XCOM 2
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A Better ADVENT
   
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660.253 MB
Feb 20, 2016 @ 1:47pm
Aug 31, 2016 @ 9:12am
49 Change Notes ( view )

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A Better ADVENT

In 4 collections by DerBK
A Better Modlist: Better ADVENT + Raidey's Class Overhaul
15 items
A Better Modlist #2: More Stuff!
31 items
A Better Modlist #3: Better ADVENT + ShadowOps Classes
30 items
A Better Modlist #4: Better ADVENT + Paragon Classes
35 items
Description
-- A Better ADVENT --
-- Mod by DerBK --
-- Art by Atheran --


This is the old version of A Better ADVENT and no longer actively supported.
I will keep this on the Workshop so everyone can finish their campaigns.

I recommend switching to the successor to ABA, called ABA2. You can find that mod here:

http://steamcommunity.com/sharedfiles/filedetails/?id=793861140

WOTC version here:

https://steamcommunity.com/sharedfiles/filedetails/?id=1126623381


Cheers o/
Popular Discussions View All (36)
168
Sep 21, 2016 @ 8:29pm
Discussion: proposed tweaks, changes and additions
Frowster
69
Jan 8, 2017 @ 9:55pm
Having empty reinforcements? Read here.
DerBK
60
Nov 5, 2016 @ 8:03am
Let's talk about ABA 2.0
DerBK
2,088 Comments
Victor de Noir Jun 9, 2023 @ 11:26am 
Alright thanks for the feedback DerBK and thank you for the experience! Except for ABM I like all your mods.
DerBK  [author] Jun 9, 2023 @ 1:06am 
Difficult to say. The thing about XCOM2 is that its visualizer is super buggy when it comes to stacking triggers on top of each other and sometimes what we see isn't even what actually happened. In this case it does seem about right, though. Prime reaction triggers immediately after the Muton is injured. Presumably the Muton wants to move(because one of its priorities is getting out of a flanked position), but gets interrupted by Bladestorm triggering from this movement. Bladestorm is a melee attack and as such gets countered by the Muton. So the Muton did get its action (otherwise it'd not have triggered the Bladestorm), but the counterattack stopped the movement it was going to do.

Prime reactions are absolutely able to interrupt soldiers mid-turn and that is one of their defining traits why they even exist. Its trigger is very similar to that of Overwatch.
Victor de Noir Jun 8, 2023 @ 2:06pm 
Is the following intended behavior?:
1. I go to point blank range with my ranger and use chain shot on a muton prime (given the numbers, 100% chance to hit, flanking, muton health this should be a guaranteed kill)
2. The ranger fires the first shot of the two and hits
3. Superhuman reflexes of the Muton activate (but the Muton doesnt do anything)
4. Rangers Bladestorm Activates
5. Mutons Counterattack activates and renders the ranger unconscious
6. The Muton ends its turn without doing anything, while I would expect it to have one more action, where it would use its superhuman reflexes.

I would have also expected that the ranger gets to resolve its turn / ability before the Muton gets any ability activation.
DerBK  [author] Jun 20, 2021 @ 11:02pm 
Neat :)
Maxidonis Jun 20, 2021 @ 10:20pm 
Yes. I used the most recent version of non-WOTC XCOM 2, and yes I used ABA 1. I figured it would work, but it worked even better than I expected it to considering how long ago support for it was pulled. It was definitely one of my least bugged modded XCOM games I've played. I do look forward to the later versions where I assume prime reactions work properly and I get to face primes at their full fury more than once.
DerBK  [author] Jun 19, 2021 @ 3:26am 
You actually used the original version of the mod and it did work with whatever XCOM2 version you have? I actually wouldn't have thought that it would. Or at least not without major complications somewhere. That's interesting!
Maxidonis Jun 18, 2021 @ 12:40pm 
On another note, the mod still works spectacularly with only one odd exception that I ran into. Only the first Prime of each variant ever had Prime reactions. If I encountered a Sectoid Soldier Prime for the first time, it had Prime reactions. However any subsequent Sectoid Soldier Primes did not. Any other first time Prime would have its reactions, but later Primes of the same variant wouldn't. I had fun barely managing to keep everyone alive against that first Sectopod Prime though. I also never ran into an Advent Sentinel, but I don't know that to be a bug. Overall amazing performance though.
Maxidonis Jun 18, 2021 @ 12:30pm 
I recently completed a Veteran Ironman game using this mod (without plugins), Additional Mission Types, Training Roulette by Grimy, Permanent Dark Events and Longer Campaign as my main mods; along with some self implemented limitations (no DLC weapons and armor or Sparks, Psi ops can only re-enter the psi labs after completing a mission, and Magus rank Psi ops can't ever re-enter the psi labs being the significant ones). It was a blast. Deadliest XCOM 2 game I've won so far. Though you could also say I lost, since the aliens wiped the floor with me on the second to last mission, and I had restart the mission. Besides that I failed 4 other missions (evacced or squad wiped), which I've never been able to do before without losing the entire game. Even without new enemies the AI changes made the final mission more interesting. This is still an excellent mod, and I look forward to experiencing the improvements made by the plugins and later versions of A Better Advent. Thank for this.
konrad.pasierb Feb 11, 2020 @ 12:01pm 
I use Wotc version. I check it. Now I will try instal game from zero and try using mods again.
DerBK  [author] Feb 7, 2020 @ 7:54pm 
Are you running this version of ABA right here? Because this one is very, very outdated and would only work with the original XCOM2, not with WotC.

If you are using WotC, please use the WotC version of the mod.