XCOM 2
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Flame Viper - WotC
 
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193.363 MB
Oct 6, 2017 @ 10:15pm
Oct 15, 2017 @ 5:52pm
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Flame Viper - WotC

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Description
FLAME VIPER: WAR OF THE CHOSEN VERSION
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She's back with a few new tricks and a shiny new Inferno Rifle in an updated version of the original!


MOD HIGHLIGHTS:
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1 New Enemy: The Flame Viper (comes in 3 types)
1 New Research Project: Flame Viper Autopsy
2 New Ammo Types: Inferno Rounds, Viper Rounds
1 New Armor Vest: Flame Scale Vest

This mod adds a new enemy to the game; the Flame Viper. A fiery variant of the Viper, the Flame Viper breathes fire, tongue grabs, and sets herself ablaze to increase her own combat effectiveness. In addition to that, she carries an Inferno Rifle into battle.


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.


CUSTOMIZABLE
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Make the Flame Viper as easy or as brutal as you want. Just about everything is configurable including alternate LoadOuts to remove tongue grab and a flag to enable/disable Seething (default enabled). Changes to suit your own preferences can be found in the following files:

XComAshFlameViper.ini
XComGameData_CharacterStats.ini
XComGameData.ini

Be sure to make a backup of any changed file in case this Mod gets updated. You'll need to reapply your changes once you've taken the update.


LOCALIZATION
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English
French: Provided by sebkulu


NEW CAMPAIGN
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Enable the Flame Viper 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
ADVENT Warlock: http://steamcommunity.com/sharedfiles/filedetails/?id=1144417938


Original Mod for Vanilla
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Flame Viper: http://steamcommunity.com/sharedfiles/filedetails/?id=715318608
Popular Discussions View All (1)
0
May 15 @ 12:52am
Traditional Chinese translation
benny30912
< >
35 Comments
Fonzosh Sep 10 @ 12:59am 
I dont have unblockable flame throver mod and in my game, the flame viper is scary. He was far away from one of my troops with a spaceship wall between us (the only reason I knew where he was because of my reaper and her ability to mark enemies). The viper made a long movement, stopped before the 3 tiles before the wall and breathed right throught the wall and immolating my poor soldier. He was turned to crisp without even knowing the viper was there.

Think that this is something that should be looked at. Seems the viper can attack through walls.
Enforcer Sep 1 @ 4:36am 
Flame Viper is too scarse in modded game. Please add as follower for all other mod enemies: Bio XXX, Children of the king, sectoid abductor etc.
Aug 25 @ 6:15pm 
@Ashylynne_Lee
by any chance have you ported the Black Ice Codex in WoTC?
Ashlynne_Lee  [author] Apr 21 @ 3:31pm 
@GreatOldOne: Never used Unblockable Flamer Throwers (never even heard of it until today). The description claims Full Cover still blocks fire. Regardless, the Flame Viper isn't configured with other mods potentially disrupting balance when used together (that would be impossible, of course :steamsad:). However, if you like the Flamethrower mod, you're not out of luck if you want to use both! :steamhappy: I would recommend making some changes to your Flame Viper's local config file. Exit XCom, open this file with a text editor, make some tweaks, and save it.

~\Program Files\Steam\steamapps\workshop\content\268500\1160638944\Config\XComAshFlameViper.ini

There are several variables you can tweak to make Unblockable Flame Viper Spit less brutal. I'd probably start with the Flame Spit's Radius (set them all to 3 instead 3,4,5). There are comments in the file for guidance. :steamhappy:
GreatOldOne Apr 21 @ 4:47am 
An unfortunate coincidence that resulted in a near squad wipe (not that I'm bitter or anything. shit happens in war and sometimes people die) - unblockable flamethrower mod and this mod seems to allow the flameviper spit to blow through full cover like it wasn't there. I kind of like the idea of flame being more of threat that it is (for both sides) in vanilla, but not at the price of turning the FV fire breath into an virtually unstoppable killing machine.
Liro Raériyo Mar 29 @ 3:03am 
the fact that this isnt named the scoville snake somewhat disapoints me...
Ashlynne_Lee  [author] Jan 29 @ 9:29am 
@uchiha_sander: Yes, I've ported over the ADVENT Warlock! :steamhappy: He got a few new tricks like the Flame Viper did to keep things fresh. I'm still working on the Black ICE Codex (friend of mine let me borrow Horizon: Zero Dawn, so I've lost a little time :steamsad:)!

Here's the link to the Warlock:

http://steamcommunity.com/sharedfiles/filedetails/?id=1144417938

Glad you enjoy the Mods! :steamhappy:
Jan 28 @ 2:04am 
@Ashlynne, your mod is still good even back in vanilla. BTW did you also ported your other alien mods (black ice codex, etc)
I Don't Give a Flying FUCK Dec 11, 2017 @ 1:19pm 
hey I have a really cool idea. can you make it so that large packs of viper neonates spawn in regular missions? I thought they were kinda cool swarming my team. Also same for the mecs in the shen mission? And can you also make it so that rulers respawn kinda like the chosen?
TerrorDragon Oct 13, 2017 @ 9:34am 
You ever think that armour in the viper head and neck are just inplants so they can be kepted under control?