XCOM 2
[WOTC] Universal Enemy Compatibility Patch
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Update: Sep 12, 2023 @ 6:17pm

Version 0.1.2:

-Removed Advent Hunters (Counter Ops) from default support. Included commented out lines and instructions in Groups on how to reimplement them. It turns out that they exist just enough in the base game that I cannot support them for the same reason as Neonate Vipers and Derelict MECs. Moreso, really, since they aren't functional units and are quite broken without their mod.

Update: Sep 11, 2023 @ 4:47pm

Version 0.1.2:

-Improved the readme substantially.

-Added commented out lines for Viper Neonate and Derelict MECs with instructions on how to enable them for users.

-Added support for G-Virus/Birkin and renamed Nemesis groups to Resident Evil groups.

-Commented out all support for Combine Raiders, Cerberus Raiders, Terminus Mercenaries, and Reapers/Collectors.
-The vast majority of users for these mods use them as raider factions, and they cannot be supported simlutaneously as normal units and as raiders. By commenting them out of normal lists, they will resume normal functionality as raider-only enemies, which is their most common use case.

-Implemented tiered FL progression for Alien Side Goal dark event enemies so that they are always 3x as common as a normal enemy (previous version would've resulted in 12x as common at low force levels)

-Purged Faceless Imitators from the Troopers Only list

-Cleared some unnecessary purges from certain LWOTC lists and purged Custodians from RNFCandidates

-Adjusted Requieum Legion weights: Less threatening unit groups are at 2x standard weights as a whole. More threatening are at standard weights. Requieum Followers are only for Requiuem Leaders, so they're now using 1.5x multipliers in every list they appear in to encourage the partial theme pod to form at higher force levels.

-Minor reduction to Purge Assault Leaders (Vanguard and Cyborg) as they appear in multiple lists and likely would've had too high of a spawn rate compared to other purge units.

Update: Sep 10, 2023 @ 6:08pm

Version 0.1.1

1) Added ELR as a requirement flag.

Update: Sep 10, 2023 @ 4:55pm

Version 0.1: Beta Launch

Combined all previous ECP mods, expanded compatibility to (I think) every enemy on the workshop, and reweighted and balanced things to be more even and more comprehensive. This is possible without being a compatibility nightmare due to H4ilst0rm's Enemy List Replacer.

Beta status as the mod is too big with too many edge cases to believe there's not any weird edge cases I've missed.