XCOM 2
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Neonate Vipers (Enemy Variety) - WOTC
   
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May 2, 2020 @ 7:36pm
May 8, 2020 @ 2:22pm
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Neonate Vipers (Enemy Variety) - WOTC

Description
Adds Neonate Vipers into the random enemy pool.

In the base game, Neonate Vipers were used exclusively for the "Alien Nest" DLC mission. After that, they never appeared for the rest of the game.

This mod recycles the Neonate Vipers into the main game's random enemy encounters. Neonate Vipers are an early-game enemy; they can appear starting at Force Level 1 and will stop appearing at Force Level 8.

I buffed them up (since they were super weak, and won't be appearing in large swarms outside of the Alien Nest mission):

HP increased from 2 to 5.
Defense increased from -24 to +0 <--- Rookie / Veteran
Defense increased from -16 to +8 <--- Commander
Defense increased from -8 to +16 <--- Legend
Viper Bolt Caster damage increased from 2 to a range of 3-5.
Viper Bind damage increased from 1-2 to 1-3.

Let me know if you guys think the balance needs tweaks (like, if they are still too weak or overpowered).

Note that this may make the "Alien Nest" mission (introductory Rulers mission) a little harder due to higher stats. I recommend waiting until that mission is complete before subscribing - or select "Integrated Downloadable Content" when creating a new campaign.


For clarification - I did not create this enemy. It a developer-made enemy that appears in the Alien Nest mission (Alien Hunters DLC), but they only appear in *that one* mission. This mod adds the enemy to other missions, for variety.

Compatible with WOTC.
100% safe to enable or disable at any time. Compatible with all mods. For more DLC enemies added back into the game, see Derelict MECs.
Popular Discussions View All (1)
9
May 20, 2022 @ 8:46pm
Fix for only single unit pods showing up
EvilBob22
57 Comments
ODSTvlogs Sep 8, 2023 @ 11:37pm 
Wish it dropped Viper Corpses :(
Rikimaru Jun 29, 2023 @ 3:38pm 
Thanks for mixing up my early game with this character, it makes sense to use it in base game!
And thanks EvilBob for basically improving on it in a sensible way
EvilBob22 Apr 22, 2023 @ 8:01am 
Very true, I wanted to reach out as a courtesy, not just spring it on you later. I'll probably upload it later today. Have a good one!
Alex Nares  [author] Apr 22, 2023 @ 3:29am 
Sure, feel free to take any mod and change it or upgrade as you like. Modders work for free, so there's nothing we lose and the community can only gain.
EvilBob22 Apr 20, 2023 @ 8:48am 
@Alex Nares Since you aren't planning on updating these mods, would you be okay if I added a config mod for the .ini changes? I've been messing around with replacing the Neonate's rifle with a (cosmetic only) bullpup and thought I could release it with the config changes together. That would make it easier on people who aren't very comfortable doing .ini edits.

So, the new mod would be the optional bullpup cosmetic for Neonates and the .ini changes for both, with a requirement for one (or both) of the enemy variety mods.
Deamon Feb 11, 2023 @ 8:26am 
Okay that explains it
Alex Nares  [author] Feb 10, 2023 @ 4:24am 
While digging through the mod files, I found some developer comments that referenced "the old leader/follower system" which appeared to have been replaced with weighted EncounterLists in some kind of overhaul update. So I thought it wasn't necessary, but I guess it was. It's an easy fix, just copy and paste the follower list from a similar enemy in the mod INI. This mod won't be updated, so you don't have to worry about your mod file getting overwritten.
Deamon Feb 8, 2023 @ 6:15pm 
How is someone gonna make an enemy mod with no follower lists
I feel like that's extremely important
EvilBob22 Mar 13, 2022 @ 9:46am 
The fix for Neonate Vipers only showing in pods of one suggested earlier in the comments did not work. I did manage to get it working (and Derelict MECs) with some .ini changes though. It is too much to go into in a comment, but I'll post a discussion with the full version. The short version is that there is a list of what enemy types are allowed to group together in pods in the file XComGameData_CharacterStats.ini and the original version didn't have it set.
EvilBob22 Jan 30, 2022 @ 8:51pm 
I haven't actually tried it yet, but I know how to "translate" what Alex Nares and Deadput said. :) I did run both mods in the past and ran into the pod with just one unit trouble too. I plan on trying again with the fix in place soon.