XCOM 2
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All Aliens In Almost All Missions WOTC
   
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9 Oct, 2017 @ 11:39am
15 Sep, 2019 @ 12:11am
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All Aliens In Almost All Missions WOTC

Description
All units that were invalid for many mission types are now all valid Leaders or Followers. You want to see more Berserkers, Chryssalids or Faceless across the game? Asked yourself why your end game missions don't have Gatekeepers and Sectopods? This is for you.

-= INCLUSION LIST =-

- Gatekeeper can lead normal pods, Force Level 16, Max 1 per pod.

- Gatekeepers, Spectres M2, Berserkers, Chryssalids and The Faceless can be Followers in any default pod. The maximum number of units depends on it's strength.

- Sectopods are now valid Leaders and Followers for any ADVENT pod. 1 per pod.

- Sectopods, Gatekeepers and The Faceless are now all valid Terror Leaders. What I like is that by having regular Faceless in the pods, you can lose count of how many Faceless you revealed from civilians on the map.

- Missions which specified "No Chryssalids" now have Chryssalids Leaders. Because Chryssalids.

- No Chryssalid Missions now have Berserkers, Gatekeepers and Sectopods as valid Followers as well as Chryssalids.

- All ADVENT units that can be used as reinforcements in regular missions are now valid Avenger Mission reinforcements (this was an artificial nerf, its fixed).

- The Gatekeeper is now a valid Leader and follower in the... COVERT ESCAPE. RUN, RUN DAMMIT.

- Andromedons become regular followers at endgame.

- Avatar has been added, Force Level about 18. Supported via the required mod, not in this mod's INI files.

- Chryssalids in general will appear sooner, starting at Force 7 instead of Force 12.

- Archons are allowed to be followers much faster (F14 instead of F17). They can also lead earlier alone (F9).

-= COMPATIBILITY =-
Extremely compatible, even with Pod Size increasers. Can be removed or added to existing campaigns without problems.
44 Comments
Juravis  [author] 25 Jun @ 7:37pm 
This mod only touches the units that have special conditions to see and doesnt change -all- of the Force Levels. You can mod those easily yourself, just open your INI file find Spectre and change all the force with forcelevel= whatever you want. Keep the text intact the way its written, only change the numbers.
Shuri-Sama 25 Jun @ 6:21pm 
hmm what about vipers, sektoids and spectras? i need alot fo these and they r meanwhile very rare (already along time at forcelevel 20). for example for the gene lab mod i need alot fo them to genemanipulate my soldiers (and i have 50 regulars ^^)
Juravis  [author] 4 Mar, 2023 @ 4:32pm 
New modded enemies are not affected by this. The mod will decide the frequency of appearance of monsters they add.
ScriptGenius12 4 Mar, 2023 @ 3:18pm 
How does this affect modded enemies? Does it reduce or prevent the chances of them appearing?
LightenedDark 19 Feb, 2021 @ 11:58am 
Or it could be Lightweight Strategy Overhaul or https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1969247728 but I made my best guess. The logs are yuck so I couldn't be sure.
Juravis  [author] 18 Feb, 2021 @ 11:43pm 
You mean an advent general? This mod adds aliens to encounter lists and wouldnt affect objectives unless those were modded in then I'd have to check the mod code. Im not saying that this mod can't cause problems, but i doubt it broke an objective.
LightenedDark 18 Feb, 2021 @ 11:38pm 
This mod seems to have swapped a "commander" alien I need to exterminate, causing the found/run/dead triggers to never fire and thus 2 of the mission objectives to never complete. Guess I'll have to unsub.
Rtma Eros Paragon 11 Mar, 2020 @ 3:40am 
Alright, Thank you for the explanation.
Juravis  [author] 10 Mar, 2020 @ 4:26pm 
This adds existing units its nothing to be concerned about unless you dont want ABA units with chryssalids for example then it doesnt discriminate. Everything is mixed together.
Rtma Eros Paragon 10 Mar, 2020 @ 5:14am 
I am concerned how this would affect the distribution of ABA units or any other along with this mod when it comes to pod compositions.