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A Better ADVENT: War of the Chosen
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961.816 MB
Sep 2, 2017 @ 2:51pm
Nov 16 @ 12:31pm
18 Change Notes ( view )
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A Better ADVENT: War of the Chosen

In 1 collection by DerBK
A Better Everything
13 items
-- A Better ADVENT --
-- Enemy Overhaul for War of the Chosen --
-- by DerBK --

Requires XCOM2 version: War of the Chosen
Requires DLC: none
Requires other mods: none

FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ

A Better ADVENT is an ambitious enemy and AI overhaul for XCOM2: War of the Chosen, introducing new enemies with their own abilities, behavior and equipment.

The goal of the mod is making the tactical layer of the game more exciting. This is done through enemy variants and by completely overhauling the AI. This mod’s goal is not just to add more enemies to the game. It adds “better” enemies that open up new lines of gameplay with their impact on combat tactics. To that end, a high priority has been put on making AI changes and improvements, both global (Mimic beacon behaviour, engagement ranges, …) and local (Snipers stay back, Shotgunners flank, …).

With the combination of smarter AI, more resourceful enemies and new endgame challenges like the Prime Enemies, the game gains a lot of extra challenge that can’t just be neutered by one or two dominant strategies. All the things in A Better ADVENT are designed to work together. The mod doesn’t just add a bunch of unconnected random stuff, it directly improves the core gameplay of XCOM2.

Fair Warning: A Better ADVENT is considerably harder than the vanilla game.I suggest playing at least one difficulty setting lower than you are used to for the first ABA campaign, as there is a lot of new things to learn.


Any modder is allowed to pilfer, re-use or re-upload any of ABAs assets, scripts, doodads and thingamajigs in any way or form that he wants to. This of course doesn't extend to the assets that i took myself from other people like Kobazco's Elite Viper or Long War Studio's Muton Centurion and Drones. When in doubt, just ask.
Popular Discussions View All (35)
Nov 16 @ 1:48pm
Dealing With Primes
Nov 12 @ 10:53pm
Russian Translation
Dec 4, 2017 @ 3:15am
PINNED: Legend + Beta Strike + ABA : What it's like
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grim37 16 hours ago 
I like Skirmisher.
I don't want to see them coming out as my enemy...
If someone needs an extra enemy, I want a completely different enemy.
Not Skirmisher;
Deadput Nov 16 @ 2:59pm 
I guess it could make some sense if their units that are never meant to be seen by the public eye.
DerBK  [author] Nov 16 @ 2:15pm 
Correct, Primes are going to stay a thing for the actual aliens.

The Skirmies not having a helmet is a purely visual thing, i like their look better this way.
Deadput Nov 16 @ 2:13pm 
I think DerBK said on the modding discord once that he felt like Primes should be an Alien thing and not an Advent one, that's just what I remember though he can correct me if I'm off.
4rrakis Nov 16 @ 1:47pm 
Sounds like a cool update, thanks! From a lore perspective the new Skirmishers could use some kind of helmet, but they look pretty awesome without one (on the screenshot - I did not see them in game so far).
Have you thought about a Skirmisher Prime? Maybe even with Combat Presence to transfer that bonus action to other enemies near him?
DerBK  [author] Nov 16 @ 12:53pm 
This mod has been updated.

Detailed update notes here: Click

This update does a couple changes to the AI. Nothing huge and flashy, but a few details here and there to smooth out some stuff that i felt like they could be improved.

More importantly, this update introduces ADVENT Skirmishers. Apparently not all the Skirmishers joined the good guys and either never shed the shackles of the Elders or they decided to go back.
Skirmishers come equipped with a Bullpup, a Ripjack and a Flashbang. And also some dirty tactics. Skirmishers can appear as leaders to ADVENT pods and count as a Captain for most ingame purposes. I suppose they can be skulljacked, but i didn't test it. The detailed notes have info on the skills the ADVENT Skirmishers use.
mscomies Nov 16 @ 3:52am 
I guess I'll tweak the DefaultEncounterLists.ini to get rid of them then. The frost bomb get out of jail free card isn't an option because I didn't bother buying the Alien Hunters DLC and I only have gremlin MK2s for hacking because this is the first sectopod i've seen this campaign so far.

Seriously......i'll rather fight a chosen with maxed out experience than one of these. At least they have some kind of counterplay besides "tell your closest guy to hunker down and hope for the best"
DerBK  [author] Nov 15 @ 9:45pm 
There was a recent question about Primes here where i went a bit more into detail on why Primes are the way they are: https://steamcommunity.com/workshop/filedetails/discussion/1126623381/1743342647558442866/

tl;dr: Freeze or Stun. If you can't, don't get flanked. Use Hunker on the soldier closest to the Prime. Consider the order of your actions, to prevent getting flanked from reaction movement. Gatekeeper and Sectopod Prime are supposed to be your wakeup-call, time to wrap up the campaign. Yes, you will likely still lose soldiers, you should have plenty backup in your barracks at that point to compensate.
mscomies Nov 15 @ 6:57pm 
Is there any counterplay to the Sectopod prime other than abusing squadsight or spamming mimic beacons/dominated enemies at it? The free overwatch shots with annihilation protocol pretty much guarantees that it'll 1HKO one of your guys sooner or later.
p6kocka Nov 13 @ 9:23am 
Thank you