XCOM 2
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ADVENT Warlock - WotC
 
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111.106 MB
Sep 23 @ 8:14pm
Oct 29 @ 9:01pm
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ADVENT Warlock - WotC

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Description
ADVENT WARLOCK: WAR OF THE CHOSEN VERSION
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The Warlock is back with a few new tricks in an updated version of the original!


MOD HIGHLIGHTS:
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2 New Enemies: ADVENT Warlock, Warlock Abomination
2 New Research Projects: ADVENT Warlock Autopsy, Psionic Weapons
1 New Proving Ground Project: Psi-infused Grenades
1 New Weapon: Psionic Reaper
1 New Grenade: Vortex Grenade

This mod adds a new enemy to the game; the ADVENT Warlock. The Warlock is a psionic variant of the standard ADVENT Trooper that comes in 3 types, each with more powerful psionic abilities than the last including a new ability that he uses on his own unfortunate allies that were foolish enough to get wounded. In addition to his psionics, the Warlock carries a Psionic Reaper and Vortex Grenade into battle.


CUSTOMIZABLE
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Despite being faithful to the original, this version has gone through a complete code overhaul. As a result, almost all variables that controls balance are now in the config file XComAdvWarlock.ini, including a boolean for KillSiredZombies (which is TRUE by default). Tweak the numbers or even remove psionic powers. Balance just about everything to suit your game.


COMPATIBILITY
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This mod adds its own unique templates and config file entries to the game. It DOES NOT alter/override any base classes or config file entries. As such, it "should not" have compatibility issues with other mods, but Mod collisions can occur even when completely unexpected.


LOCALIZATION
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English
French: Provided by sebkulu


NEW CAMPAIGN
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Enable the ADVENT Warlock when you intend to start a new campaign. Enabling it for existing campaigns can result in unintended behavior. If you decide to do so, back up your save files first.


Other WotC Mods by Ashlynne_Lee!
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Loot Piñatas: http://steamcommunity.com/sharedfiles/filedetails/?id=1128231549
Flame Viper: http://steamcommunity.com/sharedfiles/filedetails/?id=1160638944


Original Mod for Vanilla
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ADVENT Warlock http://steamcommunity.com/sharedfiles/filedetails/?id=692243100
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84 Comments
oblevdorohmsic Nov 12 @ 8:27pm 
Ashlynne_Lee  [author] Nov 12 @ 12:05pm 
@oblevdorohmsic: In the past, other players have posted localization files on hosting sites like DropBox or GoogleDocs. Then they'll just post a URL here in the workshop for me to go and download them. Hope that helps!
oblevdorohmsic Nov 11 @ 8:33pm 
@Ashlynne_Lee
I do love this mod and flameviper so much. I have made simplified Chinese localizations for these two mods, how should I send localization files to you?(poor experience in workshop
sebkulu Nov 7 @ 8:44am 
Ok, understood, so I gotta add them into my mod, please give me the Character Group Name of your Black Ice Codex, so it will already be done ;-)
Ashlynne_Lee  [author] Nov 7 @ 8:32am 
@sebkulu: I placed my aliens in their own group to avoid any unexpected behavior caused by base game rules defined around base game groups. Additionally, it allows me to create my own exclusion groups for my own Aliens that I might not want to apply to base game groups (e.g. Death's Embrace).

The Black ICE Code is on the way. I've done a lot of work on her, but don't really have a timeline yet. Her rework is quite a handful, but it's going well.
sebkulu Nov 6 @ 12:53am 
Hi Ash ;-)

I'm developing "Show Enemies List and Terrain on Mission Planning" and I did note your enemies are created with new Character Group Name.
Is it intended in order to give them behaviours that are not possible within the list of existing Group Names?

Because if not, I would suggest you to make the following changes:
-ADVENT Warlock -> "AdventPriest" Group Name
-Flame Viper -> "Viper" Group Name
-BlackIce Codex -> "Cyberus" Group Name

So not only can I remove the specific tests I made in my code to detect them, but they also will be treated as other units in game (unless, again, this is not what you intended ^^)

PS: Yes, I love them so much that I implemented specific tests in my code for them ^^
PPS: When will you unleash BlackIce Codex on us? :-p
Ashlynne_Lee  [author] Oct 31 @ 7:29am 
@Antlan5: Yes, there are a few prerequisites; the main 2 being Psionics and a recovered corpse. XCom does not recover corpses on every mission so check your HQ Inventory in the Engineering section.
Antlan5 Oct 31 @ 4:22am 
Is there a pre-requisite for the advent Warlock autopsy? I have both this mod and Flame Viper. I can research Flame Viper but this one this won't show up for autopsy. I've already killed like 5 of them.
Ashlynne_Lee  [author] Oct 29 @ 9:05pm 
@TheFirstEpiCoW: I actually just updated the Mod a few minutes ago with the exclusion array changes. The General should be safe now!
TheFirstEpiCoW Oct 29 @ 8:57pm 
Thanks for the quick reply! I'll try that out. If it happens again (which, like I said, those kind of situations are really rare and hard to reproduce in the game- as hilariouus as they may be) I'll be sure to let you know immediately.

Cheers!