XCOM 2
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ADVENT Future Complete AI Pack
   
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20.719 MB
8 Oct, 2017 @ 10:21am
13 May, 2020 @ 7:00pm
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ADVENT Future Complete AI Pack

Description
ADVENT Future Complete AI Pack is a complete rework of the base game AI. The goal of the mod is to make enemies as smart as possible and to provide extra challenge to players who find the base game AI too simple. This pack covers the entire ADVENT troops, and some XCOM base units.

-= UNIT CHANGE LIST =-
- ADVENT Trooper
- ADVENT Captain
- ADVENT Stunlancer
- ADVENT Shieldbearer
- ADVENT Priest
- ADVENT MECs
- ADVENT Purifier
- ADVENT Sectopod (+Prototype)
- ADVENT Turrets
- Resistance Militia
- Julian (DLC)
- Feral MECs
- Psi Zombies
- ADVENT General

-= SPECIAL CHANGES AND ADDITIONS =-
- Stunlancers are no longer suicidal.
- Stunlancers can no longer double move and hit, they have to move then hit as 2 actions.
- Stunlancers carry Flashbang grenades and use them sometimes.
- ADVENT Purifiers now carry a pistol and know how to use it.
- ADVENT Captains now carry a pistol and know how to use it.
- Units are forbidden from firing at 0% hit chance.
- All units can use the Suppression ability if given to them (This is a separate mod).
- Shieldbearers carry a Medikit and can use it.
- Priests carry a Medikit and can use it.
- All units are smarter about grenade usage. New AI also takes the Dark Event into account for calc.
- Psi Zombies can now double move and hit.
- Resistance Militia is now much smarter, but their accuracy is decreased.
- Resistance Militia now wields the Bullpup and a Pistol as a sidearm.
- Resistance Militia now knows how to use Pistols, they didnt have any ability to use them.
- TERROR MISSIONS: The AI will as much as possible elect to fire on XCOM if it can both see civilians and XCOM units.
- Dark Event Lightning Reflexes: No longer for Troopers. It affects Stunlancers, Generals, Captains.

-= REQUIREMENTS =-
While technically not required, it goes hand in hand with Blessings of the Elders and Wrath of the Chosen.
The other requirements are real requirements, they are expected or units could act weird.

-= COMPATIBILITY =-
Do not use this mod with any base game retool, this pack is meant to be used with a standard WOTC installation, and some mods here and there. If you have any mods that add special enemies or changes the behavior of units, they are mostly likely not compatible unless they simply piggy-back on the regular AI behavior in which case those units will be upgraded to ADVENT Future automatically.

-= DESCRIPTION LAST UPDATE =-
20-10-2018 03:00
Popular Discussions View All (2)
2
5 Feb, 2019 @ 6:16am
is it ok?
Nephalem
1
22 Jul, 2020 @ 9:44pm
PINNED: ADVENT Reinforcements Compatibility
Juravis
221 Comments
Wolf Renegade 27 Nov, 2021 @ 10:03pm 
Easy Solution, Throw That Hot Garbage 2k Calls a "Launcher"use an actual one and you will never look back. :happycthulhu:

https://github.com/X2CommunityCore/xcom2-launcher
SK | JZJ75 10 Sep, 2021 @ 3:37am 
Ya same issue, mod does not appear in 2k launcher mod list. All the other recommended mods showed up but not this. Tried resubscribing but still doesn't work.
A_Paladin 6 Apr, 2021 @ 3:59pm 
This mod hasn't worked since XCOM 2 has started going through the 2K launcher. The other mods work fine (Blessing and Wrath), but for some reason this mod won't show up under the manage mods button during the launcher despite subscribing and the files correctly showing up in my steamapp folder. I don't know if it is because I'm doing something wrong, or the 2K launcher has messed with this mod.
Discerning Divinity 28 Feb, 2021 @ 2:45am 
Hey if I wanted to change just the psi zombies back to normal (1 ap to move and 1 to hit) and stunlancers back to their double move hit while changing nothing else would I be able to do that via the ini?
SoloCross 29 Dec, 2020 @ 5:18pm 
@OnyxLock Advent Priest revamp is compatible in the sense that it uses its own AI Root for Priests and isn't affected by this mod at all, only their loadouts are affected and as long as you have the Revamp they'll be unable to use their new items.
eclecticbibliophile 20 Dec, 2020 @ 7:29pm 
Sectopods always begin their turn with Lightning Field, usually damaging their own pod and none of my units. Any idea what might be up with that?
OnyxLock 13 Dec, 2020 @ 7:17pm 
For some reason every priest I encountered would move to flank a soldier, but then move again without shooting. Is this mod compatible with the advent priest revamp? (This: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1759644155)
Redvers Fenn-Cooper 29 Oct, 2020 @ 1:31pm 
Does this mod do anything to change the Warlock's Spectral Zombies, like giving them the ability to dash attack?
Green Raven 23 Jul, 2020 @ 2:03am 
thank
Juravis  [author] 22 Jul, 2020 @ 9:37pm 
@Green Raven I made a thread look up top. Youll have to do some manual editing, but its all there.