XCOM 2
[WOTC] CreativeXenos Archons
128 Comments
[Ger] Daen Mar 5, 2024 @ 7:41pm 
Great visuals but the Archons are WAY too overpowered to be fun AND I'm almost in endgame and still cannot eesearch my lance due to missing normal Archons.

I have to de-install the mod as this renders the whole sniper-class unplayable in endgame. :/
Momo Dec 28, 2023 @ 5:40am 
Archon Shaman's might just be a bit too wild for me. They're just straight up as tanky as berserkers but with sustain, and spawn at the same time. Faster, stronger, somehow more defense and aim, and no real downsides. They're cool though!
Derp May 1, 2023 @ 6:24am 
Is it normal that special archons can fall off buildings?
Daedalus Jan 1, 2023 @ 1:46pm 
The only thing I hate about this mod is how, when combined with the other CX enemy mods I'm running, vanilla archon spawns become pretty rare. Leads to campaigns where I end up getting my fusion blade way later because I don't get a vanilla archon to autopsy for a while and instead get CX archons instead.
Kangz of Memphis Oct 13, 2022 @ 9:08pm 
To whoever that balanced the mod, by making the archon axe knock units unconscious, you have ruined the entire own mod with a single line of code.
You are a scoundrel and I wish you a VERY VERY BAD day Sir!
Nipukka Jul 29, 2022 @ 3:18am 
After experiencing the joy that is a terror mission with an archon warrior I think I will disable this mod from my load order. First off, the chance to rush in for a melee attack on pod activation is already unfair since I lost two civilians this way to two different warriors on separate pod activations. Not one thing I could have done to prevent that. You can't expect to gun down a 12 health 1 armor opponent on overwatch every time.

Second, the teleport distance on hit is far too long. When I hit the warrior on my turn, it teleported far north-east well outside of my range. So I focused on the other enemies in that pod. When it was the alien turn, that particular warrior went even further north and began to slaughter civilians with a 100% chance to hit according to the flyover text. And I have buffed up the civilians' defence in my game to compensate for the larger pod sizes I'm running. Berserkers have a 50% chance to hit the civilians for example.
Ty Jun 19, 2022 @ 10:41am 
The visual design of these enemies are seriously cool. But gameplay wise, meh. You'll have to do some manual tweaking if you want them to be balanced around gameplay closer to vanilla. I love modding my campaigns but try to keep the vanilla spirit and balance and these are clearly balanced around themselves rather than the standard game. Kind of weird to me that an Archon would have blast padding and the other one is practically a mini avatar on top of appearing much earlier than normal. Cool enemies over all but I think they're a little too extreme.
Lobuno Apr 2, 2022 @ 4:17am 
This mod seems to DELAY the plasma lance research since vanilla Archons are not showing up in missions until later, so their corpses can't be researched. I would setup Force Levels in this mod so the new Archon Warrior and Shaman shows in game AFTER the vanilla Archon.
endersblade Dec 4, 2021 @ 12:22pm 
You know, I can deal with the teleporting, I can deal with the bladestorm...what I can't deal with is having my entire squad knocked unconscious by ONE Archon because every time I hit him, he teleports out of range, he HEALS, then comes in and bashes one of my soldiers out. Really? Who playtested this? Uninstalling.

Rather unfortunate, since I love your other mods. And the models for these guys are top notch. Gameplay is just terrible. I ran across my first warrior when my guys were still using un-modded conventional weapons. Just one of the warriors ended up knocking out my entire team and failing the mission.
GargakOfTheEast Sep 8, 2021 @ 1:56pm 
I've played a lot with this mod, and I don't like it.

Both Archons are really obnoxious. I dislike teleport-on-hit, since it makes it almost impossible to use tactics against such enemies. If his teleport range were shorter, things would be more interesting. Him be able to inflict huge crits and stuns is too much.

The Shaman is OP in terms of defense, health, and dodge. There is no strategy other than "blow him away with powerful weapons, and get rekt if you don't have the tech level for them."

I agree with @Knightmare047 . Reaction moves (like bladestorm) are not well-implemented and bug-inducing.

I give up on playing with mods that frustrate and anger me. I like tough enemies, but things go too far when I dread enemies because they are too strong for the force level.

