XCOM 2
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(WotC) Spectrum: Enemies and Aegis Division
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Apr 18, 2022 @ 1:09pm
May 12, 2023 @ 10:37am
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(WotC) Spectrum: Enemies and Aegis Division

Description
A WOTC port of Spectrum: Yellow Enemies and Aegis Division.

Starting as a straight port getting it working in WOTC but I started adding some extra abilities to give the units more flavor.

My strategy is that every enemy should give the player some reason to prioritize them and I'm trying to give each of these new enemies their own distinct flair.
As of now I'm got the standard, non-themed batch largely done, as well as some preliminary work on riot and toxic units:

Commanders are meant to drag on an encuonter as long as possible. They start with mark target, like officers, but also have stasis vests and the ability to call reinforcements twice. They gain energy shields, sustain, and ap rounds as the force level increases. They carry a cannon, grenades, and a medikit to heal themselves or an ally.
Scouts, the unit you'll most likely see earliest, start with mark target and low profile. They gain shadowstep and, later, reposition just to make them more of a nuisance. They carry proximity mines because I think it's funny.
Snipers start with squadsight and an ability that gives them a free reload after a kill - try not to let them trigger that. They gain a bonus to aim and penalty to defense if they had not moved the previous turn.
Shredders start with a shredder gun that demolishes cover in an area and gain an ability I called Pavement Shrapnel where they trigger an area of effect centered on themselves that damages and shreds anything inside of it, except themselves.
Gunners should start with suppression but I'm not sure if they currently will use it. They gain a spray ability which shoots all targets in a cone and can inflict serious damage if you bunch up.

The blue riot units are largely lumped together right now. The each have 1-3 armor points depending on level and access to Riot Rounds if you've got Cut Content Ammo installed. I've reduced their mobility by 2 each on the assumption that they are a bit bulkier but they can quickly immobalize a squad if you aren't careful.

All the green toxic units start with immunity to poison (but not fire) and, except for the basic trooper, an ability that gives them regen while in a poison cloud - they don't have any logic to seek out or create a cloud, however.
Captains, along with reinforcements and deep pockets, gain the Toxic Bullet ability from Mitzruti's Perk Pack which is like an upgraded venom round that also creates a poison cloud and simulates a lost lure.
Heavies start with Poisoning Suppression, which auto inflicts poison when suppressing, and gains Plague Storm, which is a Null Lance like aoe attack, both of which are from Mitzruti's.
Troopers gain the cloud regen and then Poison Blood, a stripped down version of Mitzruti's Viper Blood that only creates a poison cloud when damaged. Combined with the regen a trooper could stay in the fight longer than you might like.

MEC Officers can mark targetrs and get squad sight.
MEC Heavies should gain self destruct when their health goes below 25%.
The rest of the MECs are still WIP.

Assuming everything looks good with this batch I will probably move on to the blue riot troops.

If you have suggestions for other changes or feedback on those listed let me know.

I also included the suggested ANCE ini file.

Mitzruti's Perk Pack is not a hard requirement but some abilities won't work without it.
Popular Discussions View All (3)
3
Dec 11, 2022 @ 11:34am
Color coding idea
Village Idiot
2
May 18, 2022 @ 8:26am
Advent not Created Equal
Stukov81-T.TV
1
Jul 2, 2022 @ 4:00am
Future Advent diversity
Lost
93 Comments
Lost  [author] May 1 @ 6:00am 
It adds a bunch of new enemies to advent's ranks.
CyberNeo May 1 @ 3:13am 
I don't understand what exactly this mod does.
Lost  [author] Apr 10 @ 2:04pm 
I didn't want to make it a required dependency but the visual replacer should work. Or you could edit the unit loadouts to give them more specific weapons.
Stukov81-T.TV Apr 9 @ 9:12pm 
Quite easily / they allready use them iirc if you use Iridars visual replacer mod
Kinsect Apr 9 @ 1:58pm 
would it be possible to give them Iridar's Advent arsenal weapons?
Stukov81-T.TV Feb 23 @ 11:42pm 
the "fix" creates new grenades for purifiers. You could replace the loadouts of Spectrum enemies i guess, but that would be something to do for yourself. Because if the Mod Author would do it this would require the Grenade Fix to use this mod. And honestly the fixed purifier grenades are a joke imo. But yeah changing the loadouts is your best approach or alternatively reduce the damage of xcoms flame grenades
Mask Feb 23 @ 1:57pm 
Nope that fix mod fixes the ones carried by purifiers so they wouldn't be op and kill your soldiers instantly. Hmm, if these dudes grenades are xcom's grenades then we can't alter the dmg values I guess.
Lost  [author] Feb 23 @ 1:52pm 
I believe the incendiary grenades they are carrying are the same ones xcom gets. If the fix replaces the xcom ones with new ones this won't take that into account.
Mask Feb 23 @ 12:16pm 
Incendiary grenade fix doesn't have an effect on this one, at start these fire dudes carrying incendiary grenades does 4-5 dmg with lotta burn dmg I think. Is it possible to make that mod work for this one or can change dmg values in this mod? I tried looking for their grenades dmg values but you did so much work (thanks for effort btw you are awesome) I couldn't find it all that mess xD
Mask Feb 20 @ 3:19pm 
That would be great if you could integrate it into this mod. Still great mod.