XCOM 2
All Aliens In Almost All Missions WOTC
44 Comments
Juravis  [author] Jun 25 @ 7:37pm 
This mod only touches the units that have special conditions to see and doesnt change -all- of the Force Levels. You can mod those easily yourself, just open your INI file find Spectre and change all the force with forcelevel= whatever you want. Keep the text intact the way its written, only change the numbers.
Shuri-Sama Jun 25 @ 6:21pm 
hmm what about vipers, sektoids and spectras? i need alot fo these and they r meanwhile very rare (already along time at forcelevel 20). for example for the gene lab mod i need alot fo them to genemanipulate my soldiers (and i have 50 regulars ^^)
Juravis  [author] Mar 4, 2023 @ 4:32pm 
New modded enemies are not affected by this. The mod will decide the frequency of appearance of monsters they add.
ScriptGenius12 Mar 4, 2023 @ 3:18pm 
How does this affect modded enemies? Does it reduce or prevent the chances of them appearing?
LightenedDark Feb 19, 2021 @ 11:58am 
Or it could be Lightweight Strategy Overhaul or https://steamcommunity.com/sharedfiles/filedetails/?id=1969247728 but I made my best guess. The logs are yuck so I couldn't be sure.
Juravis  [author] Feb 18, 2021 @ 11:43pm 
You mean an advent general? This mod adds aliens to encounter lists and wouldnt affect objectives unless those were modded in then I'd have to check the mod code. Im not saying that this mod can't cause problems, but i doubt it broke an objective.
LightenedDark Feb 18, 2021 @ 11:38pm 
This mod seems to have swapped a "commander" alien I need to exterminate, causing the found/run/dead triggers to never fire and thus 2 of the mission objectives to never complete. Guess I'll have to unsub.
Rtma Eros Paragon Mar 11, 2020 @ 3:40am 
Alright, Thank you for the explanation.
Juravis  [author] Mar 10, 2020 @ 4:26pm 
This adds existing units its nothing to be concerned about unless you dont want ABA units with chryssalids for example then it doesnt discriminate. Everything is mixed together.
Rtma Eros Paragon Mar 10, 2020 @ 5:14am 
I am concerned how this would affect the distribution of ABA units or any other along with this mod when it comes to pod compositions.
Juravis  [author] Jul 12, 2019 @ 6:01pm 
Yes
Syro System Jul 12, 2019 @ 5:23pm 
Alright, so no pod of 3 gatekeeper primes. Still possible to have 1 prime and 2 normal gatekeepers in a pod though (assuming I'm reading it right), could be interesting.
Juravis  [author] Jul 12, 2019 @ 5:09pm 
This mod will work but not affect new units
Syro System Jul 12, 2019 @ 2:53pm 
Regarding alberto's question and it's answer, does that mean I should avoid using this mod if I got ABA or BD installed, or does it simply mean that this mod won't affect how the enemies added by those mods will spawn?
Juravis  [author] Jun 7, 2019 @ 10:20am 
1. No
2. It is but its not handled here
3. Avatar support requires the mod listed in prerequisites
alberto_adm Jun 7, 2019 @ 10:17am 
@ADVENT Avenger , Hello.

I'm sorry if I'm asking common questions / things obvious or already answered, but I'm new with MODs.

  01 - Does this MOD include new enemies from other MODs like "Better Advent WOTC", "Bio Division" or "Late game Enemies" without major conflicts?

02 - Is it possible to decrease the frequency or total number of enemies if it is very difficult for "little prepared" players?

03 - I realized the AVATAR included in the PODs, but I do not understand if it comes automatically with THIS MOD ONLY or if it needs additional MOD (what would it be?) To work, does this Avatar have items / autopsy benefits?

Thanks in advance for your time and your excellent work, very excited to start using this MOD, I am waiting for answers / directions, sorry if my English is bad - I am using translator - thank you very much anyway.