This mod is not fun, and I would avoid it because it's not very fair and adds little depth to the tactical gameplay. It only really makes sense if you play with a lot of mods that amp your weapons up.
Knightmare047 Feb 4, 2021 @ 7:29am 
Is there a way to edit out some of the abilities like the Archon Warrior's Bladestorm?

The Archon Warrior when approaching one of my units with a Bladestorm/Retribution ability has both of their 'bladestorms' activating and the game pauses for a long while before finally registering whether their attacks hit along with the units' reaction to the attacks. The Archon Warrior also seems to fly to a random location at first, and then gets 'rubber-banded' to another.
Philistine Swine Oct 26, 2020 @ 5:24pm 
weirdly enough when i reload a save with the resurrected lost, they are no longer invisible, but have a default rookie model
Philistine Swine Oct 26, 2020 @ 5:20pm 
The resurrected lost are invisible. not a huge issue as they can still be targeted, but doesnt show their model or health
MazingerZero Oct 3, 2020 @ 1:40am 
fuck shamans
Old Ben Sep 24, 2020 @ 3:33pm 
Does this mod require Alien Hunters DLC ? Since I started using it I'm getting occasional crashes for missing DLC_2_Perk_Rage_Strike.
ElBastardo May 24, 2020 @ 6:48pm 
Sorry, spelling police here. Enough with the MANOR. It's MANNER! MANOR is a building. Great mods, cheers.
steven777 May 24, 2020 @ 6:35am 
Very nice mod. Just encountered my first Archon Warrior. Hadn't actually read up on him so the teleporting was a total surprise.
GalahaD Apr 8, 2020 @ 10:09am 
I can't tell if i missed any class mod. I see stun lance and archon axe in inventory and i don't have the right class to equip those. Or am i missing some other mods that would make it work?
ObelixDk  [author] Feb 27, 2020 @ 12:56am 
As we have said before, when you install a new enemy mod the game will try and boost the frequence of how often they spawn.. it fixes itself after the first game.
There is nothing we can do about that... sorry
I'm Mr Meeseeks, LOOK AT ME! Feb 26, 2020 @ 8:08am 
so i'm at force level 14 and i haven't got an archon corpse yet because of this mod :D, i want to reduce the frequency of spawning of shamans and warriors, they seem to replace ordinary archons entirely
Deadput Jan 19, 2020 @ 7:10pm 
Alright, thank you for granting permission, much appreciated and hope that the model use is effective and honors your work.
ObelixDk  [author] Jan 19, 2020 @ 6:20pm 
sure, thank you for asking bro :)
MrShadow  [author] Jan 19, 2020 @ 10:08am 
I’m ok with it for that purpose if Obe is.
Deadput Jan 19, 2020 @ 7:36am 
Sorry for the botherment, was wondering that with your permission if I could be allowed to use the Archon Warrior model sans Axe to make a reskin to serve as a "Floater" for a mod I'm working on.

The Mod itself is making TLP more "immersive" in it's story as a gap between Xcom 1 and 2, part of this process is removing Aliens that Xcom shouldn't have encountered yet.

For Blast in the Past I need to create a "grunt" Alien type so that it's not overwhelming for Xcom since the mod will be making them stick with conventional gear the entire time.
MrShadow  [author] Jan 12, 2020 @ 2:26pm 
Get rid of the + in front of ARMOR and try again maybe?
J4N1C3P5 Jan 12, 2020 @ 2:17am 
@MrShadowCX Hey mate, I need your help regarding this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1138806343

I added the following line but it still does not show in the item description:
[ArmorBreakthroughsIncreaseArmor.X2Item_SerpentSuit]
SERPENT_SUIT_+ARMOR_TYPE_BREAKTHROUGH_BONUS=1

What am I missing?

