XCOM 2
Additional Dark Events
250 Comments
Jino 18 Mar, 2023 @ 1:13pm 
This mod don't work with WOTC go check this one from the same creator for a WOTC version https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134626178
Vox 19 Sep, 2021 @ 2:41am 
playing this with WOTC and can confirm that whenever the hunt avenger/avenger watch is about to activate, the game stutters and crashes to desktop. was really hoping for more avenger defense as the mission is really fun, but there doesn't seem to be a mod for it that will work with WOTC
Lanko 6 Jul, 2021 @ 4:43pm 
So, how is this working 1 year later? Bugs got fixed?
Farakill 6 Sep, 2020 @ 1:21pm 
I just learned I am having the same issue with it crashing on skyranger after mission complete. Glad I'm not the only one. Needs fixing if so.
afterthought.btw 27 Jul, 2020 @ 5:34am 
Hmm, this mod appears to be at least partly the cause of a crash I was getting. Game crashed to desktop with no warning at a certain point on geoscape. Managed to identify this mod as the root of the problem by bifurcating my absurd number of mods until the crash wasn't repeated. Took this out of the mod list and crash went away. Happened when the Advanced UFO Hunter event was due to spawn.

May potentially be related to one of my other many mods, although the advanced mod launcher gave the list the all clear. Not sure what else I can do to narrow down the problem - can try if you'd like.
廣東陳奕迅 10 Feb, 2020 @ 5:23am 
I am wotc version,and maybe mod conflicts.
廣東陳奕迅 10 Feb, 2020 @ 5:20am 
the UFO watch event cause my game crashing.... after finishing a mission with this dark event exists,the game crashes while loading the mission completed board
Thaleras 22 Jan, 2020 @ 5:25pm 
It appears that this mod is the source of a crashing bug I was having where the game would CTD every time I tried to load to sky ranger after mission end. Funny thing is I manged to go through 30 odd missions in this campaign before it crept up. Had to incrementally go through each mod to find the problem. No idea why, was a supply raid.
Clusiv 20 Aug, 2019 @ 9:44pm 
Started this up on a new game in WOTC, doesn't seem to be giving me any of the added dark events
TooT_PikK 16 Aug, 2019 @ 1:40pm 
I am using this on WOTC and so far no problems.
bullyforme01 15 Jun, 2019 @ 12:29pm 
this work with wotc as im having crashes with this mod?
Laharl 1 Feb, 2018 @ 9:38am 
Does this work with your Easier War mod for Dark Events?
Brakkey Gurdy I 11 Sep, 2017 @ 7:44pm 
I look forward to your WotC port.
Dęąth Viper 2 Sep, 2017 @ 10:04am 
you really dont need for WOTTC. they have soooo many new dark events it would be too much
Rationality 2 Sep, 2017 @ 4:56am 
Is this wotc compatible?:steamfacepalm:
Ramlrm 29 Aug, 2017 @ 6:50pm 
Is this wotc compatible?
きつね 30 Jul, 2017 @ 8:52pm 
Damn, must be due to something else, thanks for the answer tho :)
RealityMachina  [author] 30 Jul, 2017 @ 7:24pm 
Yes this has been patched out, the current code checks if the unit it'll give a mindshield to is robotic: if it is, it's considered invalid.
きつね 30 Jul, 2017 @ 4:14pm 
Getting the same prob as afterthought, was this patched out in June? - Trying to figure if it's this mod doing it or another
Dęąth Viper 20 Jun, 2017 @ 9:21am 
mr willy yes but you have to have mcm to choose which are always on otherwise it will be impossible to win
Willy "Big John" Helldiver 20 Jun, 2017 @ 8:58am 
Would these work with Permanent Dank events?
afterthought.btw 21 Mar, 2017 @ 8:27am 
Awesome! That was quick. Thanks :)
RealityMachina  [author] 20 Mar, 2017 @ 1:23am 
That would make sense considering how hacking applies the same stunned/mind control effect, it just gets renamed cosmetically for robotic units.

