XCOM 2
ADVENT Warlock - WotC
 This topic has been pinned, so it's probably important
Ashlynne_Lee  [developer] 5 Sep, 2022 @ 2:26pm
Update Complete
Update coming hopefully this weekend as testing is done and everything is great!

Changes

-Overall: Warlocks no longer have any Reaction abilities (that was the Black ICE Codex's hallmark anyway). Everything a Warlock can do happens on the Alien turn. As such, if you experienced visualizer locks during game-play, you will not anymore.

-Unit Change: The late-game Warlock leader named 'ADVENT Warlock Lord' has been renamed 'ADVENT Witch Killer' (I almost changed all of the Warlock names to Witch Killer since Firaxis introduced their own Warlock, but haven't yet... still clinging to 'mine was first!'... maybe if the one Witch Killer goes over well, I'll rename them and expand the direction of an anti-psyker enemy). Witch Killers have been given hallmark abilities and AI behaviors to immediately seek out and severely injure/kill any XCom Psi-Operative they see on the battlefield. Psi-Operatives are so easy to churn out, it seemed fair that the aliens have at least ONE unit that will aggressively try to kill them on-sight. A custom array has been added to the Config File to allow you to add custom Psionic Units to the Witch Killer's KOS List.

-Stats: Overall stats have been adjusted slightly (up in some cases, down in others). Witch Killer's stats increased.

-AI: Warlock AI has been adjusted to be more intelligent and, in the case of Witch Killers, more aggressive. Priority Move/Action tree added to AI. If available, Warlocks will execute their Priority Move and Action regardless of any battlefield conditions including the presence of a Mimic Beacon.

-Cursed Units: Armored Trooper has been renamed Cursed Trooper. Appearance altered. Cursed Stun Lancers have joined the Warlock's retinue. Cursed units given a hallmark ability.

-Death's Embrace: Renamed 'Deathly Marionette'. The unit created by Deathly Marionette has been given a stat increase, a hallmark ability, an appearance change, and a tether to the Warlock (kill the Warlock and the Marionette dies as well).

-Death's Empowerment: Renamed 'Convergence'. Bonuses granted adjusted slightly.

-New Negative Trait: 'Night Terrors' has been added as a Negative Trait that can be acquired by XCom soldiers when fighting Deathly Marionettes. Night Terrors can be removed just like any other base game Negative Trait, however, it can be reacquired later.

-Wandering Curse: Dead Stun Lancers added as a legal target.

-New Abilities: Several new abilities added and given to various units; Covenant, Night Terrors, Psionic Miasma, Witch Killer, Burn the Witch.

-Psionic Reaper: Passive Witch Killer ability added to XCom Psionic Reapers. Inflicts +3 Damage against Warlock units.

-Misc: Many new variables added to the Config File. Code cleaned up.

Think that's just about everything. Overall, there are a lot of changes but existing campaigns should not have any issues with the update.
Last edited by Ashlynne_Lee; 11 Sep, 2022 @ 1:27am
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Showing 1-10 of 10 comments
RustyDios 5 Sep, 2022 @ 3:22pm 
Interesting !! And thanks for the heads-up :) Means I can save my Warlock -> Psion localisation, although looking at the list of new stuff, I might just want to re-edit a fresh copy anyway

> A custom array has been added to the Config File to allow you to add custom Psionic Units to the Witch Killer's KOS List.

I'm interested how the above works? Is it by class name or something?
How would this interact with something like PsionicExMachina where any unit can carry a psi-amp - and there is no psi-class ?

Is there any internal template name change to the XCom Psionic Reaper Weapon ?
Last edited by RustyDios; 5 Sep, 2022 @ 3:27pm
Ashlynne_Lee  [developer] 5 Sep, 2022 @ 4:17pm 
Hey RustyDios,

No Internal Template name changes anywhere. I wouldn't do that without a serious heads up and some kind of critical reason to do so as in-flight campaigns could be damaged. I also know there are mods out there that use this mod as a dependency, so template name changes would most likely damage those.

The Witch Killer depends on a Custom KOS Array in the Config File that uses the Soldier Class Template Name. Internally, the code doesn't actually check for Psionic Powers or an equipped Psi Amp.

