XCOM 2
ADVENT Future Complete AI Pack
221 Comments
Wolf Renegade Nov 27, 2021 @ 10:03pm 
Easy Solution, Throw That Hot Garbage 2k Calls a "Launcher"use an actual one and you will never look back. :happycthulhu:

https://github.com/X2CommunityCore/xcom2-launcher
SK | JZJ75 Sep 10, 2021 @ 3:37am 
Ya same issue, mod does not appear in 2k launcher mod list. All the other recommended mods showed up but not this. Tried resubscribing but still doesn't work.
A_Paladin Apr 6, 2021 @ 3:59pm 
This mod hasn't worked since XCOM 2 has started going through the 2K launcher. The other mods work fine (Blessing and Wrath), but for some reason this mod won't show up under the manage mods button during the launcher despite subscribing and the files correctly showing up in my steamapp folder. I don't know if it is because I'm doing something wrong, or the 2K launcher has messed with this mod.
Discerning Divinity Feb 28, 2021 @ 2:45am 
Hey if I wanted to change just the psi zombies back to normal (1 ap to move and 1 to hit) and stunlancers back to their double move hit while changing nothing else would I be able to do that via the ini?
SoloCross Dec 29, 2020 @ 5:18pm 
@OnyxLock Advent Priest revamp is compatible in the sense that it uses its own AI Root for Priests and isn't affected by this mod at all, only their loadouts are affected and as long as you have the Revamp they'll be unable to use their new items.
eclecticbibliophile Dec 20, 2020 @ 7:29pm 
Sectopods always begin their turn with Lightning Field, usually damaging their own pod and none of my units. Any idea what might be up with that?
OnyxLock Dec 13, 2020 @ 7:17pm 
For some reason every priest I encountered would move to flank a soldier, but then move again without shooting. Is this mod compatible with the advent priest revamp? (This: https://steamcommunity.com/sharedfiles/filedetails/?id=1759644155)
Redvers Fenn-Cooper Oct 29, 2020 @ 1:31pm 
Does this mod do anything to change the Warlock's Spectral Zombies, like giving them the ability to dash attack?
Green Raven Jul 23, 2020 @ 2:03am 
thank
Juravis  [author] Jul 22, 2020 @ 9:37pm 
@Green Raven I made a thread look up top. Youll have to do some manual editing, but its all there.
Green Raven Jul 21, 2020 @ 8:13pm 
Thanks!
Juravis  [author] Jul 21, 2020 @ 8:13pm 
I can check no guarantee if the code is too complex
Green Raven Jul 21, 2020 @ 8:07pm 
I asked... I have a feeling you'll get around to it sooner.
Juravis  [author] Jul 21, 2020 @ 8:04pm 
If they have ABA support they can also include support for mine. Ask them just for fun
Green Raven Jul 21, 2020 @ 7:51pm 
Thanks a million, mate! The mod is called "[WOTC] ADVENT Reinforcements (Includes ABA Support)"
Juravis  [author] Jul 21, 2020 @ 7:50pm 
Not as is. Its easy to add however i just need the name of the ability. I can insert it and try to call it if its not too complex
Green Raven Jul 21, 2020 @ 7:48pm 
So there's a mod that allows Captains to call down reinforcements if he sees that he's the last man standing. Would that work with this?
Juravis  [author] Jul 5, 2020 @ 8:35am 
They are more like riot police and less like suicidal bees. Like a unit with a stun baton would operate.
MechaSaurian Jul 5, 2020 @ 8:34am 
What's the rationale behind the changes to Stun Lancers? Taking away their dash-strike and giving them a grenade? In this mod, they behave less like Stun Lancers and more like...slightly different Troopers.
Sterls Jun 24, 2020 @ 10:03am 
Thanks!
Juravis  [author] Jun 24, 2020 @ 10:01am 
Done
Sterls Jun 24, 2020 @ 9:47am 
Any chance you could update the required items list? Yellow Alert 2.0 is available https://steamcommunity.com/sharedfiles/filedetails/?id=1964595004
Malek Deneith May 14, 2020 @ 12:42am 
Seems to be working, not getting any more redscreens at any rate.
Juravis  [author] May 13, 2020 @ 7:01pm 
ADVENT Future and Sectopod Stance WOTC have both also been patched, please test it as i cannot play ATM.
Juravis  [author] May 13, 2020 @ 6:54pm 
Blessings was patched it should work now.
Malek Deneith May 13, 2020 @ 5:10pm 
Got an "error" to report: I've turned on my redscreen reporting on for unrelated reason and in the process I noticed the game complaining that "IsAbilityAvailable-SectopodLow" referenced by this mod is non-existing, and thus behavior SectopodForceCrouchDown is invalid. (Which makes me wonder if "SelectAbility-SectopodLow" doesn't need to be defined too, as I can't find it in default XcomAI file either).

