XCOM 2
PLAYABLE ADVENT - OBSOLETE/UNSUB
380 Comments
VR Alfons 24 May, 2020 @ 1:13pm 
Sad that this version is dead and has been abandoned. Main selling point were the basic ADVENT forces, not only the aliens. Sure, one could say "but you can use Dor's armor mod", but no thanks. There is something special about being able to play the original ADVENT units. Hopefully someone makes a new version of it, someday.
gussev79 3 Oct, 2018 @ 9:01am 
Does this mod conflict with playable aliens mod for LW2
KitKat 15 Jul, 2017 @ 2:35am 
Is this mod still usable with the latest version of the game? And will it come into conflict with the playable aliens mod? I know that this is basically the older version of playable aliens, but I really would like to add advent troopers to my squads :P
OverlordMGC 23 Jun, 2017 @ 11:37am 
Can i still use this mod?
Kriiden  [author] 13 Mar, 2016 @ 1:44pm 
Ok, sorry that took so long. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=644076161

It will be made public in just a moment. This is the same update that is on the Nexus, except with a broken Berserker (details are in the description).
Kriiden  [author] 13 Mar, 2016 @ 1:14pm 
That was me, sorry Decade, still trying to upload pictures and stuff.
The Next Decade 13 Mar, 2016 @ 1:03pm 
And the new Workshop version disappeared again.
SunscorchedCalvin  [author] 13 Mar, 2016 @ 11:08am 
This mod is now redundant, latest update coming to steam workshop in roughly and hour
Kriiden  [author] 12 Mar, 2016 @ 1:16pm 
The authors are currently working on getting a new surprise addtional (albeit, probabbly VERY buggy and unbalanced) alien into the game. Now, if Modbuddy would just cooperate. >.>
SunscorchedCalvin  [author] 12 Mar, 2016 @ 12:14pm 
comments section
Servant of CTan 12 Mar, 2016 @ 11:54am 
Where would be the best place to leave suggestions here on steam, in the comments section or in the disscussion?
Kriiden  [author] 11 Mar, 2016 @ 10:30pm 
Sgtcal10 has said that he leaves this up mostly to just answer questions and comments, as well as view suggestions.
The Next Decade 11 Mar, 2016 @ 7:36am 
@Legion Prime (Mu Birthday!) The ACTUAL and current version of this mod is on Nexus due to a few Steam Workshop messups, and it's much more balanced than it looks at the first glance. And they're not just reskins, with proper unique abilities.

Though I agree, it really needs a video.
Kerensky 10 Mar, 2016 @ 6:50pm 
Hoping to see this show up with the Workshop update soon, I'm very curious to give it a try next playthrough!
Salt 10 Mar, 2016 @ 2:45pm 
@BIISSP I never even knew about Advent Spliced untill now, i've been wanting a mod like that for a LOOONG time, I have you to thank :D
Servant of CTan 10 Mar, 2016 @ 7:01am 
This suggestion is for DavidAllen; sorry I tried to log into the Nexus forums, but it just keeps giving me the "Failed to load the page" error; so I figured this was the best place to post my idea.

Anyway, you were asking for suggestions on how to manage the skill trees for the various aliens, and you mentioned possibly adding the Beserkers as playable options. What if instead of having both the Muton and the Beserker as playable units (and having to come up with two skill trees for them) why not make the Beserker one of the Muton's skill lines, in essence combining the two alien types? This might be a little difficult coding-wise, but maybe you have it so that the game would lock out one side of the ability tree with "Tactics" and the other with "Brutality".
Servant of CTan 10 Mar, 2016 @ 7:01am 
Picking the Tactics line will prevent the selection of the other skill line, but let the Muton remain as a regular Muton with the capability to use cover and grenades, maybe eventually going into something like the Muton Centurion mod from the Long War guys.

Picking the Brutality line will lock out the Tactics tree, but will make the Muton into a ferocious melee combatant, with increased health and other Beserker abilities, like enrage.