Juravis  [author] Feb 23, 2019 @ 9:13am 
Its fine it works without
Punful Guy Feb 23, 2019 @ 2:41am 
I know it says "Required". But what would break if I didn't sub to Unrestricted Codex Spawning? Just would rather not have it both for the codex and avatar change
Juravis  [author] Dec 25, 2018 @ 1:55pm 
Updated to add Chryssalids and Archons faster.
Krzyzyk Oct 14, 2018 @ 10:06am 
Alright. I guess they are just total push overs. Thanks for this awesome mod! :D
Juravis  [author] Oct 14, 2018 @ 8:21am 
This mod doesnt affect The Lost, at all.
Krzyzyk Oct 14, 2018 @ 2:32am 
Does this play nice with pods of Lost? Horde missions seem to be extremely easy as I am still encountering Lost with 3 hp in mid game.
sqala Jun 22, 2018 @ 10:53pm 
Thank you!
Just what I needed :D
Juravis  [author] Jun 22, 2018 @ 10:48pm 
One this mod doesnt change andromedons or sectopods. Second the 3 aliens added by this mod will follow force level. Faceless is 2 so week 2, chryssalid 9, berserker 7 i think.
sqala Jun 22, 2018 @ 10:18pm 
Hi, This is a very interesting mod.
But I just wanted to know that if the aliens appearance have a progression system within them?
By that I mean, will the aliens would just started spawning andromedon and sectopod within the first month of the campaign or not, or will they slowly progress from early game enemies to late game enemies?
ImJustJoshin Jun 11, 2018 @ 1:51pm 
This mod is crazy, I got a sitrep that pushed early avatar drops on a new mission type from one of my installled mods, FB mission pack, that alerts all enemies right off the bat and you have to protect resistence personnel so they can escape the area and the game decided to spawn 4 avatars, 4 Mecs, a shieldbearer and a few advanced officers. My god.
Juravis  [author] Oct 14, 2017 @ 4:14pm 
They only get reflex if they dont die :)
Saisher Oct 14, 2017 @ 3:12pm 
I've had to fight eight faceless with reflex and two sectoids on the first Black Site mission.
And the MEC with two troopers only showed up AFTER my haywire specialist was bleeding out.
Juravis  [author] Oct 11, 2017 @ 8:57am 
Nope, works with everything. Wont add any new aliens not in WOTC however.
n3ctaris Oct 11, 2017 @ 8:51am 
Does this mod have any conflicts with ABA or ABC+?

Thanks for all your hard work Avenger, these mods are fantastic.
MaCC165 Oct 10, 2017 @ 3:31pm 
thought it dont work, than i had my 3rd mission after subscribe this mod, first pod was one sectoid and 4 faceless, that was funny:D
tran.bronstein Oct 10, 2017 @ 8:21am 
I waffle beyween your being a genius modder or just an evil modder. Use your evil abilities on more deserving Civ VI and Total War: Warhammer 2 players who deserve such wrath instead of loyal and dedicated XCOM 2 players.
림슝좍 Oct 10, 2017 @ 5:52am 
5 Avatar!?
Sentinel Oct 10, 2017 @ 5:13am 
ADVENT Avenger, is their any way you can make a mod that does the opposite, making most mission excusivly Advent troops and mechs? Perferably for Long War.
Juravis  [author] Oct 10, 2017 @ 12:11am 
Avatar support was added by the required mod
Killian Oct 9, 2017 @ 7:07pm 
> Gatekeepers in covert escape.
You monster .
Insufferable Smartypants Oct 9, 2017 @ 5:05pm 
Ah'm skerd.

Trying it anyway though.
dmc32 Oct 9, 2017 @ 4:22pm 
Wow, this looks scary good if you like suffering! Along with Pod size increases enjoyably Psychotic.
Juravis  [author] Oct 9, 2017 @ 2:41pm 
Superb ill add the avatar later tonight
Charmed Oct 9, 2017 @ 2:34pm 
@ADVENT Avenger I just updated and threw that change in unrestricted codex spawning. Folks can edit the encounterlists if they don't want em.
potential energy nonbeliever Oct 9, 2017 @ 1:34pm 
Fair enough.
Juravis  [author] Oct 9, 2017 @ 1:07pm 
That's entirely possible, but you would need a mod like the one that's listed here. Go ask Charmed to make one and I'll put it as a requirement and add Avatars. Don't want to fuckup the story.
potential energy nonbeliever Oct 9, 2017 @ 1:06pm 
What about Avatars, as leaders at FL 19 and followers at 20, max 2 per pod?
tran.bronstein Oct 9, 2017 @ 12:57pm 
Truly sadistic. Trying now in my current campaign.