On only semi-related note I also noticed that the fact that Blessings of the Elders removes "BayonetStepSelector" causes a compatibility issue with Muton Centurion Standalone mod which uses it. No idea if you care about compatibility with enemy-adding mods, but I figured it doesn't hurt to point it out. (Does "BayonetStepSelector" even need to be removed like that? Isn't it enough that BotE redefines "TryBayonet" to avoid using it?)
Juravis  [author] May 1, 2020 @ 8:11am 
Its a bug that cannot be fixed, ive tried again and again.
tastiger841 May 1, 2020 @ 1:22am 
Don't know if it is a mod conflict, they still firing at 0% hit chance.
The only mod which is loaded after this is the [WOTC] Complicated Red Fog.
Juravis  [author] Jan 5, 2020 @ 5:56pm 
No problem captain
thryllth Jan 5, 2020 @ 1:28pm 
Ok, thanks and sorry again for not being more clear in the first place.
Juravis  [author] Jan 5, 2020 @ 12:55pm 
Removing Standard Melee WOTC will work, but the AI will be "gimped" during burning or disorient and will do stupid things like run around itself but no damage will be caused to the mod or the game.
thryllth Jan 5, 2020 @ 12:50pm 
Sorry for not being more clear, I am asking here because I was wondering if leaving out WOTC Standard Melee would break this mod? I have been going through a lot of mods today trying to find out what is causing WOTC to ctd during combat and was thinking about something else while typing. Apologies for the error.
Juravis  [author] Jan 5, 2020 @ 10:28am 
"Using this with No More Psi Amps would I have any issues not running WOTC Standard Melee?"

Try writing to either of those mod's authors?
thryllth Jan 5, 2020 @ 7:26am 
Using this with No More Psi Amps would I have any issues not running WOTC Standard Melee? Apparently that mod and WOTC Standard Melee together result in Psi units getting bladestorm automatically and I would prefer to avoid that result.
Juravis  [author] Jan 4, 2020 @ 8:00pm 
It used to be there but found it has no effect the AI ignores hit chance <= to 0. I checked with bgs eu aim roll in perfect info mod. I have no fix for this it would require red dobe to make a mod into xcomai class and make a new function.
jeb Jan 4, 2020 @ 4:55pm 
Hello, I noticed in the Yellow Alert AI config file there's a set of commented out edits that make it so enemies won't shoot if chance of success is 0%. It said that this was already in Advent Avenger's AI mod but I looked in your configs and didn't find this condition anywhere. Just curious if you added back 0% chance to shoot intentionally or if I just overlooked where you configured it in your mod. I definitely get a lot of 0% chance shots from enemies, but maybe it's a mod conflict or display bug. Thanks for all your work!
Juravis  [author] Dec 24, 2019 @ 9:04am 
Especially if you loaded your game during tactical
Sweet6Shooter Dec 23, 2019 @ 9:31pm 
To anybody out there running into their game hanging on the enemy turn and skipping alien actions for no discernible reason: You probably pulled one or more of the required mods during modlist pruning like I did.
Juravis  [author] Nov 7, 2019 @ 9:13am 
No the units will flip out and do weird things, just dont use it with ABA they have their own AI
Dęąth Viper Nov 7, 2019 @ 8:59am 
what do you mean? Like it cancels out the spawns?
Juravis  [author] Nov 7, 2019 @ 8:56am 
Doesnt work with ABA, only Wrath does (Chosen).
Dęąth Viper Nov 7, 2019 @ 8:06am 
shouldnt this work with ABA? Dont they modify different parts of what the ai do? So like ABA would add the grenade usage on his units but then yours would come in and make the basic abilities of said grenade user better right?
Juravis  [author] Oct 14, 2019 @ 4:20pm 
If its the same name yes but if it edits the loadout wont work
Cyberdisc Oct 14, 2019 @ 4:17pm 
Do you think this one will work as well? The difference is that this replaces the Purifiers existing grenade with a new one.
Cyberdisc Oct 14, 2019 @ 3:56pm 
I was wondering, is the Purifier Grenades Fix still needed with this mod?
Juravis  [author] Sep 29, 2019 @ 12:47pm 
If it happens again can you path it and tell me what failed? Because ShootIdeal should select it as a good target since it's right there.
Juravis  [author] Sep 29, 2019 @ 12:40pm 
I'll investigate, but i have no idea off the top of my head. I'm also playing without the lost.
RedDobe Sep 29, 2019 @ 12:03pm 
@Advent Avenger - Just an observation, I went back to playing with the lost again because I missed those zombie bastards. In the last few missions with the lost there are have been several occasions where advent chose to take overwatch instead of targeting lost that were standing right next to them. Then on the lost turn they were free to attach them because they didn't have to move.
Juravis  [author] Sep 29, 2019 @ 2:01am 
- New Feral MEC AI is up. If you have my mod that adds them to the normal game, they'll be smarter now and will only self-destruct if damaged and not the last unit. The trigger is 50% HP.