Lorewise it would make sense since Beserkers are just 'roided' up Mutons anyway. XCOM could just be implementing their own form of combat drugs and enhancements to turn the Muton soldiers under their command into bloodthirsty killing machines.
BlISSP 10 Mar, 2016 @ 3:29am 
@sgtcal10 and if you planed to add the sectoid , you cans see with the creator of the mod "Villainous Visual Variety" too for customization :D
BlISSP 10 Mar, 2016 @ 3:25am 
@sgtcal10 could you see with the creator of "advent spliced" mod to add his viper customisation to yout mod ? it could be awesome to customize vipers ! <3
Xeraphale 9 Mar, 2016 @ 11:35am 
So, is it to be assumed that it will have AI and it's abilities won't come from proving ground/engineering buildable items? I was hoping for something akin to, but more advanced than, the Long War SHIVS. Well, either way is fine by me as long as we get new toys to play with.
SunscorchedCalvin  [author] 9 Mar, 2016 @ 11:27am 
Not currently, that will be added when i am happy with the mec's skil tree
Xeraphale 9 Mar, 2016 @ 5:17am 
Maybe this has been asked before, but I don't fancy wading through the entire discussion... Is there an alternative version of this which just adds a MEC, other than the obsolete one? And if there is, is the MEC gated behind research and construction costs rather then just a simple "add it to the roster"?
Kriiden  [author] 8 Mar, 2016 @ 1:12pm 
Also, anyone who is Interested, DavidAllen from nexus has started a topic where people can talk and give feedback, for those of you who don't use steam. http://forums.nexusmods.com/index.php?/topic/3879390-playable-advent-mod-details-feedback/
Kriiden  [author] 8 Mar, 2016 @ 12:20pm 
@Elite0087, Sgtcal10 hasn't has a chance to upload a public version of the mod on steam workshop. It is on nexus. Your pretty much right when you said this page is just being used for updates at this point. When he uploads a new version, he will take this one down, due to modbuddy giving him issues with the publication ID.
루시퍼 8 Mar, 2016 @ 6:44am 
played 0.6.1
there is spawn bug when i play with advent unit.
this is not sure but i think it has problem on council mission
https://steamhost.cn/steamcommunity_com/profiles/76561198083874347/screenshot/308866595059525570
Salt 7 Mar, 2016 @ 7:04pm 
@Servant of CTan I haven't had this issue, but that may be because I have a mod called "All Soldiers Gain XP" or something along those lines, It's wonderful not having an entire army of rookies.
Servant of CTan 7 Mar, 2016 @ 6:48pm 
I'm not sure if anyone else has run into this, but my alien troops as well as my regular XCOM forces don't seem to be leveling up anymore.

A rookie will get to a squadie on their first kill, but I've just had my squadie sharpshooter go through two missions getting a kill on a sectoid on the first one and then an advent trooper on the second one and he's gotten no level up off of it.
Salt 7 Mar, 2016 @ 1:29pm 
@dave Just an idea, but if animations for aliens (Not the Advent soldiers) were added, I think a Halo style drop-pod would be cool.
Salt 7 Mar, 2016 @ 1:26pm 
@Tyto You need the Nexus version (Or I think there is a completley seperate new mod on the Workshop, I have no clue) for this to work. I think this page for the mod is just being used as way to announce updates at this point.
BlISSP 7 Mar, 2016 @ 12:39pm 
@dave the crash do not happen everytime i play with a chrysalid, but freezes , and lag, yes... another thing , when one of my chrysalids kill someone , i think the chrysalid egg apear as a invisible object.. becaus i can target it (like an enemy) with close combats weapons ... and when i do , my soldier just run where the object was suposed to be, and deal domages in the empty place , and the dommage tip apear --' if this can help you to fix the problems with chrysalid mecanics :D anyway, even if i don't play more with chrysalids , i really enjoy your mod , nice work ! :3
Tyto 7 Mar, 2016 @ 10:41am 
@Elite0087 Steam workshop, do I need to start a new game for it to work?
davea 6 Mar, 2016 @ 7:38pm 
@ BIISP, I am concerned that your game is freezing with Chryssalids. I have not encountered that. If you save a game with Chryssalids and restore it, does it freeze each time? I have noticed a "pause" of like 10 seconds occasionally but nothing worse than that.

