XCOM 2
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[WOTC] Advent Hunter Restoration (Counter Op)
   
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35.661 MB
9 Aug, 2019 @ 11:03pm
28 Mar, 2021 @ 3:40pm
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[WOTC] Advent Hunter Restoration (Counter Op)

Description
Updated in 2021 with a new model that has Advent Trooper belt and pouches.

Personal Lore:
"The ADVENT Hunters originally existed as a more black op's unit led by Elite Hunter Captains for hunting high profile targets which is why they use the Advent sniper rifles, they're a lot more common these days and slightly less trained as a result but their overall role in combat remain the same, rumors out there support the idea that they were trained by some high ranked individual who we believe is called The Hunter not much more info than that though."

The Hunter's History:
When WOTC came out there were many new enemy units added to the game however there were two Advent units that weren't added into the game properly yet were very much finished apparently according to what was left over in not only the game files in the SDK but a lot of their left over data was in the ini files and the localizations.

The Advent Hunter and the Advent Hunter Captain (Called the CounterOp and CounterOpCommander in the files)

According to the files these Advent units would be similar to the Advent General in which they would only show up on a single mission type, in this case that was the Covert Escape missions.

In the end whether these units were unfinished, only temporary templates or cut out for being unnecessary I do not know without more information directly from the Dev's themselves.

Would of been sweet to have an official Advent sniper in the game though, would of sucked to only ever see them for one "uncommon" mission type on the other hand.

Mod Information:

This mod originally started as a restoration project to restore the two Advent units and the Covert Escape mission to how it seemed to been intended, however the latter has proven to be outside of my expertise and I do not know if it's an impossible endeavor.

So instead this mod restores the Advent Hunter and expands the unit to be one encountered through out the whole game, to accomplish this I have done the following

1: Restored the model for the Advent Hunter and made a new model for the Advent Sniper rifle using the Chosen Hunter sniper rifle model with a new texture to bring it in line with standard Advent weapons, I also gave them a new firing FX effect based from the base game's Xcom mag sniper rifle.

2: Encounter lists and follower lists which are for the most part based on the Stunlancer's, for Covert Escape missions I have raised their spawn rate to be about the same as an Advent Troopers, considering they were intended for that mission I thought it was fair.

3: Gave them different stats based on game difficulty, again mostly based off the Stunlancer with deviations based on the Hunter's base stats

4: Edited their character unit script to be effected by Dark Events and gave them Squadsight and Longwatch since without them their a little meh, only slightly more threatening than unmodded Purifiers.

5: Made a new dialogue option from Bradford for your first encounter with them using unused dialogue for Advanced and Elite tiered Advent spliced together, video attached.

In combat the Advent Hunters have a preference for overwatch but can and will shoot normally, while overwatching might seem like a weird choice as a primary action this can prove to be a threat on timed missions and especially on Covert Escapes if you prefer to run over fighting especially since they have Squadsight and Longwatch as well as more dodge then most Advent, they require only 1 action to fire their rifles.

Edit: Alright I was wrong about giving the Hunter Captain their own model, I forgot I had removed that code while compiling the original project into this mod, I'll make a separate mod for them at some point.

Their existing stats from the base files including their weapon have been left alone since I do not want to mess with their established stuff too much, this includes their AI which exists already in the AI ini file.

What I will not do/change with the mod:

Just wanted to make some clarifications here since I feel this is important to talk about

Besides adding things that were missing that were needed to fit in with other base game Advent like difficulty stats or if they needed something to not be entirely stupid in combat like squadsight I do not plan to heavily change the stats or ai of the unit even if this makes them less threatening than enemies from other mods like CX stuff.

The Advent Hunter's are meant to feel as much like they belong in the base game's Advent roster as possible.

DerBK's A Better Advent and A Better Advent AI however do have "changes" for the Advent Hunter's AI specifically, and if you know what your doing anyone can make their own AI stuff for these units.

The texture will not change, of course I would of preferred a new model for them but this is what was in the game files like it or not.

I don't care for the arguments that green isn't an established color for Advent prior, considering that Firaxis introduced new colors whenever they want they are the ones who decide what Advent's aesthetic is, green is a color used by the main Advent Propaganda announcer though so take it as you will, I presume the green is because of the abandoned city environments in Covert Escape missions.

(Fun fact: the Priest is literally just a white and gold Stunlancer with a new helmet and a couple of armor pieces on top, the Purifier has more original pieces but it's mostly based off the Shieldbearer with a new texture, helmet, back tank, shoulder pads and crotch plate, so even in the base game Advent reuses armor.)

In general the only other major content change I would do with this mod is add an Autopsy and I don't mean like other mods, I mean more like what the Muton Elite from LW2 does where they made their own cutscene and Tygan dialogue, but that's a lot of work to make, and I don't want a crappy reward, as it is they drop Stunlancer corpses

Compatibility:
This mod would be incompatible with any other mods that try to heavily mod the Advent Hunter but as of right now the total of mods that exist that do this is zero

I'm pretty sure that DerBK's ABA and ABAI are the only mods that even acknowledge their existence, I recommend either one of those mods if your going to use this.

