XCOM 2
Extended Dark Events [Vanilla]
83 Comments
altskop  [author] 4 Jan, 2019 @ 6:00pm 
@Atlantean_king Unfortunately, there is not.
Atlantean_king 4 Jan, 2019 @ 11:05am 
is there a WOTC compatible version of this?
silverleaf1 25 Jun, 2018 @ 2:35pm 
Some players might like some, but not all, of the events. Adding mod config menu support to the mod would allow players to choose which events suit their needs. Also in the case of some kind of bug only the one event can be disabled.
Deadput 19 Jan, 2018 @ 9:41am 
@luis.mendez6 Does it look like the author works on this mod to you?
Sir Luis 12 Jan, 2018 @ 9:39pm 
i wish there was more events
altskop  [author] 10 Sep, 2017 @ 9:04pm 
@Krats, sure thing! Go to %STEAM_FOLDER%/steamapps/workshop/content/268500/652169373/Config/XComDarkEvents.ini and change the variable ThatsJustBullshit to True . This will not take the Dark Event off your active dark events list, but it will negate its effects: namely, no enemy units will receive the Squadsight ability.
Orpheus 10 Sep, 2017 @ 6:52pm 
Sorry for off-topic question, a bit desparate.

I made the mistake of using perma-dark event option and now I have "lost" on every mission and the game has become a chore to play. I have "between-the-eyes" and 1shot them... they just increase turn times and lag my game. Can I remove them perma event somehow?
RainingMetal 7 Sep, 2017 @ 2:34pm 
Some of these have been added in WotC in one form or another. I'd still like to see the others make a return for a future update.
altskop  [author] 15 Oct, 2016 @ 5:14pm 
Got it, thank you for the information. I'll have a look into it.
FrUnit7 13 Oct, 2016 @ 10:21am 
Thanks @AltSk0P
Accented characters seems to have been lost in both translations files uploaded. They were all replaced by a question mark symbol (?). Probable encoding issue somewhere.
altskop  [author] 12 Oct, 2016 @ 4:10pm 
Sorry for not being clear.
The Classic Mode variable applies to both Events. The Bullstuff variable only block Permanent Squadsight from affecting your gameplay, temporary will still work.
Your example is correct.

I thought giving people an option would suffice. Not sure what to do with the flavor text just yet, as it can't be changed depending on a variable. I will probably think of a better description soon.

Also, forgot to mention: I've included the French and Spanish translations made by @Papas con mojo and @FrUnit7 into the mod. Really appreciate your work, guys. All the credits for those go to you.
Dragon32 12 Oct, 2016 @ 11:00am 
Hey AltSk0P. The new INI variables ("EDE_PS_ClassicMode" and "EDE_ThatsJustBullstuff"). Do those apply to both the temporary and permanent Squadsight Dark Events?

Or if, for example, I set "EDE_ThatsJustBullstuff" to true the temporary Integrated Comms Dark Event (bDEIntegratedCommsEnabled) will still trigger but the permanent one (bDEPermIntegratedCommsEnabled) will not.

Apologies for being dense.
Poker Penguin 6 Oct, 2016 @ 1:52pm 
I kinda like it how it is, call me a masochist, but i think if makes them in general more of a threat, but thats just me.
Dragon32 6 Oct, 2016 @ 8:56am 
I think an ADVENT Officers-only perk seems like a good compromise. Maybe the Dark Event flavour text would need to be altered though.
altskop  [author] 6 Oct, 2016 @ 6:45am 
I'm still going to wait a little more, but I just think this might be the best option to make the event less punishing without turning it off completely.
=[NK]= Col. Jack O'Neil 5 Oct, 2016 @ 4:58pm 
Lol alt, it wasn't much of a poll, with only me giving input! Still it's a good idea.. Although maybe just having captains doing it isn't enough of a deterrent for the dark event? I dunno.. Sorry I'm not very helpful!
altskop  [author] 5 Oct, 2016 @ 7:58am 
@Prominent Empoleon of the South, it shouldn't at all.

