XCOM 2
ADVENT Titan
62 Comments
Quarters 16 Dec, 2019 @ 3:23pm 
Another mod I'd love to see updated for WOTC
Lehemoth 28 Jan, 2018 @ 8:40pm 
Is this beast being updated for Wotc?
Slappy 28 Sep, 2017 @ 2:21pm 
please port this guy to war of the chosen
Scar 29 Jun, 2017 @ 2:29pm 
so its like fighting a sectopod, so whats the point?
Dęąth Viper 1 Jun, 2017 @ 2:33am 
This mod is broken sorry guys.
hygorct 29 Mar, 2017 @ 10:37pm 
compatible with LW2?
Autumn Sage 25 Sep, 2016 @ 4:00pm 
They are an interesting enemy, good job
Lehemoth 24 Sep, 2016 @ 7:14pm 
How do i make the Titan Barrier a free action?
OneWithTheUniverse 11 Jul, 2016 @ 8:38pm 
I almost had my first squad wipe when facing this guy. His damge reduction on two pods was absolutely impossible when trying to take them out. I just kept getting widdled down by the other mini minions because they had so much armor that I essentially did close to no damage to them and it was almost impossible to dps the titans because of the regen and the constant deaths of my soldiers every turn. I play this mod with several other powerful enemy mods like the corrupted avatar and aba and the addition of this guy to those squads of enemies is super op. :steamsalty:
xf100t 7 Jul, 2016 @ 9:06pm 
Hate to break it to you, but this is about as dead a mod as you'll find. A shame too, I would have donated to him if it had worked right and I knew what project he was working on next.
s2pilman 7 Jul, 2016 @ 4:50am 
same here, that dmg reduction bug can be even mission breaking... hope it's gonna get fixed soon since it's and awesome mod..
ObelixDk 27 Jun, 2016 @ 11:53pm 
Do you mind me asking how you changed the size of this unit?
Bladesuun 19 May, 2016 @ 10:58am 
The damage resist bug needs fixing. Also, I found the grenade damage to be too much. They can kill XCOM operatives with it on Legend. It's too OP since the Titan is hard to kill. Passing the turn to them with one of them alive guarantees a dead soldier.
Syntax 8 May, 2016 @ 5:19pm 
I'm also getting the bug where killing the titan does not remove the buff the AI gets, sometimes it persists to entirely new pods as well.
Phantom 27 Apr, 2016 @ 12:58pm 
There is a bad bug and i am not sure if this mod causes it (maybe in combination with a other mod?), but in tactical all my guns do one less damage after i killed a titan... for example: my normal rookie rifels do normally 3-5 damage. After killing one titan it shows in the shot breakdown 2-4 damage only for the rest of the mission on every enemy. Same with other guns. I think this has something to do with the absorbtion field.
Strauf 17 Apr, 2016 @ 11:59am 
You should make an Advent Mechanic, it would be a stun lancer, but he would stun lance the robots and heal them or give different bonuses.
Mad Madigan 16 Apr, 2016 @ 3:49pm 
An update to my last post:

I looked into the scripts for the Titan and found that it did have loot coded in, but I think it was referencing the wrong loot tables, which is maybe why no loot was showing up in Titan-heavy missions. I also noticed that tier 2 and 3 Titans were still using tier 1 loot tables. Is this intentional?

I edited the loot tables on my own to make the Titan use the same loot as Tier 1/2/3 ADVENT officers, but it's something you may want to look into more.

Cheers!
Mad Madigan 15 Apr, 2016 @ 8:54pm 
I really like the concept of the Titan, but I've noticed a few issues.

1) The titan doesn't appear to have a loot table, so every one that shows up in a mission is an enemy with no chance of dropping loot. I added in the loot tables myself and they started dropping items again (I just copied the ADVENT captain loot tables for each tier).

2) The Bastion Shield works for me, but I've noticed that it causes MASSIVE FPS drops and lag the more Titans are in the map. I had an Avenger Defense mission with 8+ Titans on the map at once and the framerate tanked until they were all killed. Is there any way to lessen the visual effect used here or make it so that it does not render until the Titan is activated?