This mod is compatible with the Advent Sniper mod although they fulfill the same role in slightly different ways.

I have added them as followers to base game units as well as many well known mods that I know of such as ABA, Bio Division and other Team CX mods, a few other standalone mods from other mod makers such as the Advent Sniper, Duelist, etc, so if you see a lot of these guys then it's because of that and not because I raised their spawn rates too much, the game will prioritize newly added mods though initially.

If anyone wants me to add these guy's as a follower to other enemy mods that aren't already covered then let me know and I might get to them.

If Bugs do arise related to them then let me know and I'll try to address them if possible

Credits:
Thanks to everyone who had helped me with getting these guys out, I appreciate that help very much.

Mr.ShadowCX: For advice regarding this mod and for assistance with INI balancing and adjustments

Farkyrie: For giving me permission to use the Advent sniper character model.

Wilko: For new texture for shadowless shoulder pads

Robojumper and Iridar: For walking me through with creating the script for the new dialogue.

Ivankovic: For guiding me through in the creation of the new model.
Popular Discussions View All (2)
0
12 Jul, 2022 @ 3:25am
More advent weapons low-tier retexture for ghost templates please
45fg45
0
10 Aug, 2019 @ 1:11am
The History of the Advent Hunter (Counter Op)
Deadput
57 Comments
BlackDog 22 Jul, 2024 @ 12:07am 
Oh, apologies then, no issue :)
Deadput  [author] 21 Jul, 2024 @ 9:54pm 
This version of the mod doesn't have LWOTC Alien Pack as a requirement, Revamp is a standalone mod that does use it though with it as a requirement.
BlackDog 21 Jul, 2024 @ 3:03am 
@Deadput - Your X2Item_NewCounterOpWeapon adds the 'BD_Executioner_LW' and 'BD_LockedOn_LW' abilities from my standalone alien pack but the pack isn't listed as a dependancy. It might be better to use the executioner and lockedon abilities from the LW2PerkPack ('LW2WotC_Executioner' & 'LW2WotC_LockedOn') instead but I'll leave it up to you :)
oceansoul 16 Apr, 2022 @ 8:05pm 
Yep already had the narrative in a mission, and had it pop again when I turned this back on and encountered them a few missions later. I only disabled this for finishing that one mission haven't had the crash since and didn't have it in the two campaigns before this one either.

The disabled narratives are by the same mods, with the setting settings, as the two campaigns that didn't have the crash. Possibly something got borked either when refreshing the configs for this run or when I purged and re-downloaded my entire mod folder when fixing a different (actual) problem before I began.

Overall I'm going with *shrugs* weird shit happens sometimes as the reason. The tthing was minor and easily fixed, but the report needed making in case it helps someone in the future however unlikely that is.
Deadput  [author] 16 Apr, 2022 @ 5:13pm 
Unsure, if you have already encountered them it's likely that you already had their narrative voice line thing pop up.

The only thing I can think straight up outside of a bad install of the mod is using some sort of mod that disables narrative encounters not jiving with this mod.
oceansoul 13 Apr, 2022 @ 7:48pm 
Just had a rather odd crash. Finished a retaliation then the game crashes when the advent propaganda should start. Tried finishing the level four different times changing soldier positions and kill order from the last turn autosave (usually fixes such things) but no dice. Looking in the logs showed it's trying to call the first Hunter encounter narrative just before it crashes, which is odd because I'm at FL8, have seen a bunch of the things before, and there were none on the mission.

Turning this off and finishing for the fifth time leads to no crash so I'm pretty positive it was that erroneous narrative call.
Bladesuun 24 Nov, 2021 @ 2:44pm 
@SBLack There's a few scenario's in the game where the Force Level can jump by 2 of whatever is the current.

Retaliation Missions usually have this, certain Dark Events cause it and various mods add parameters that make it happen for various reasons.
Deadput  [author] 1 Sep, 2021 @ 11:17am 
Could be, I did model the Hunter spawn weights to be based on the Advent Stunlancer since I thought they were on similar threat levels, just one is far away focused while the other is close range.
SBlack 1 Sep, 2021 @ 10:43am 
Yeah, now that you say it the early Priest was weird too. I found posts on Reddit saying that there is a general chance for reinforcements to spawn at +2 FL. If I was at 2 maybe (can't remember exactly) that could have been enough to push it to 3 or 4. So that could have been it. Maybe I just got unlucky.
The vanilla pod people complain about there is usually priest + 2 stun lancers. Maybe the lancers got replaced by hunters.
Deadput  [author] 1 Sep, 2021 @ 10:31am 
+SpawnDistributionLists=(ListID="DefaultFollowers", \\
SpawnDistribution[0]=(Template="AdvCounterOpM1", MinForceLevel=3,