@=[NK]= Col. Jack O'Neil, alright, then the officers only it is then.
Poker Penguin 4 Oct, 2016 @ 5:43pm 
Does this conflict with anything that mods the advent units themselfs?
=[NK]= Col. Jack O'Neil 2 Oct, 2016 @ 2:11pm 
Officers only might be an idea :)
altskop  [author] 2 Oct, 2016 @ 1:38pm 
What do you think would make it better?

I personally played 2 campaigns with it already and in process of beating 3rd now. I haven't had that much trouble with this event myself, but based on the amount of people complaining my guess is it might be a little OP then.

Should I completely disable it by default or make a 50% probability of the perk to appear? Maybe you would like only Troopers or Officers have it?

I would really like to know your thoughts about it.
AnorexicTiger 1 Oct, 2016 @ 10:16pm 
As much as I like the permanent squadsight Dark Event, it's massively broken in that every ADVENT pod, even unactivated ones, on "defend relay" missions can attack both the squad and the relay. I lost a full squad in one turn to ADVENT troopers that I hadn't even seen yet, and when I tried the mission again the relay was gone in two turns once they started shooting at it (I stopped playing Ironman a long time ago, in case things like this happen).

I haven't encountered the temporary version of this Dark Event yet, but I assume the case is the same. It's a shame that I can't keep that Dark Event in future campaigns, I really like it otherwise.
Dragon32 17 Sep, 2016 @ 2:50am 
@123Nick:
I'm using both (although the Casual edition currently) and haven't noticed any problems. You'll only see the new Events with a fresh campaign though.
123nick 16 Sep, 2016 @ 9:18pm 
randomkeith 29 Aug, 2016 @ 6:37am 
Had a non active squad shoot my squad through squad site. Known Bug???
FrUnit7 1 Jul, 2016 @ 10:15am 
@AltSk0P. Thanks for this mod. I made a French translation of it for my own usage. If you're interested to include it in your next release, tell me how I can provide you with the .fra file.
Ser Lancelot 19 Jun, 2016 @ 5:39am 
Morning...I have my Dark Events coming up as BLANK. Even those that have been "enabled" by choosing a different Guerrilla Mission...it just comes up BLANK.

This is the only thing that adjusts my Dark Events...this and Additional Dark Events.
Vortex ♀ Pixalation 11 Jun, 2016 @ 9:36am 
Hello AltSk0P I was curious as to how you added attachments to Advent weapons, I am attempting to add a default Flashlight Attachment to all Advent weapons as seen in the Intro cutscene, I added it to the template and the Advent Mag Rifle's Archetype but it broke every weapon in the game, thanks in advance
altskop  [author] 8 Jun, 2016 @ 5:11pm 
@Phantom, hi. You can switch off dark events that you don't like through .ini file before starting a campaign. You can't do that while the campaign is in progress, unfortunately.
This mod is perfectly compatible with currently existing Dark Events mods. As to custom enemy mods, Squadsight only applies to enemies that are marked as "ADVENT" troopers. Not sure if you can mark custom characters like that, though.
Phantom 6 Jun, 2016 @ 2:10am 
Hello, i really like this mod, but what i do not like is the idea of permanent dark events. Because I got them early in the game and have no chance to remove them for my whole campaign. Also there was no indicator ingame so i did not even noticed that it will be permanent. Any chance we can get a seperate mod without permanent dark events? Also how is it compatibel with other dark events mods? I experienced that "Integrated Communications" sometimes do not work on custom enemy mods.
ProvokingPerch 5 Jun, 2016 @ 11:20am 
Oh its not a problem, I can understand that. This mod probably affects the gameplay quite a bit.
altskop  [author] 5 Jun, 2016 @ 11:19am 
Yeah, you'll have to start a new campaign in order for new Dark Events to be in effect. It's just the way XCOM 2 works, unfortunately.
ProvokingPerch 5 Jun, 2016 @ 10:24am 
No, I don't think I did. I started one today though but I've only done the gatecrasher one so I'll just keep playing and see if I do.
altskop  [author] 5 Jun, 2016 @ 10:19am 
@ProvokingPerch, hi. There are no known conflicts as of now. Did you start a new campaign after installing the mod?
ProvokingPerch 5 Jun, 2016 @ 2:58am 
Hi, I've had this mod installed for at least a month but I don't remember ever encountering any of these dark events, it seems like the mod simply isn't affecting anything. I was wondering if there was any known conflicts?

