XCOM 2
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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

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Descrizione
By Pavonis Interactive
http://www.pavonisinteractive.com

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.

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

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

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----------------PERMISSIONS------------------
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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.

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--------------- COMPATIBILITY ----------------
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This mod swaps the vanilla class X2Action_WallClimb.

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----------- TROUBLESHOOTING ------------
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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
http://steamcommunity.com/sharedfiles/filedetails/?id=625230005

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)
43
17 ago 2016, ore 17:17
crash when loading
Zeglouton
32
9 gen, ore 14:34
AlienPack DIY Modding HowTo
Pavonis Interactive
29
21 ago 2016, ore 13:29
Hive Queen
texasgoldrush
< >
768 commenti
Xpyder 18 feb, ore 10:29 
@kittenmonger
Actually the thin men were genetically modified versions of the viper, not an evolutionary precursor. They came after and were an intentionally modified subbranch designed specifically for purpose
The Kittenmonger 8 feb, ore 12:38 
@Zachula5 The vipers are supposed to be the evolution of the thin men though, so that doesn't really make sense.
Zachula5 1 feb, ore 7:32 
have you thought about adding aliens from the first one, like the thin man?
THEAETIK 31 gen, ore 19:21 
@AlienPack DIY: Perfect, I wanted to get this variety pack but the ADVENT Drones ruined it. They really could get out of this pack and LW2, but that's just my opinion I guess. Time to do it locally!
@MikeHB: Just look at the "AlienPack DIY Modding HowTo"(sounds like something's redundant there :x)-thread in the discussions-tab. PI(or still LWS at that time) wrote an instruction on your questions themselves.
MikeHB 29 gen, ore 18:46 
Is there any way to select which aliens are included from the mod? I was directed here from the Muton Centurion mod and was excited to discover the extra Muton, Sectoid Commander and ADVENT Drone, but am not too fussed about the rest.

If you can't select which are included, how's best to edit certain aliens out without causing bugs?
PizzaSHARK! 👻 24 gen, ore 11:16 
All of the Long War mods by PI are incorporated into LW2; if you're using LW2, you should not be using any of the standalone LW mods.
Dragon32 24 gen, ore 4:14 
@Caliell:
It's incorporated into LW 2
Caliell 24 gen, ore 3:38 
If you have LW2, do you have to have this mod activated or is this incorporated into LW2?
PizzaSHARK! 👻 19 gen, ore 17:59 
Really? LW aliens, like most LW mods, are presumably balanced around larger squad sizes and the LW perk pack. If you're using different classes or smaller squads, they probably need tweaking. I found Drones to be overpowered with the 20 Defense on top of 2 armor when I was running squad size 6 with Shadow Ops' more defense-focused classes, but they're pretty much okay with squad size 8 and default LWPP classes.

I'm assuming the config files for aliens in LW2 will be the same. Nerf them if you feel like they're too strong. I'll wait to see what they do to SPARKs, but I might have to nerf Gunner damage if SPARKs don't get a lot of help - mk2 Gunners could kill my newbie SPARKs in a single attack and had the high Aim necessary to reliably hit them.