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A Better ADVENT: War of the Chosen
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891.944 MB
Sep 2, 2017 @ 2:51pm
Apr 15 @ 12:21am
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A Better ADVENT: War of the Chosen

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


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 (coming soon!), 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.


Please refer to this post to see the current status of what's in the mod, what the known issues are and for what's confirmed to be in the next version:




ABA is built to be as compatible as possible. If it's not an AI mod or a total overhaul, then it probably works with ABA.


This mod wouldn't exist without several people that helped with their contributions, either directly or by allowing me to pilfer some things from their own mods. The list is far too long to post here, i made a detailed list of contributors, advisors, artists and whoever else i felt needed a mention over here: https://derbk.com/abetteradvent/credits-and-acknowledgements/


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 (22)
Jan 30 @ 3:52am
New ability for Advent troops (idea)
Mar 31 @ 3:38am
The archon and the chosen roll back the updates.
Jan 27 @ 8:34am
Sectoid soldiers stuck in T pose
Morten E.
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Omega13 33 minutes ago 
So I just realized that not only has my engineering department randomly lost the ability to build Harbinger Rifles, but the Advanced Harbinger Rifle that I'd already built is just... gone. The rest of the mod seems to be functioning fine.
| Oz | Vash 8 hours ago 
Ok thanks. This is the list im guessing you use? https://steamcommunity.com/sharedfiles/filedetails/?id=1333120989 Im going to try A better barracks to so I think i gotta leave the weapon mods out and class from what I read. Thanks.
Wendersnaven 8 hours ago 
Map packs (at least the three I use) should work with no problems.
| Oz | Vash 8 hours ago 
Before I take on the challenge with A better everything do map packs work with this or should I just stick to the normal ones. Trying to avoid any issues.
Also is stand alone AI mods work well with this or just leave it out completely?

Finally is there a link to compatible mods I know about this one https://steamcommunity.com/workshop/filedetails/?id=1157986904 . Is there one with more?

DerBK  [author] 12 hours ago 
ABA doesn't change turrets.

A failed hack will give them +10 aim. If i remember correctly, they have like 50ish aim? Might be 60? With the failed hack and some height bonus, that'd put them at around 80. Probably just a string of bad luck. Happens.

But either way, nothing that ABA would change from vanilla.
Wendersnaven 12 hours ago 
I'm having big problems with Turrets 100% accuracy. My guys are in full cover but dropping like flies. If a hack fails, someone dies. Turrets are mostly at higher elevation, so I think their bonus's are overcoming any and all cover.
KazyFreak Apr 17 @ 8:39am 
You could always buff the prime and have it stasis the zombies it reanimates =). Other than nerfing the passive for a cd I'm not sure what to say about helping fix the loop.
Melliores Apr 16 @ 7:08am 
Ah, the Gatekeeper Prime has been reigned in ! I will start my next campaign tonight to test it in action. :)
DeBlueSeven Apr 15 @ 1:26am 
Huh! Amazing! I could run this along with several other enemy mods and no corrupted saves. To think that it was so easy yet I was pulling my hair big time. Thank you!
DeBlueSeven Apr 15 @ 1:15am 
I have not done, I need my Uniform Manager ini though, the rest I can delete. Yes, I've switched out A LOT of mods the last few days.