Thanks
DabHand 27 May, 2016 @ 11:47am 
Its not stealing, its flattery through imitation... ;)
altskop  [author] 27 May, 2016 @ 9:33am 
@끝판왕, that's weird, permanent Squadsight event can't show up until regular does. I'll look into it.
@DabHand, you mean the Additional Dark Events mod? I think that should be up to @RealityMachine, otherwise it would be like I was stealing his work :)
DabHand 27 May, 2016 @ 12:44am 
Can you replicate some of the other dark events mod (or variants thereof) as the other one messes with missions.ini (?) for the zerker pods etc which makes it conflict with other mods.
루시퍼 26 May, 2016 @ 10:38pm 
no, i was unlucky, so permanent squadsight event showed up.
and i was playing with long war mod, so i didnt get the counter mission at all .
hope more casual stylish event on this mod :)
altskop  [author] 26 May, 2016 @ 6:50pm 
Unfortunately, you can't, that's just the way XCOM works. It creates a pool of different Dark Events in the beginning of the game, but doesn't change it later.
@끝판왕, did the regular Squadsight Event occur before? If it did, did you counter it or missed it?
Dragon32 26 May, 2016 @ 11:38am 
@끝판왕: You can disable that Dark Event in the INI. Trouble is I don't think you can enable it during a campaign, no news on whether -bg- is able to work a similar magic on the Dark Events deck as he has on Proving Grounds...
루시퍼 25 May, 2016 @ 1:38pm 
i have added this mod and restarted, and it is only april, they got permanent sqaudsight ability...
disaster on each mission after this dark event.. i hope this should be nerfed for another thing.
(such as 6 month squad sight, not permanent)
altskop  [author] 23 May, 2016 @ 2:04pm 
I have some ideas, but I have to straighten out some thing IRL first. I still would appreciate any of your ideas guys.
Nasarog 22 May, 2016 @ 1:47pm 
Any plans to add more?
altskop  [author] 15 May, 2016 @ 5:13pm 
I like that. Thank you, @Dragon32, I'll add that ASAP.
Dragon32 15 May, 2016 @ 5:35am 
@AltSk0P: "Satisfied by the system's performance, ADVENT starts massively producing it"
"It" is obviously the "system". Although I feel rather like it can be phrased better than this... So if you have any suggestions as to it, I'd like to hear them.


Why not just:
SummaryText="ADVENT starts widespread production of their advanced tactical targeting system, allowing all troopers to use it."

I removed the "Satisfied by the [...] performance." bit as this Dark Event could occur before "Integrated Communications"

I also noticed a typo:
[DarkEvent_WeaponUpgrades X2DarkEventTemplate]
SummaryText="ADVENT produces more weapon attachments for it's troops, allowing them to use a random advanced upgrade."

Should be:
SummaryText="ADVENT produces more weapon attachments for its troops, allowing them to use a random advanced upgrade."
Bullyhunter77 6 May, 2016 @ 3:06pm 
Lucky me, I didn't even download this mod yet!
altskop  [author] 4 May, 2016 @ 9:52am 
@derangedteddycow It is configurable via .ini file that you can find here: %STEAM_FOLDER%/steamapps/workshop/content/268500/652169373/Config/XComDarkEvents.ini
However, if you already started a game with this mod, any changes will not take effect until you start a new one. This is the way it works with xcom2, unfortunately.

@Kaldreth @DabHand Duly noted, I'll do my best to rephrase it.
Bullyhunter77 4 May, 2016 @ 4:21am 
Can you make it configurable so if we don't like the permanent squadsight we can disable the permanent squadsight dark event?
DabHand 3 May, 2016 @ 6:51am 
Yeah true, l still wouldnt know what system is referring to.
Kaldreth 3 May, 2016 @ 6:45am 
I would just replace the first "it" with name of the system (or Dabhand's suggestion), and follow it up with a description of what the system does. I haven't encountered the weaker version before, so seeing this Dark Event first left me with no explanation on what happens.