor a little ruins dark atmosphere that some of players try to build :)
Viemärirotta 24 Feb, 2016 @ 7:04am 
The armor looks a bit too bright, can you like make it a darker blue?
OHM 22 Feb, 2016 @ 12:48pm 
Would be great if you could add the "Call for reinforcement" ability mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626617018&searchtext=)

I haven't the time for modding atm so I'm getting you good peeps to do it for me... ;-)
MrShadow 19 Feb, 2016 @ 12:26pm 
Have a request. Could you make a tutorial showing step by step how you made this mod, please?
Kazoot 19 Feb, 2016 @ 8:30am 
So this is a pretty cool mod, but there's a small problem with it. At the very last stages of the game (ie with the best of the best equipment) this guy completely replaces Advent Officers, and he can't be skullmined. This wouldn't be a problem if I didn't rely on those guys for facility leads most of the time lol. I have no idea how this can be remedied, but I thought it should come to your attention.
UraniumOverdose 16 Feb, 2016 @ 4:23pm 
Very cool, always looking for variety in enemies. I am hoping someone will bring back the elite mutons from the late game of enemy within. I would argue that a pod those guys were tougher than Sectopods.
Farkyrie  [author] 16 Feb, 2016 @ 11:50am 
@DarKeng The blue lights inside his helmet, makes his face look blue.
Darkeng 16 Feb, 2016 @ 7:47am 
He have blue face? Lol)
Arkan 15 Feb, 2016 @ 4:31pm 
We could make a variant of this Mod. Where killing this new Advent Commander, grants l00t drops. :dipaddle:
Poker Penguin 15 Feb, 2016 @ 12:46pm 
so im assuming this is compatible with Centurion Muton Mod? Also what are the rewards you get when you kill one? Do you get a default Advent officer body like how the Muton Centurion mod works?
Weebos 15 Feb, 2016 @ 12:08pm 
Finally faced these guys, brutal!
NopeTooFast 15 Feb, 2016 @ 5:39am 
i wondered why certain guerilla ops were making my game crash...
kmasterofchaos 15 Feb, 2016 @ 3:20am 
i havent met him once
Farkyrie  [author] 15 Feb, 2016 @ 2:09am 
@InfinityArts It should be fine now, I just tested it and it works.
Farkyrie  [author] 14 Feb, 2016 @ 9:03pm 
@InfinityArts Thank you. I will sort it out immediatly.
InfinityArts 14 Feb, 2016 @ 8:52pm 
I ran into a couple crashes with this mod installed.

After building the shadow chamber, selecting any operation with the Advent Commander as a possible spawn seemed to crash the game. Maybe this has something to do with the UI not knowing what to list the unit as in the mission-preview screen? Removing the Shadow Chamber lets me select missions again.

That may not even be it, but I definitely stopped crashing after I disabled the mod and tested with the Ignore Missing Content mod. Just letting you know.

Cheers.