And do I have to add the commands for each armor individually?
Hyperdragon1701 Jan 9, 2020 @ 11:40pm 
No i get that, my main issue was that i thought it was a bug and they got a hit in undeservably. Its a different thing if its actually intended, just that exactly that point, about them having a chance to attack you on the same turn they spawn, i dont see writen in the description. I asumed it was specifically because i was overwatching them that they got to attack me and they dont seem to interupt their dash when damaged.
Thanks for clarifing, though i feel like if you overwatch and hit them while they are trying to attack they should be forced to teleport away before they get a chance to attack.
MrShadow  [author] Jan 9, 2020 @ 5:42pm 
when they spawn in or the pod they are in is triggered, they have a % chance to attack on spawn instead of just scampering away like some others. As for their bladestorm and teleport, please read the description. Please dont take this wrong but if you are playing with modded enemies... of which are set to be tougher than base game enemies, you take that risk of not having a flawless mission. ITS NOT A BUG. The move and attack on spawn can be countered if you have someone in overwatch at well. We cont make mods to give the player more pure boring enemies to one shot kill. We aim to make them challenging and make the player have to play the game a bit differently from time to time. If this does not feel right to you, no harm done. There are many many other enemy mods you can try.
Hyperdragon1701 Jan 9, 2020 @ 2:54pm 
I am not quite sure why it happens but every time the warrior spawns as reinforcement and i ambush with overwatch he gets a melee hit onto one of my units for free despite the fact that aliens are not supposed to be able to attack you on the turn they spawn. I can only guess this has something to do with the fact they have bladestrom and retaliate attack on my units when they overwatch. This is incredibly annoying and ruined many of my flawless missions.
Perhaps this is just the case for me but i would very much appreciate if you could fix that bug or if not tell me where in the files i could find to either disable them as reinforment entirely or change or even remove the bladestorm effect on them, cause getting that checky hit in for free doesnt seem fair.
ObelixDk  [author] Dec 24, 2019 @ 7:24pm 
if you are playing with a mod that changes the archetype for the weapons and you remove it in active save the weapon will break for the rest of the campaign
Slane117 Dec 24, 2019 @ 5:10pm 
Well guess i'll have to do some more digging, no one seems to know. I think it could be some old class mods I recently added, will be doing some testing. Wish me luck.
MrShadow  [author] Dec 24, 2019 @ 3:42am 
Yeah have never heard of this happening before.
ObelixDk  [author] Dec 23, 2019 @ 11:37pm 
thats another mod that is interfering with your archons.. nothing we can do about that
Slane117 Dec 23, 2019 @ 11:02pm 
Not sure if I should put this in the bug reports because this could be due to something else but, all the archons' staffs are gone, normals and mod added and they attack by shooting spikes from their wrists (don't know if that's normal or added by a certain mod, never seen it before). Also have some class mods like necromancer and valkyrie that use staffs so maybe has something to do with them? Any information is welcomed.
MrShadow  [author] Dec 12, 2019 @ 3:52pm 
To each their own. Just glad you like the mod :)
BearEatsYou Dec 11, 2019 @ 8:47pm 
great mod; though I did change vest_inspire_cooldown to 10. 4 feels OP.
MrShadow  [author] Nov 14, 2019 @ 4:15pm 
yes
EvKLaZ Nov 14, 2019 @ 5:56am 
Is it works normal with ABA mods?
MrShadow  [author] Oct 13, 2019 @ 5:28pm 
thank you
Mulqueeny Oct 13, 2019 @ 9:24am 
Ok, Thanks Bud. Awesome mod BTW :)
ObelixDk  [author] Oct 12, 2019 @ 12:46am 
yes, this only adds the 2 new types as new enemies, thats all.. no replacements
Deadput Oct 11, 2019 @ 12:36pm 
Just adds

They show up before normal Archons though
Mulqueeny Oct 11, 2019 @ 12:15pm 
This just adds aliens right, doesn't replace Archon encounters? I only ask because I have had 2 encounters with Archon Warriors and one with shaman, but have yet to see a normal Archon.

It's just I need standard Archon autopsy for another mod to function. :cozypoechris:
MrShadow  [author] Jul 25, 2019 @ 5:12pm 
no
Syro System Jul 25, 2019 @ 4:56pm 
Alright, seems fair.
Btw, do either of these guys use blazing pinions? Because I would need to plan for that:)
MrShadow  [author] Jul 25, 2019 @ 4:49pm 
4 turn cool down. You can see it in the ini file
Syro System Jul 25, 2019 @ 4:30pm 
Is the inspire ability on the vest on a limited charge based use or does it have a cooldown?
HATERADE May 1, 2019 @ 10:09am 
@MrShadowCX
Yeah that is the one that I switched to and it seems to be working just fine. Thank for the note! GO TEAM CX!
MrShadow  [author] May 1, 2019 @ 4:26am 
not sure why but seems like most pod size mods are broken now. After reading, it seems this one MIGHT still work. https://steamcommunity.com/sharedfiles/filedetails/?id=1550396115
MrShadow  [author] May 1, 2019 @ 4:19am 
congrats and glad you are up and running now!