Otherwise this mod is fantastic! Good job!
Nick-Trié 10 Apr, 2016 @ 11:57pm 
yes please fix the buff ,even after he is killed i have less damage output otherwise great mod.
Kanan 9 Apr, 2016 @ 9:26am 
@xf100t @Farkyrie It seems to be something like that. Ive had this unit give a permanent buff to any enemy that I have seen while fighting it, meaning hidden pods get the permanent buff as long as Ive seen them. Any pods I do not see or engage while fighting the Titan do not get the buff. Hope this helps on playtesting of some sorts to figure out the issue as it seems Im not the only one with the issue.
xf100t 7 Apr, 2016 @ 8:26am 
@hybridon @Farkyrie, The bastion shield has some serious issues over here; not only does it not go away when the unit dies, but enemy units that go inside the shield briefly get a permanent buff. Leaving the barrier doesn't get rid of the buff, so if you have two pods that briefly intersect each other, now all of them have a 30% permanent damage reduction. No bueno.
Swews 5 Apr, 2016 @ 4:16pm 
Looking at the MK 1 stats, maybe there should be 2 extra hit points or 1-2 armor to make it a bit more durable. On Commander, it will take 2 rifle shots to take it down.
Kanan 2 Apr, 2016 @ 7:53pm 
Well for me it didnt, will have to keep this mod off for the time being :/
Farkyrie  [author] 2 Apr, 2016 @ 7:43pm 
@Hybridon #knifeday I've checked multiple times, and everytime the effect stops after when he dies.
Kanan 2 Apr, 2016 @ 7:08pm 
Im having this unit still affect my damage after dead. Had to disable it, cause it made it way too hard.
Tairon 2 Apr, 2016 @ 5:16pm 
This is the type of thing that screams: WE NEED MEC'S SO BADLY!!!!!!!!!!!
Blackadder 31 Mar, 2016 @ 8:15am 
@Farkyrie Thanks for checking. Must be some error my end then. Sorry for the false flag.
Farkyrie  [author] 30 Mar, 2016 @ 9:51pm 
@Blackadder I've done some testing, and the damage reduction effect stops once the Titan is killed.
Farkyrie  [author] 30 Mar, 2016 @ 8:16pm 
@Blackadder Sorry about that, I'll have it fixed as soon as I can.
Blackadder 30 Mar, 2016 @ 4:32pm 
Seems I still have the lingering damage reduction bug after the titan is killed. I've updated the files to the latest release but the effect remains (not just within the same mission but in missions after making sure of the update). Nice mod regardless.
FM Helldiver Radio 30 Mar, 2016 @ 5:50am 
Don´t know if this is intended, but the Titan survives a sucessful skulljack attack.

LilAdamantos 30 Mar, 2016 @ 1:26am 
I believe I've found a bug. I used domination on this enemy but he kept applying the damage reduction to them rather than my own troops.
Unskilled 29 Mar, 2016 @ 7:45pm 
We now need to figure out how to build XCOM Titans!
Cpt. Awesome 29 Mar, 2016 @ 6:13pm 
Sie sind das essen und wie sind die ja~ger~
Mr.Bones 28 Mar, 2016 @ 8:07pm 
question know the file name or so cause i love fuckin around with dropunit command
or is it not even possible to do that with mod units
Older-than-Time 28 Mar, 2016 @ 7:07pm 
Ran into the Titan. Unloaded everything at him. He died. Then his three friends appeared and ganked Menace 1-5. 11/10 - Would waste all bullets on one enemy.
Farkyrie  [author] 28 Mar, 2016 @ 4:17pm 
@BathTubbs 'o' Funn No, he is not faceless tall, he's just a couple of inches taller than your normal advent.
Tubbs 28 Mar, 2016 @ 4:16pm 
Is it a realistic size? Like they just put armour on a 7 foot tall dude? Or is he significantly larger than a human would ever be?
Xeraphale 28 Mar, 2016 @ 2:32pm 
Like I tell my wife: >>insert a couple of inches joke here<<
Farkyrie  [author] 28 Mar, 2016 @ 2:31pm 
@Xeraphale You can do it through the editor, I'll try to find a way to make it a ini setting, he not that tall btw just a couple of inches.
Xeraphale 28 Mar, 2016 @ 2:25pm 
I know that this guy is a titan and he's supposed to be big, but for those of us that like our Advent in a one-size-fits-all stylee, is there a way of shrinking this bad boy down to normal size?
Joshi 28 Mar, 2016 @ 1:14pm 
@Farkyrie Awesome, thanks! I really like the Titan now that that's fixed.
It feels like it fills the role that vanilla shieldbearers were supposed to fill. Shieldbearers always seemed pointless to me, since they need to survive a turn AND have a nearby ally survive until they actually did any tanking.
K did literally nothing wrong 28 Mar, 2016 @ 12:43pm 
SEID IHR DAS ESSEN
NEIN WIR SIND DER JAGER
Farkyrie  [author] 28 Mar, 2016 @ 12:31pm 
@Obi-Wan Kejoshi It seems I had the effect persist even after death, it should now end once the Titan dies.
Farkyrie  [author] 28 Mar, 2016 @ 12:25pm 
@WhiteWolf What kind of color, i thought a grayish metal kind of color would suit him better.
WhiteWolf 28 Mar, 2016 @ 11:59am 
Could you give him a specific color?

Tubbs 28 Mar, 2016 @ 10:40am 
With all these fancy ADVENT troops, I'd like a mod that makes more of the enemies throughout the game ADVENT, rather than mostly aliens by mid to late game.
Farkyrie  [author] 28 Mar, 2016 @ 10:03am 
@Obi-Wan Kejoshi I will look into it.
Joshi 28 Mar, 2016 @ 8:17am 
Is Bastion Field intended to still apply after the Titan is dead?
I've hade 2 occasions on seperate missions where i encountered a pod of 4 units, 2 Titans and 2 regular ADVENTs (trooper/shieldbearer). Both times I've killed the 2 Titans first to remove the damage reduction aura, but my Mag weapons still showed (and dealt) Ballistic weapon damage (3-5 dmg Mag rifle, 4-6 shard gun).
The second time this happened the effect even persisted through 1 enemy turn (killed 2 titans and 1 trooper on activation, 2nd trooper survived, next turn my Mag rifle still showed 3-5dmg).

Sidenote: If this is not intended and it didn't happen to you or anyone else, then i guess this is some sort of mod conflict (i have about 90 mods active, and some of them modify ADVENT units)
Mirroga 28 Mar, 2016 @ 5:12am 
Keep up with those unique Advent types. IMO your enemy types brings much more flavor to each role. Here's hoping you make your own special Shotgun or Gunslinger style Advent.