1,152 ratings
World Expansion Project: ADVENT
File Size
5.089 MB
Feb 17, 2016 @ 5:54am
Feb 22, 2016 @ 4:22am
3 Change Notes ( view )

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World Expansion Project: ADVENT

World Expansion Project: ADVENT

Latest Update: 22/02/2016
- Added new ADVENT Landing Pad for the CityCentre

The first release of the World Expansion Project, 'WEP: Advent' adds a number of new ADVENT map PCPs and Parcels to the XCOM 2 map generation pool, creating more variation in the levels that are generated for you to enjoy.

You don't need to do anything except subscribe and enable the mod in the launcher - the level generator will automatically add the new content to generated levels. You do not need to start a new game.

Compatible with any other new parcel/PCP packs.

Currently the mod contains:
  • New ADVENT checkpoints
  • House raids
  • Traffic stops
  • Dropship Pads
Please feel free to suggest new content for this pack, as well as the next area you'd like the Map Expansion Project to cover!

Thanks to PilotGuy for the awesome Workshop image!

Also available on the Nexus[www.nexusmods.com]

Please make sure you back up your save-games - the game will not load games that have been saved while using mods that have then been disabled.

The creator is not responsible for any loss/damage/injury associated with use of this mod. Use at your own risk.
Popular Discussions View All (2)
Jun 28 @ 10:15am
World Expansion Project: Abandoned Cities
Mar 18, 2016 @ 1:19am
Looking for a 3D modeler!
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Sorrow and Sadness 12 hours ago 
Just recently, for various missions ranging from kidnap target, hack workstation, to even a alien facility, my squad begins right on top of the objective. In the case of the facility, if I blow up the ceiling, I would be right by the C4 target. I am not sure if this mod is causing it or the better advent 2, I am asking both. Are you aware of this?
Dragon32 Sep 11 @ 12:40pm 
Hey Beacon, not sure how the map-makers' grapevine is going but I saw a couple of posts by Vozati over on his mod's Discussion page. Maybe old news to you, but...

If you want to port a plot you need to do 2 things:
1- Steal an XcomLevelVolume from a working plot and put it on yours then build the level
2- Copy the PCP_arctype and xpack package file and include them in your mod
That will fix the game just using random pcps since the file path for the game and editor are apparently different.

I think parcels missing assets is the same problem of mismatching file paths, I could not get posters to work until I copied that package into my mod but copying entire asset packages is something that should be avoided. Plus some parcel types need new objective spawn possiblites as well.
Valik Sep 10 @ 12:41am 
Would be amazing if this was tweaked to work with WotC!
Landgreen Sep 7 @ 9:35pm 
So any news?
Dragon32 Aug 31 @ 11:59am 
Great to see you, fantastic mod you made. I've played with it so long I honestly couldn't say which were your parcels/PCPs and which were Firaxis'. Impeccable work.
vulchor Aug 31 @ 10:40am 
Thanks Beacon, take your time don't stress on it. I'm just grateful to you and all the people that contribute to the XCOM2 community, its one of the best!
Beacon  [author] Aug 31 @ 10:32am 
Thanks Vulchor! I'm very busy but I will look into porting the mod over, thanks again everyone!
vulchor Aug 31 @ 10:31am 
you can get info and ask questions from this Nexus forum thread and the subreddit they're talking about in it :
Beacon  [author] Aug 31 @ 10:29am 
Hello all, thanks for the support and hope to see this in WOTC - does anyone know if a guide or some sort of info exists on porting mods to WOTC?