XCOM 2
225 ratings
Additional Dark Events
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.158 MB
Feb 16, 2016 @ 7:42pm
May 31 @ 7:03pm
37 Change Notes ( view )

Subscribe to download
Additional Dark Events

Subscribed
Unsubscribe
In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
62 items
Description
Latest Update
Avenger Watch no longer spawns UFOs that will always intercept the Avenger, just ones that have a chance of doing so. Also fixed UFOs spawning from actions not meant to trigger it, like detecting missions in LW2.

NOTE: Requires a new game for new dark events to take effect.

ADVENT's gotten tired of XCOM spontaneously developing new and even more dangerous abilities and have been working on new plans to counteract XCOM's advances.

Dark Events Descriptions:

Avenger Watch: Every mission has a 50/50 chance of spawning a UFO to try hunting down the Avenger.

Alien Worm: Intel is halved, and medical, psionic, and proving grounds equipment are much less efficient at doing their jobs.

Advanced UFO Hunter: Like the Hunt XCOM event except it's guaranteed to hit if it activates.

EOD Armors - Provides the Blast Padding perk to some ADVENT soldiers, providing them with a point of armour and 66% damage reduction against explosive damage. Will probably cause very inconvenient situations if you have the Grenade Damage Falloff mod installed.

Lightning Drugs - ADVENT tries out experimental drug therapies on its own soldiers. On the few that it'll work, they'll gain lightning fast reflexes. As in they get the Lightning Reflexes perk. Will probably cause lots of anguish when RNGesus decides to give Lightning Reflexes to a stun lancer.

Holo-targeting Rounds - Modified smart rounds that function like the holo-targeting perk. Will definitely cause anguish if you let an officer do their marking thing in addition to this.

Special Forces Surge - ADVENT integrates spec op units into its main field operations, making XCOM face some units who have similar abilities to them. On its own the added abilties aren't too bad, but if you end up letting it combo with some dark events, this could cause some serious damage to your operations.

Hazmat Armour and Mindshielding Dark Events! ADVENT now has the chance of becoming immune to your war crime grenades and ammo, and they along with the aliens can now roll out their variant of Mindshields against your psi-ops and flashbangs.

Three Month Dark Events! These only have a chance of being in play when you've hit the maximum number of facilities that can exist, but they have a very high chance of being added compared to regular dark events when they can be added.

These currently include the terror units (Faceless, Berserkers, and Chryssalids), along with an Avatars on missions varaiation Dark Event.

Variations of the Viper Rounds event, including all the other rounds in the game. Now ADVENT can potentially set your troops on fire, crit far harder, pierce your EXO/WAR suits' armour, and just have better aim overall.

Overwhelming Force, adding in multi-sectopod pods on missions when active.

Berserker Packs! Like the Faceless and Chryssalids, these can now be deployed on non-retailation missions once you encounter these units for the first time. Come in packs of 4 when deployed.

Riot Control! Realizing how much XCOM seems to detest these units, ADVENT may decide to start forming additional squads comprised of almost nothing *but* stun lancers and deploy them in operations they believe XCOM may try interfering in. And then you realize they've decided to add a shieldbearer among them.

Early Avatar Deployment! Been delaying the strategy side of things for a while? Maybe let things go all the way towards...I dunno, September or so?

While your efforts will always prevent mass production of what the Avatar Project is aiming for, low rate initial production is still a thing, and eventually they will start considering to push that side of things to combat deployments if XCOM's lasted long enough without going down. You probably shouldn't let this one go through if it ends up popping up.

Not included:

High Alert. This event is from True Concealment, you need to check that mod's page to see how to turn it off.

Extends X2StrategyElement_DefaultDarkEvents and X2HackReward, overrides XComGameState_UFO for Advanced UFO Hunter. Also makes major modifications to XComMissions.ini to the MissionSchedules side of thing, is very likely to not work with mods that also alter that part of the .ini.

Has an adjustable .ini called XComDarkEvents.ini. Located at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\626109271\Config

Issues

I seem to be crashing after an update - clear out your config folder in My Games/XCOM2/XcomGame/Config, sometimes XCOM 2 doesn't properly change configuration files after a mod that needs to alter them updates and results in games being unstable until you force it.

Thanks to S. Flo for making the custom dark event images!

Thanks to thunderbeast for making the Korean localization!

Thanks to Klavi for making the Russian localization!

Thanks to MantLemon for making the Chinese localization!
Popular Discussions View All (3)
19
Nov 7, 2016 @ 8:27am
Dark event ideas.
shadow79
5
Mar 17, 2016 @ 1:08am
Custom Dark Event Images?
S.Flo
0
Oct 6, 2016 @ 7:04am
Localization
mystermask
< >
232 Comments
frizzeldian12 Jun 20 @ 9:21am 
mr willy yes but you have to have mcm to choose which are always on otherwise it will be impossible to win
Mr. Willy Jun 20 @ 8:58am 
Would these work with Permanent Dank events?
afterthought.btw Mar 21 @ 8:27am 
Awesome! That was quick. Thanks :)
RealityMachina  [author] Mar 20 @ 1:23am 
That would make sense considering how hacking applies the same stunned/mind control effect, it just gets renamed cosmetically for robotic units.

I'll try to fix it later today.
afterthought.btw Mar 19 @ 9:28am 
I think - but am not 100% sure - that the mindshielding event here is causing a bug in my game. Some of the mechanised units have become seemingly immune to haywire protocol. You can try to hack them, and succeed at either hack or stun, but nothing happens. You can even 'control all mechanised units' in a mission via a lampost, but yet *not* control them. My guess is that MECs, drones, Sectopods etc are being given mindshields, and that somehow that means they are protected from hacking as well. I'm unsure how to validate my guess, though.

This then causes additional havoc if you are playing LW2 and have Trojan on your specialist. I hacked a sectopod (except, of course, I didn't hack it) and it immediately was trojan-ed except rather than taking damage, it was immobile for the entire mission.

In my current play through this is the only DE that has thus far slipped past me, and I don't think this happened before the DE so it would seem to make sense.
Dragonlord Mar 17 @ 4:38pm 
Yeah be aware and don't use this in lw2 it destroyed my campaign when the advent got PERMANENT incediary rounds at the 2nd month.... Kinda sick...
Andala_Boromir Feb 26 @ 11:44am 
Since in lw2 many dark events are now permanent and can be hard to counter because they have to be discovered first and can spawn in undiscovered regions (meaning they cannot be countered). I'm thus wondering how this is playing out. I like the idea of more variety but just more uncounterable events, less fond of that!
Long war 2 compatible?
Dragon32 Jan 2 @ 3:08am 
@IceMaverick:
I think it was:
Latest Update
Fixed Avatar Surge still having infinite duration, Alien Worm and Avenger Watch no longer erroneously marked as tactical dark events.


Although it is a shame that RealityMachina has abandoned updating the Change Notes for his mods.
IceMaverick Jan 1 @ 10:52pm 
Mind giving a quick note on what the Jan 1st update was? Don't want to install mod updates without knowing what changed, even if it's just minor bugfixing.