XCOM 2
[WOTC] More Dark Events: Enemy Abilities
 This topic has been pinned, so it's probably important
bstar  [developer] 18 Feb, 2020 @ 11:41am
Feedback and Suggestions
Got thoughts about the mod regarding balance, suggestions or compatibility? Let me know here!

Ability suggestions:
If you have an idea for a new ability, please keep in mind that this mod is intended to be as compatible as possible, so the ability/perk has to:
- be passive so it doesn't conflict with custom AI mods
- be useful for mod-added enemies of the same type, so they can't rely on a very specific ability (e.g. Sectopod's Wrath Cannon) being present.
Last edited by bstar; 19 Feb, 2020 @ 3:58am
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Showing 1-15 of 15 comments
Kexx 18 Feb, 2020 @ 1:27pm 
Name pending: Make 2 turn attacks now instant. I.E: Codex's Psi Bomb, Archon's Blazing Pinions, Sectopod's Wrath Cannon.

Archons - double number of pinions and increase their radii.
General Disarray 18 Feb, 2020 @ 3:45pm 
Regarding mutons and grenades, very few vanilla enemies have grenades and rarely use them, so any abilities/perks that allow them to use them more effectively would be great.
Sterls 18 Feb, 2020 @ 6:19pm 
to quote Scroller
@bstar - Re: Archons - What about a 'hit-and-run' ability, given that they are supposed to be very mobile? Or lightning reflexes? Or perhaps an intimidate ability, since they are supposed to be quite impressive. Or could they call in additional archons which would then land under their own power?
MrMister 19 Feb, 2020 @ 1:10am 
Pheromonal Camouflage: Lost won't target ADVENT.
Scroller 19 Feb, 2020 @ 7:51am 
Re: Archons - What about a 'hit-and-run' ability, given that they are supposed to be very mobile? Or lightning reflexes? Or perhaps an intimidate ability, since they are supposed to be quite impressive. Or could they call in additional archons which would then land under their own power?
Scroller 19 Feb, 2020 @ 7:57am 
Andromedons: 'Gas Tanks' - Piloted Andromedons carry extra tanks of their toxic air which are used to enshroud the suit in an acidic cloud. Any unit within a certain radius will start to take acid damage.
Scroller 19 Feb, 2020 @ 7:59am 
Andromedons: 'Self Destruct' - Unpiloted suits now have a chance to self destruct on 'death'. Could this be something that could be disabled through hacking?
Scroller 19 Feb, 2020 @ 8:03am 
Vipers: 'Snake Charm' - Some vipers have gaze which can cause confusion/disorientation. Would likely only be a close-range ability.
Scroller 19 Feb, 2020 @ 8:17am 
Advent Turrets: 'Blaster Roulette' - Turrets are equipped with non-standard munitions (AP, Poison, Acid etc).
Scroller 19 Feb, 2020 @ 8:21am 
Chryssalids: 'Prone to Infection' - When some Chryssalids die, they have a chance of becoming a cocoon for the next generation.
Scroller 19 Feb, 2020 @ 8:38am 
Spectres: 'Semi-corporeal' - Spectres spend less time solid, which makes hitting them with non-aoe more difficult (higher dodge?).
Scroller 19 Feb, 2020 @ 8:47am 
ADVENT Shieldbearer: 'Extra powercells' - Shieldbearers carry additional powercells which either enhance their shields (+Shield points) or give them extra charges for their shield ability (useful?).

'Shield Hardening' - The shielding offered is treated like armour instead of hp. OR The shield will soak up all attack damage until fails completely.

'Defensive Shielding' - When active, the shields distort the visible light passing through them. This could act as a buff to Defence or Dodge but could also justify a penalty to the Aim of those units that are shielded.
Scroller 19 Feb, 2020 @ 8:49am 
The Lost: 'Infected' - Some of the Lost have survived chryssalid attacks but have been left infected. This means that there is a chance that killing a Lost will result in a cocoon being generated.
Scroller 19 Feb, 2020 @ 9:13am 
ADVENT Stun Lancers: 'En Garde' - Stun Lancers now have Bladestorm.

ADVENT Soldiers: 'Enhanced Helmets' - These units are immune to the effects of flashbang grenades.

ADVENT Priests: 'Faith Healing' - Priests can regenerate HP to a certain amount (or indefinitely) as a passive ability. This could be linked to their 'level', so that only the more powerful ones have the ability.

ADVENT Officers: 'Stricter Mind Control' - Officers are immune to XCom mind control as well as panic. This would affect Insanity as well but not prevent the damage from it.
Scroller 19 Feb, 2020 @ 9:14am 
Also, apologies for spamming... :steamhappy:
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