XCOM 2
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[WOTC] Standalone LWOTC Alien Pack
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333.795 MB
16 Jul, 2023 @ 9:06am
12 Feb @ 12:37am
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[WOTC] Standalone LWOTC Alien Pack

In 1 collection by BlackDog
BDs WOTC Standard Collection
351 items
Description
Mod Description
This alien pack is essentially a port of the original Long War 2 Alien Pack, remastered for use with XCOM 2 War of The Chosen. It is intended to provide a bunch of additional challenging aliens to fight against and it is hoped by the author that it will provide a slightly lighter-weight alternative to other complete enemy overhauls, such as A Better Advent, although it can also be used alongside.

The port uses a mixture of code from the original LW2 Alien Pack alongside many additional improvements and enemies that were added into LWOTC but were not backported for standard WOTC.

The mod is obviously not compatible with LW2 / LWOTC as the enemies exist already!!

Enemies Included:
  • Advent Gunner (M1, M2, M3)
    - Cannon troopers capable of shredding & area suppression
  • Advent Engineer (M1, M2, M3)
    - Troopers equipped with grenade launcher,
  • Advent Rocketeer (M1, M2, M3)
    - Troopers equipped with gauntlet-style rocket launcher
  • Advent Sentry (M1, M2, M3)
    - Troopers specialising in overwatch abilities
  • Advent Sergeant (M1, M2)
    - Variations on advanced & elite troopers
  • Advent Field Commander (M1, M2)
    - Stronger Advent Generals (33% chance of spawn on appropriate missions)
  • Advent Commando
    - All-rounders with good defense, dodge and aim
  • Advent Scout
    - High mobility low damage troopers
  • Advent Shock Trooper
    - Tanky close quarters units
  • Advent Vanguard
    - Even tankier close quarters specialists with various close combat abilities
  • Muton (M2, M3)
    - More robust & high damage versions of vanilla mutons, War cry can buff nearby allies
  • Viper (M2, M3)
    - More robust & high damage versions of vanilla vipers
  • Naja (M1, M2, M3)
    - Viper-sniper - high aim, squadsight, large engagement distance, squishy
  • Sidewinder (M1, M2, M3)
    - Flanking viper - High crit damage, average robustness
  • Sectoid Commander (M2)
    - Mass mindspin and mass zombie spawn
  • Drone (M1, M2)
    - Long War style drones with shock, stun and repair. Chance of single pods
  • MEC Archers (M1, M2)
    - Advent MECs capable of long-range bombardment with micro-missiles
  • MEC M3
    - Very high robustness version of Advent MEC
  • Chryssalid Soldier
    - More robust and higher damage version of vanilla chryssalids
  • Great Archon
    - More robust and higher damage version of vanilla archon
  • Lost Grappler
    - Lost with bladestorm ability

All of the new aliens are fully compatible with the excellent UFOpedia & Bestiary

Please note that the hive queen from the original pack has been removed - I found the AI & abilities to be very buggy and the lack of uniqueness of the unit (larger HP pool, more damage, no interesting extra abilities) felt a bit uninspiring. Plus, The Hive kind of has the monopoly on Chryssalids at the moment!).

Update 1 - 2023-07-22
From recent community feedback I have implemented the following improvements:
  • Added Iridar's Advent Arsenal support to many units (Please note, this mod is not required).
  • Exposed all units' weapon damage to config (these can be edited through XComGameData_WeaponData.ini) so they can be modified directly or through other mods. I have now given each enemy in the pack their own weapon templates so all weapon damages can be adjusted, along with various other key abilities (e.g. archon melee / blazing pinions / MEC micro missiles / rocket damage)
  • Updated the ideal ranges for the newer LW2 units' weapons which weren't set properly & exposed these to config

Update 2 - Bugfix & Balance Pass - 2024-05-26
  • Civilians excluded from Vanguard CCS.
  • Shadowstep replaced with Lightning Reflexes on SideWinder & Scout. Removed from Commando.
  • Tactical Sense removed from All Units.
  • Fixed Advent sentries (Guardian/sentinel now gives M2 sentry 50% chance of 1x additional OW shot, M3 gets 100% chance of max.1x additional OW shot).
  • Reduced M3 Naja crit chance from 20 to 15
  • Removed non-flanking crit chance from sidewinders but increased flanking crit chance to 60%. Added +1 crit damage to M2 sidewinder. Removed Hunter's Instinct & replaced with +2 crit damage instead
  • Added Biggest Booms to M2 Grenadier
  • Adjusted Localization for Advent Troopers to use "Normal, Advanced, Elite" prefixes for consistency with base-game
  • Added suppression to Advent Sergeants
  • Removed Bring Em On from Shock Troop
  • Added knockback effect to rocketeer rockets
  • Updated all INT localization to use ability tag expand handler properly so variables altered by config will be read into the localization
  • Fixed spawn weights to smooth out unit progression and allow some lower FL units to be mixed in with the late-game.