We could definitely use somebody with animation skills to work on a few things. The game designers clearly weren't thinking of having these aliens do things like drop from ropes out of the skyranger.
BlISSP 6 Mar, 2016 @ 6:55pm 
hi there!
you did a amazing work :P

But there some problems with the crysalids :/ first , the baby chrysalyds didn't work :'( (but you say it ^^ ) and sometimes the model of the chrysalid just freeze, and after few minutes in game (the model freeze, do the animation for move , then freeze again) my game chrashed :/

anyway, ty for your job, and continue do your best !
Servant of CTan 6 Mar, 2016 @ 6:36pm 
Also one other thing, is this mod compatable with the deployable advent turrets mod?

I was wondering if I could include automated sentry guns in my fight agains the alien oppressors lol
Servant of CTan 6 Mar, 2016 @ 6:25pm 
I have a quick question about the mod. I've downloaded the corrected version and have it working, yay playable vipers and mecs so far! One thing I have noticed though, is that my Viper unit doesn't seem to be getting XP or utilizing her starting skill of return fire. The save I am using now is from before when the corrupted version of the mod was up on Nexus.

My question is do I have to start an new game as those things I mentioned are an obvious break in the game, or are they not fully implemented yet in this version of the modification?


I am loving the mod so far and thank you to everyone involved in the making of one of the better gameplay mods I have encountered for XCOM 2 :steamhappy:
Kriiden  [author] 6 Mar, 2016 @ 3:31pm 
I can vouch for Dave. He's also credited in the mod. He created that discussion specifically to discuss the mod's various bug's and features on the Nexus. Just a note to all the steam users who avoid the Nexus: A lot of the work was done by Dave, and I'd think gtcal10 would agree when I say he deserves a significant amount of credit.
davea 6 Mar, 2016 @ 2:43pm 
SunscorchedCalvin  [author] 6 Mar, 2016 @ 1:15pm 
Fix Uploaded, new steam version coming soon
The Next Decade 6 Mar, 2016 @ 1:06pm 
To everyone who's waiting, the fix has been uploaded.
The Next Decade 6 Mar, 2016 @ 12:47pm 
Well, that's sad. I made quite an epic looking team before I encountered that dead AI problem... But that's the price for getting to have Sneks on your team!
Kriiden  [author] 6 Mar, 2016 @ 12:46pm 
The next Decade: I never encountered that. But yes, you need to start a new game.
The Next Decade 6 Mar, 2016 @ 12:33pm 
Okay. Would we need to start a new game after updating from the corrupted version? Also, it sure was corrupted, because it SOMEHOW managed to completely turn off the AI of ALL enemies. They didn't even move.
Kriiden  [author] 6 Mar, 2016 @ 12:29pm 
Ok, so little update guys: Due to no fault of his own, Sgtcal10's upload to the nexus...got corrupted. I just got a new version to test, and everything is working! (Mutons and chyr's and snexy snekes, OH MAI!) A new update should be coming shortly (no idea of the time frame. It will be a different file, due to mod buddy issues Sgtcal10 has been having)
Kriiden  [author] 6 Mar, 2016 @ 11:07am 
Servant of CTan, you should just need the original mod.
Servant of CTan 6 Mar, 2016 @ 10:59am 
I got the game to run with the new version from Nexus, and I have killed and done the autopsy on the Vipre and I have the proving grounds built, but I'm not seeing the project for the viper conversion.

Do I need the 0.6 AND the 0.5 version of the mod? Is there a step I am missing in how to recuit the aliens? Any advice would be most apreciated. :steamhappy:
The Next Decade 6 Mar, 2016 @ 9:30am 
@Hive tyrant JC - You have to download it from Nexus. The version that's on here is extremely outdated.
Hive tyrant JC 6 Mar, 2016 @ 7:39am 
Ok I have downloaded the mod on steam and I have made sure to enable it before starting xcom 2 and even started a new game. Could someone tell me where and how I can get advent troops, I have bodies and the proving ground what else do I need?
Servant of CTan 5 Mar, 2016 @ 2:01pm 
Okay, I've added the Mods folder to my directory, and then added the PlayableAdvent folder (not the zipped version), but every time I try and start the game, even with all the other mods turned off, it crashes.

Did I miss a step somewhere?
Servant of CTan 5 Mar, 2016 @ 1:39pm 
@The Next Decade

Thanks for the help.