I'll try to fix it later today.
afterthought.btw 19 Mar, 2017 @ 9:28am 
I think - but am not 100% sure - that the mindshielding event here is causing a bug in my game. Some of the mechanised units have become seemingly immune to haywire protocol. You can try to hack them, and succeed at either hack or stun, but nothing happens. You can even 'control all mechanised units' in a mission via a lampost, but yet *not* control them. My guess is that MECs, drones, Sectopods etc are being given mindshields, and that somehow that means they are protected from hacking as well. I'm unsure how to validate my guess, though.

This then causes additional havoc if you are playing LW2 and have Trojan on your specialist. I hacked a sectopod (except, of course, I didn't hack it) and it immediately was trojan-ed except rather than taking damage, it was immobile for the entire mission.

In my current play through this is the only DE that has thus far slipped past me, and I don't think this happened before the DE so it would seem to make sense.
Dragonlord 17 Mar, 2017 @ 4:38pm 
Yeah be aware and don't use this in lw2 it destroyed my campaign when the advent got PERMANENT incediary rounds at the 2nd month.... Kinda sick...
Andala_Boromir 26 Feb, 2017 @ 11:44am 
Since in lw2 many dark events are now permanent and can be hard to counter because they have to be discovered first and can spawn in undiscovered regions (meaning they cannot be countered). I'm thus wondering how this is playing out. I like the idea of more variety but just more uncounterable events, less fond of that!
N*rd 7 Feb, 2017 @ 7:12am 
Long war 2 compatible?
Dragon32 2 Jan, 2017 @ 3:08am 
@IceMaverick:
I think it was:
Latest Update
Fixed Avatar Surge still having infinite duration, Alien Worm and Avenger Watch no longer erroneously marked as tactical dark events.


Although it is a shame that RealityMachina has abandoned updating the Change Notes for his mods.
IceMaverick 1 Jan, 2017 @ 10:52pm 
Mind giving a quick note on what the Jan 1st update was? Don't want to install mod updates without knowing what changed, even if it's just minor bugfixing.
Dragon32 1 Jan, 2017 @ 9:19am 
Is the Avenger Defence spawned from the Advanced UFO Hunter Dark Event a unique mission?

I had one the other day and was limited to a squad size of 6 (I'm running mods to change that to a maximum of 8, as I'm a wuss) and -bg-'s "Increase Max. Active Soldiers on Avenger Defense" mod wasn't having an effect (set that to 12, see above) as I only got one trooper as a reinforcement.
76561198049919792 1 Jan, 2017 @ 7:32am 
ModAchievementSystem.chn Chinese garbled
76561198049919792 31 Dec, 2016 @ 1:41am 
Compatible ABA2?
Dragon32 10 Nov, 2016 @ 10:39am 
@RealityMachina:
Thanks for replying :) My word, there's a lot of stuff in there. Think I got to about line 12000 and realised in-game I'd just reached the Avenger screen. That's a lot of screen listeners saying "Nope, not this screen"
Dragon32 9 Nov, 2016 @ 11:42am 
Because I'm a rock'n'roll guy I've been looking at my launch log and noticed 15 instances of this message right near the top. Had to edit the entrybecause commenting here is rubbish. No idea if this is an issue or not..?

[0010.55] Error: Redscreen: ImportText (MissionSchedules): Duplicate key index in: (ScheduleID="Guerilla_D2_Standard", MinRequiredAlertLevel=2, MaxRequiredAlertLevel=2, IdealXComSpawnDistance=44, MinXComSpawnDistance=40, EncounterZonePatrolDepth=4.0, PrePlacedEncounters[0]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=18.0), PrePlacedEncounters[1]=(EncounterID="OPNx2_Standard", EncounterZoneOffsetAlongLOP=4.0, EncounterZoneWidth=6.0), PrePlacedEncounters[2]=(EncounterID="OPNx2_Weak", EncounterZoneOffsetAlongLOP=-10.0),
<snip>
EncounterZoneDepthOverride=48.0, EncounterZoneOffsetFromLOP=10.0, IncludeTacticalTag="DarkEvent_PermanentAvatar"), )
Criticopulus 11 Oct, 2016 @ 3:36pm 
I'm not sure where else to post this since Google has been zero help, but I believe something is up with this mod because after a certain point in the game any Dark events not countered will fail to activate at all.Like wait for 3 months and be on the same roster of Dark Events with the exception of the one I can counter.