Compatibility
Mods Which have, or may have compatibility issues - Use at your own risk
Should work with the vast majority of other modded enemies, as well as Diverse Alien Pods or Diverse Aliens by Force Level).

Credits
  • Pavonis Interactive For all their work on building the models / assets and original code for these aliens as part of the Long War project
  • Tedster and the LWOTC team for their support with merging code between the LW2 alien pack and the current fork of LWOTC
  • RustyDios for his input on getting the compatibility between the LW2 unit customizer and bestiary working & (once again) for the mod preview image :)
  • Alpha115 for his help getting the drone AI working properly

Contact
As always, I welcome comments and am an active face in the modding community so if you experience bugs / issues please reach out to me & I'll do what I can to resolve your issues. If possible, please try to be specific with errors ("Your mod crashed my game" is not very helpful - If you can provide logs, redscreens, specific details of when the errors occurred and so on, I will be much more able (and willing) to help you :)
Popular Discussions View All (2)
0
21 Nov, 2024 @ 8:05am
ChooseYourAliens ini to Disable
steamt
0
21 Jul, 2023 @ 6:18pm
Alien Stats
BlackDog
235 Comments
BlackDog  [author] 23 hours ago 
@Bleggar - I felt that tactical sense was not a very inspiring ability to have on units such as the vanguard and shock troop in particular, which have pretty aggressive AI and short engagement distances. Tanky units like that which try to get in your face with high HP and armour seemed poor candidates to also be agile and hard to hit when they can see many xcom units (which is almost always going to be the case of getting maximum bonus due to the AI & engagement distances) - plus they have half-decent defence to begin with. I guess it's a bit less of a problem with the sergeant but I'd rather give them a flat +5/+10 defence as re-enable tactical sense on them too, being honest!
BlackDog  [author] 23 hours ago 
@Biggity Swigger - thanks for testing and finding out the culprit for the black / missing models. I'll add that mod to incompatible list for now, but I'm surprised it's interfering. If I have time, I'll take a look and see if it's fixable but depending how they package the upks it may not be possible.
Profligate 12 May @ 12:21am 
i've been using the LWOTC standalone aliens mod and it's been an excellent experience. My experience with other mods that add new enemies is that they tend to be much too powerful compared to vanilla enemies of the same FL and i'm too lazy to reconfigure the enemy lists.

This is the best enemy mod out of the box by far
Biggity Swigger 7 Mar @ 11:14pm 
Finally figured out what mod was causing the missing units: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128163275&searchtext=ragdoll i suggest this one be added to the incompatibility list
Crazyduck 7 Mar @ 11:00pm 
I was also having this problem with missing models for a long time. Since it never worked for me I used to swap models via Enemy reskinner, using reskinned or alternative models from other mods so it can be used as an alternative.
Biggity Swigger 7 Mar @ 10:58pm 
ok after some testing it turns out that the reason sectoid commanders and elite/advanced mutons aren't showing up is because of a compatibility issue with some unknown mod of mine
Biggity Swigger 7 Mar @ 8:00pm 
Minor correction on one of my previous comments, Elite Vipers aren't missing like the Sectoid Commander and Elite & Advanced Mutons are.
Biggity Swigger 7 Mar @ 4:41pm 
@EvilBob22 No i'm not running those mods.
EvilBob22 7 Mar @ 3:12pm 
@Biggity Swigger Are you running the Elite Alien Pack mod (or the individual versions)? That has its own versions of the Muton Elite, Sectoid Commander, and Viper Elite and can break this pack. See the compatibility section above.

By the way, I used to run the Elite Alien Pack, but I disabled it after loading this mod. I've never had any trouble with those aliens.
Biggity Swigger 7 Mar @ 2:35pm 
Elite Mutons are also broken again, i'd hazard a guess that the elite vipers are also broken. Haven't seen them in my campaign yet.