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Long War Alien Pack
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396.338 MB
17 dic 2015, ore 9:56
7 dic 2016, ore 13:01
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Long War Alien Pack

Annulla sottoscrizione
By Pavonis Interactive

This mod adds a series of new enemies to XCOM 2. It is an update to the Muton Centurion pack and replaces it entirely. It includes:

* Muton Centurion, a Muton leader with the ability to inspire its allies
* Muton Elite, a powerful Muton who can dominate in battle
* ADVENT Drone, a small, nimble crowd-control robot that hunts for hidden enemies
* Naja, an alien sharpshooter related to the Viper
* Sidewinder, a speedy alien skirmisher related to the Viper
* Sectoid Commander, a stronger sectoid with area-of-effect abilities
* ADVENT MEC Archer, a mechanized unit built to bombard at long ranges
* Chryssalid Soldier, a larger, strong Chryssalid
* Hive Queen, a monstrously large Chryssalid
* ADVENT Sentry, a soldier specializing in overwatch abilities
* ADVENT Grenadier, a soldier with a grenade launcher
* ADVENT Rocketeer, a soldier with a rocket launcher
* ADVENT Gunner, a suppression specialist
* Many of these have upgraded versions that appear later in the campaign, and the mod includes upgraded Vipers and Archons as well.

If you prefer just to use the old Muton Centurion mod, it's available as v1 of the Alien Pack on the Nexus ( http://www.nexusmods.com/xcom2/mods/5/?). v2 and later is the full Alien Pack, the same as this mod. You should unsubscribe from this mod to get it working properly.

------------------- CREDITS --------------------

Concept Artists
Dana Henderson (http://www.danaillustration.com/)
James "JCLewis" Karlson

Modeling and textures
Muton Centurion, ADVENT Drone, Naja, Sidewinder, Sectoid Commander, MEC Archer: James "JCLewis" Karlson
Muton Elite, Hive Queen: Chris "CapnBubs" Mansell (Twitter: @capnbubs)

Additional Artwork / Technical Artistry
Alexander "XMarksTheSpot" Behne
Dana Henderson

Technical Lead
Rachel "Amineri" Norman

Design Lead
John Lumpkin

Tim "Bilfdoffle" Evans
Lance D. Allen
Xavier Wynns
Matt Price


Free for noncommercial use: Modders are free to incorporate any code or other assets from this mod in their own, provided credit is given to Long War Studios in the appropriate places in mod releases.

--------------- COMPATIBILITY ----------------

This mod swaps the vanilla class X2Action_WallClimb.

----------- TROUBLESHOOTING ------------

NOTE: IF after the update you are getting floating ADVENT heads or other issues, you should exit the game and REGENERATE YOUR INI files by deleting all files in \Documents\My Games\XCOM2\XComGame\Config. These will be recreated on your next game start. (Additional tip: You can preserve your options settings by NOT deleting XComEngine.ini in this directory.)

XCOM2 Mod Troubleshooting Guide

NOTE 2: The Alternative Mod Launcher tends to give bad information about our mods. They don't conflict with each other.

DO NOT LOAD THIS MOD WITH LONG WAR 2. Its features are already incorporated.
Discussioni più popolari Visualizza tutte (27)
20 lug, ore 16:37
AlienPack DIY Modding HowTo
Pavonis Interactive
17 ago 2016, ore 17:17
crash when loading
15 lug, ore 17:18
Hive Queen
< >
798 commenti
necro55 15 lug, ore 17:11 
Hello guys, this is a mod I have loved for a while, with the enw xpac coming, are there plans to keep it functional and updated for WftC?
mutant 12 lug, ore 16:49 
at first you get them one by one, then you hack one, and you go disrupt the others with your hacked drone.
Or you can always savescum the living sh!t out of them until your shots connect.
@Quantumdogma: I know, but that seemed to be one of his main-complaint-part to me. So I just felt like mentioning that. But..."deal with it" until you can use an ability shows that they show up too early, really. Well, I know that I don't like LW since it seems to be tuned towards having to loose units to poor design(might be wrong, or just my subjective view), so I'm a bit biased always.
Quantumdogma 11 lug, ore 14:20 
@Yamino Takamaru
He just going to have to deal with it until he can use hack or a shock drone otherwise not much else you can do to get rid of them besides hitting your shots. Also i never said about getting rid of them first mission i just said that he could use these options to get rid of the annoying little drones.
@Quantumdogma: Show me how you do that in the very first mission. XD (in general, since he says they show up there)
Quantumdogma 11 lug, ore 13:40 
Use a shock drone or hack to get rid of it.
PrimePhaton 11 lug, ore 13:17 
I do like the mod, but think the drones need a tone down. thats my big stink. sorry.
PrimePhaton 11 lug, ore 13:16 
cant, flying above the radious, and if i blow them up i blow up alied cover while atempting to shread the armor off 5 of them
Dragon32 11 lug, ore 11:50 
PrimePhaton 11 lug, ore 11:26 
i should say that the drone is complete bullshit, being that it has 2 armor, unhindered movement, flight, stunns your troops for 4 turns, disorients them, does plasma damage, and blocks movement. did i mention theirs one in every single squad. when i can only move 2 out of 8 soldiers a turn because of these things, the game isnt fun or chalanging, just broken. sorry. also did i mention these units come out mission one too