The reason why I'm posting this here is because while I use a fuckton of mods, none of them touch dark events(officially at least).

And it's definitely not a vaniila bug so this is somehow probably the culprit. Events trigger just fine in the beggining. In both campaigns that this has happened, Show of Force was a common option on the roster of events. Any ideas? I love your added dark events and without any of them going off, not even the vanilla ones the game is really too easy
Dragon32 7 Oct, 2016 @ 9:12am 
@eduardokopik:
"NOTE: Requires a new game for new dark events to take effect."
Edward K 6 Oct, 2016 @ 5:56pm 
does this affect old game saves? using on one and can't tell if RNGesus is just messing with me or not
Gabrilos AI 9 Sep, 2016 @ 5:10pm 
I loved the random XCOM soldier opinion on the Dark Event hahah
Sense 7 Sep, 2016 @ 7:49pm 
I downloaded this mod just because of the 5th image.
Atheran 18 Aug, 2016 @ 7:27am 
Ok... After a long time I decided to start a new campaign. I used to love this mod but since I stopped playing and went modding only, we got reports that it had problems with ABA.

DerBK tells me you added an option to disable the events that had the problem so now I'm really happy I can use this again. Could you tell me what I have to do for it? Because I didn't see anything
Eduardo 17 Aug, 2016 @ 12:22pm 
Does this mod support mod achievements?
Zigg Price 31 Jul, 2016 @ 11:47pm 
Really? No antithesis to the activatedarkevent command? Lame. Not sure how I'm going to handle that, then. Might have to just turn on unlimited actions and shoot them all until they are dead, and then continue the mission from there. Thanks for the hotfix, though. Having this occur once is enough :p
RealityMachina  [author] 31 Jul, 2016 @ 9:41pm 
There is no command to kill a specific dark event, unfortunately. You're gonna have to cheat the old fashioned way with invincible troops right until the pod that shouldn't be there has died. :V

(Alternatively if you still have a save before the recent round of dark events, let me hot fix this mod /real/ fast to fix the issue.)
Zigg Price 31 Jul, 2016 @ 8:53pm 
HA! So, only have two regions contacted. So out of the two selections, Overwhelming Force was not a choice to counter. So, any chance you can give me the name I would have to put in the string for the console command to kill the Dark Event when it completes? Because I am still on Ballistics, so there is no chance I can take one Sectopod, let alone 3 or 4 for an entire month :p
Zigg Price 31 Jul, 2016 @ 6:51pm 
I had that notion when I saw it come up. Sure hope I succeed on the Guerrilla Op that counters it! LoL.
RealityMachina  [author] 31 Jul, 2016 @ 6:15pm 
@Anomaly of Awesome

...it occurs to me that the sectopod at the end of Shen's Last Gift would probably count as "XCOM has encountered a sectopod in the field!" as far as the game is concerned for the requirement Overwhelming Force has (that is, you've met a Sectopod in the field before it's allowed to appear. )

So I'll probably have to add in a X months have passed check to make sure it doesn't fire too early.
Zigg Price 31 Jul, 2016 @ 5:14pm 
So, got Overwhelming Force as a possiblity in April (month 3.) Uhhh...is that intentional?
flashfireball 26 Jul, 2016 @ 6:32am 
the two mods are working fine for me loded this one in the midle of my run and no problems yet.
Zigg Price 1 Jul, 2016 @ 6:50pm 
Rather than deleting the mission.ini file from this mod, is there not a way to merge the two documents, so that they are able to work together with ABA's pods mods?
Ser Lancelot 29 Jun, 2016 @ 7:05am 
Mod-free: all good
Kicked it up with mods WITHOUT ADE: all good
Kicked it up with mods WITH ADE and no config edits: all good

I'm starting to think that the information DerBK gave out in regards to making ADE compatible might be erroneous?

I've run 5 separate test campaigns and all Dark Events showed up fine.