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A Better ADVENT: War of the Chosen
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816.568 MB
Sep 2, 2017 @ 2:51pm
Feb 16 @ 5:22pm
11 Change Notes ( view )
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A Better ADVENT: War of the Chosen

In 1 collection by DerBK
A Better Everything
9 items
-- A Better ADVENT --
-- Enemy Overhaul for War of the Chosen --
-- by DerBK --


A Better ADVENT is an ambitious enemy and AI overhaul for XCOM2: War of the Chosen, introducing new enemies with their own abilities, behavior and equipment.

The goal of the mod is making the tactical layer of the game more exciting. This is done through enemy variants and by completely overhauling the AI. This mod’s goal is not just to add more enemies to the game. It adds “better” enemies that open up new lines of gameplay with their impact on combat tactics. To that end, a high priority has been put on making AI changes and improvements, both global (Mimic beacon behaviour, engagement ranges, …) and local (Snipers stay back, Shotgunners flank, …).

With the combination of smarter AI, more resourceful enemies and new endgame challenges like the Prime Enemies (coming soon!), the game gains a lot of extra challenge that can’t just be neutered by one or two dominant strategies. All the things in A Better ADVENT are designed to work together. The mod doesn’t just add a bunch of unconnected random stuff, it directly improves the core gameplay of XCOM2.

FAIR WARNING: A Better ADVENT is considerably harder than the vanilla game.I suggest playing at least one difficulty setting lower than you are used to for the first ABA campaign, as there is a lot of new things to learn.


Please refer to this post to see the current status of what's in the mod, what the known issues are and for what's confirmed to be in the next version:




ABA is built to be as compatible as possible. If it's not an AI mod or a total overhaul, then it probably works with ABA.


This mod wouldn't exist without several people that helped with their contributions, either directly or by allowing me to pilfer some things from their own mods. The list is far too long to post here, i made a detailed list of contributors, advisors, artists and whoever else i felt needed a mention over here: https://derbk.com/abetteradvent/credits-and-acknowledgements/


Any modder is allowed to pilfer, re-use or re-upload any of ABAs assets, scripts, doodads and thingamajigs in any way or form that he wants to. This of course doesn't extend to the assets that i took myself from other people like Kobazco's Elite Viper or Long War Studio's Muton Centurion and Drones. When in doubt, just ask.
Popular Discussions View All (19)
Jan 30 @ 3:52am
New ability for Advent troops (idea)
Feb 10 @ 5:43pm
Please Help DerBK
Jan 27 @ 8:34am
Sectoid soldiers stuck in T pose
Morten E.
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Taylem 17 hours ago 
@Soft Head ABC+ would be a far better choice for you to use ...
DerBK  [author] 22 hours ago 
@SoftHead: Yes, that should work with ABA. You can't run A Better Campaign with that, though.
Dies Irea 23 hours ago 
@Soft Head Have you looked at DerBk's better campaign plus mod that increses enemy pods you face. I use it with a larger squad (start with 6 gts upgrades to 8)
Soft Head 23 hours ago 
derbk would this work with https://steamcommunity.com/sharedfiles/filedetails/?id=1125662915

i like running 9 man squards and i know your bad guys have much needed challage added but with amount firepower my guys bring might make it pointless which why i haven't tryed it yet
Taylem Feb 16 @ 5:36pm 
@DerBK Nice work, buddy.
DerBK  [author] Feb 16 @ 5:33pm 
This mod has been updated :)

Find the full patchnotes here: Click me!

In short:
- Bugfixes: Archon Will, Andro Robot Flee, Sectopod Prime Lightning Field
- AI Fixes: better Prime Reactions, less double moving, fixing Purifiers attempt #37263
- Alien Rebalance: Sectoid Soldier nerf, Berserker Prime nerf, Viper variants buff
- Advent Rebalance: Sniper and Gunslinger fuse into Sharpshooter, Wreckers and Gatling Troopers fuse into Gatling Sergeant, Lancer nerf, Officer buff
- new enemy: Codex Prime (uses Psi Bomb without cooldown, splits on reveal, Prime Reactions)
Talanath Feb 16 @ 12:43pm 
Looking forward to the update. :fengyi:
Flamew1ng Feb 15 @ 1:42pm 
Good, just making sure. Loving your mod btw, brings much needed challenge to endgame
DerBK  [author] Feb 15 @ 1:22pm 
Yes, of course.
Flamew1ng Feb 15 @ 11:37am 
Once the update is released all the changes will take place and the new enemies will start spawning without needing to make any manual changes? Everything updates by itself?