XCOM 2
ADVENT Warlock - WotC
Ashlynne_Lee  [developer] 8 May, 2021 @ 9:04pm
Update v2.0
Change Log

The ADVENT Warlock Mod has received a Major Update.

-Configuration: Many elements of the Warlock have been moved into the configuration file: XComAdvWarlock.ini. As with any alien mod, XComEncounterLists and XComGameDate_CharacterStats.ini are also available for configuration.

-Perk Packages: Loading code within Ability Templates has been removed as it's no longer necessary. The removed code was suspected to cause a rare crash event when encountering the empty Base Game Perk 'Perk_Psi_Cloud_the_Mind' during a tactical mission that included the Chosen Warlock after he had become active and a Warlock attempted to use an ability that required a Perk Package. I managed to isolate the issue in a save file and have not been able to reproduce the crash event after the code change. Additionally, most of the code has been cleaned up and/or tightened for better readability.

-New ADVENT Unit: Armored Trooper - A normal ADVENT Trooper with 1 or 2 points of armor depending on Enemy Force Level. Armored Troopers will only appear in squads led by ADVENT Warlocks and be limited to 1.

-New Zombies: Risen Troopers and Risen Warlocks - Psi Zombie units each with a unique Signature Ability. Risen Abominations are unchanged and still are equipped with their Signature Ability; Abomination Slash.

-New Ability: Wandering Curse (Risen Warlock Signature) - Risen Warlocks will raise a dead ADVENT Trooper or Armored Trooper as a Risen Trooper during their activation if within line of sight.

-New Ability: Resilience (Risen Trooper Signature) - Risen Troopers will gain 1 to 3 points of shielding depending on Force Level during their activation.

-New Ability: Rise - A slain Warlock will immediately Rise as a Risen Warlock. The CHANCE a Warlock will Rise can be adjusted using the Config File XComAdvWarlock.ini (Default 100%. Reduce to 0% to disable this new ability).

-Death's Embrace Updated: Legal targets for this ability have been restricted to ADVENT Troopers and Armored Troopers ONLY. The wounded requirement has been removed, causing Warlocks to embrace a living ADVENT Trooper within line of sight during their activation. Targets of Death's Embrace will still rise as an Abomination as before. The Death's Empowerment recourse effect also remains unchanged.

-Character Stats: Warlock Hitpoints and Armor have been slightly reduced to account for them rising automatically after death which heavily impacts the Action Point Economy. Risen Abomination stats have been adjusted slightly downward as well to account for their potential increase in frequency.

-Psionic Abilities: Void Rift has been removed from the Warlock Psi Power selection. They retain Soulfire, Soul Steal, Insanity, and Schism. Schism is only available to late game Warlocks. Void Rift was always problematic with Line of Sight which seemed to be exacerbated in the Sewer Missions.

-Squad Composition: Warlocks have become far more selective in who they allow to follow them around as well as who they will follow themselves! Warlocks leading enemy squads will only have ADVENT Troopers and Armored Troopers as followers. Warlocks will only appear as followers in enemy squads led by ADVENT Captains, Shield Bearers, Troopers, Priests, and MECs.

-Psionic Reapers: The Psionic Reaper now supports base game weapon mods in similar fashion to Chosen Weapons (i.e. they come loaded after research is complete as opposed to choosing them individually). You can adjust which Mods appear on your Psionic Reapers using the Config File XComAdvWarlock.ini (Default Scope, Repeater, Stock). Psionic Reapers now have 9 Ammunition instead of unlimited for consistency with the Codex Psi Bomb Ability.

-New Ammunition: Phantom Slayer Rounds - An upgraded Armor Piercing Round that inflicts extra damage to Psi Zombies, Risen, and The Lost.

-AI: Warlock AI has been updated to account for new Units and Abilities and to play slightly more defensively.

IF YOU HAVE AN EXISTING CAMPAIGN:

This update will automatically update all elements of the Warlock Mod in your existing campaign. This will allow all changes to work as expected. If you have ALREADY researched Psionic Reapers before receiving this update, you must RE-EQUIP any Psi Operatives carrying a Psionic Reaper to see the new changes. Otherwise, the equipped Psionic Reaper will continue to function as the original Psionic Reaper in tactical missions and display UIs.

Overall, the ADVENT Warlock should provide a similar challenge. The update was more about personality, flavor, configuration, and a bug fix than difficulty.
Last edited by Ashlynne_Lee; 24 May, 2021 @ 4:14pm
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Showing 1-6 of 6 comments
RustyDios 9 May, 2021 @ 3:19am 
Nice re-work ! Looking forward to getting these in a game !
Nazkai 9 May, 2021 @ 10:34am 
Sounds Awesome!
HATERADE 9 May, 2021 @ 6:38pm 
A must have! Great work as always!
Altar 7 Jul, 2021 @ 12:28am 
Hello, I encountered a problem where if a warlock is killed during the alien turn by an overwatch, the game will *sometimes* block during the reanimation of the zombie. Like I can still move the camera, access the menu, idle animations still work, but the zombie never rises and the IA turn lasts forever. I don't know if I should report it here or on the base mod page, sorry.
Ashlynne_Lee  [developer] 7 Jul, 2021 @ 8:03am 
Altar: That's a base game visualizer bug that can occur when an enemy unit triggers an OnDamage or OnDeath action during Overwatch. Though somewhat rare, it's probably one of the most notorious bugs in the game. It's most common when multiple units fire Overwatch Shots; especially when a SINGLE unit fires multiple shots, such as a Specialist with the Guardian Skill. I've encountered this issue most often when I Overwatch damage Berserkers and fail to kill them. The game soft freezes for several minutes while trying to resolve the visualization of the Enrage Skill. I've also experienced it several times after killing a Gatekeeper while on Overwatch. At one point, I stopped using the Guardian Skill altogether as that Skill seems to exacerbate the issue more than anything.

Eventually, if you wait long enough, the visualizer will typically resolve and the game continues. On rare occasions, however, the game never recovers and you have to restart.

There is some good news.

Subscribe to this Mod:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1276342555

That Mod might not catch every visualizer issue, but since I've subscribed to it, I've never had an Overwatch freeze from any unit (custom or base game). More specifically, I've never been able to crash the game purposely in testing. My typical test consists of 6 Specialists with Guardian on Overwatch and 9 - 20 enemy units that have an OnDamage/OnDeath effect. I click 'next turn' and watch the fire works. Without that Mod, that test scenario will crash the game 99.999% of time. It's actually crashed the game in 100% of my testing, but there's probably a fluke chance that it would succeed once!

Hope that helps! It did for me. I actually use the Guardian Skill again. :steamhappy:
Last edited by Ashlynne_Lee; 7 Jul, 2021 @ 8:05am
Altar 7 Jul, 2021 @ 8:39am 
Thanks for the answer, I didn't realize it was the same bug ! I have Less overwatch lock ups activated, but it still happens. No worries though, it's just annoying but I don't play Ironman.
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