Here's the only element delivered in the Mod:

ADVWARLOCK_WITCHKILLER_REQUIRE_SOLDIER_CLASSES[0]=PsiOperative

Adding any Soldier Class Template Name to that array would make the soldier a legal and priority target for the Witch Killer's hallmark abilities. Instructions are included in the file as well as additional array elements to uncomment and edit.

So for example adding element[1],

ADVWARLOCK_WITCHKILLER_REQUIRE_SOLDIER_CLASSES[1]=PsionicExMachina.

With this element added to the array, if a Witch Killer saw a Psionic Ex Machina on the battlefield, he'd go right after it!
RustyDios 5 Sep, 2022 @ 5:16pm 
Understood :)

Psionics Ex Machina is a bit of a weird mod in that in contains NO psionics classes, it strips them all out (including vanilla PsiOperative) in favour of allowing -anyone- to equip an Amp. So the PexM mod would basically make the new Ai behaviours inert as there is no Psionic Classes left.

I'm glad people can certainly add classes though, like My Psionic, AdventAvengers Psionic, Warden, Stormrider, Templar, DarkPsiOP, Necromancer .. a long list of "psionic" classes
-- I'll make sure to update my Psionic Class with new config to do this automagically for people :)

Also super happy that internal templates are not changed ! That is a huge bonus to a number of other modded things that use this mods weapons

-- looking forward to the update :)
Vaultwulf 5 Sep, 2022 @ 10:04pm 
Very exciting news. Looking forward to the update! Thank you! :steamthumbsup:
Ashlynne_Lee  [developer] 11 Sep, 2022 @ 1:28am 
This update has been published.
Enzo Matrix 11 Sep, 2022 @ 8:17am 
Just letting you know you have ADVWARLOCKM3 Weapon Base damage twice in the config.
I imagine this is suppose to be M3 then M4? I made the change personally myself, but M4 version damage may be bugged as they use M4 weapon. Unless it didn't matter lol
Ashlynne_Lee  [developer] 11 Sep, 2022 @ 10:10am 
Whoops... yah, that's no good. Good catch and thanks for the call out. It's been updated! :steamhappy:
RustyDios 11 Sep, 2022 @ 3:43pm 
there seems to be a typo in the config for psiamp bonus damage tier 3 is [numbered];
ADVWARLOCKM1_PSIAMP_ABILITYDAMAGE=(Damage=2, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "SoulFire", DamageType="Psi") ADVWARLOCKM2_PSIAMP_ABILITYDAMAGE=(Damage=3, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "SoulFire", DamageType="Psi") ADVWARLOCKM3_PSIAMP_ABILITYDAMAGE[0]=(Damage=5, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "SoulFire", DamageType="Psi")

Also as these are numbered arrays, it will be really difficult for other mods to add their units to the array without ALL mods following the same number order .. these arrays should ideally be converted to a +Element style (as the two styles cannot mix);
ADVWARLOCK_WITCHKILLER_INCLUDE_UNIT_TYPES[0] ADVWARLOCK_WITCHKILLER_REQUIRE_SOLDIER_CLASSES[0] ADVWARLOCK_PHANTOMSLAYERROUNDS_INCLUDE_UNIT_TYPES[0]

A [numbered] array needs to consecutively rise with no duplicate elements across all mods adding to it ;
Base Mod [0] New Mod [1] AnotherMod [2]
would be fine ... but;
Base Mod [0] New Mod [1] AnotherMod [1]
would break the array

whereas;
+Base Mod +New Mod +AnotherMod
would not

I'll also suggest the base game Templar be added to the default classes array
Last edited by RustyDios; 11 Sep, 2022 @ 3:51pm
RustyDios 11 Sep, 2022 @ 3:53pm 
Sorry for the wall of text ~ I'm just trying to be helpful :)
Ashlynne_Lee  [developer] 11 Sep, 2022 @ 4:53pm 
Updated the unit config arrays to '+' notation instead of explicit element assignment.

Removed array assignment from M3 psiamp. Seems like the game interpreted that correctly, but it wasn't very clean.

I added the Templar to the default KOS list. That was a good idea!

Thanks for the extra eyes! Appreciate it! :steamhappy:
Last edited by Ashlynne_Lee; 11 Sep, 2022 @ 4:56pm
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