XCOM 2
[WOTC] Bio Division 2.0
427 Comments
Nero Mar 19 @ 4:54am 
Can i ask your permisison to use assets from this mod? Specifically the sabre?
jangjinwon7788 Feb 22 @ 11:20pm 
Can you tell me the bioberserker corpse code? I need the corpse
Jestimac Feb 7 @ 7:23pm 
I am seing the same "1" as reported by Dylanrockin. It is in Red, so it obviously prevents research.
Dylanrockin Jan 5 @ 12:00am 
For some reason I am seeing a "1" next to some of the Bio Divisions weaponry. Is there another mod that I need to have installed alongside this to get some of those weapons/items?
RakkoHug~<3 Dec 19, 2024 @ 9:49am 
Using it with Covert Infiltration
RakkoHug~<3 Dec 19, 2024 @ 9:49am 
BUG: Bio Faceless Medical kit does NOT confer healing enhancement to Specialist's Restoration ability (mass-healing).
Soul Dec 8, 2024 @ 7:12pm 
Bro the bio trooper with shield deflection is way too high,the hell they deflect 5 shot in a row? Its ridiculous...
ShunTheWitch Nov 25, 2024 @ 11:30pm 
I want to play that mectoid
rubyeye Sep 13, 2024 @ 11:26pm 
@ Jordan ... I also play LWotC, and unfortunately Bio Division only appear rarely. I've only encountered them on specific sitreps and Chosen Stronghold missions. But even sitreps that specify Bio Troopers present don't work. I still get regular Advent enemies. Sitreps reporting Bio Beasts actually have worked as I encounter Bio Faceless often.

From a discussion I posted on the LWOTC mod about using modded enemies with LWotC, Tedster [developer] replied:

"You will want to manually add the enemies to the LWOTC encounter lists located in the config folder XComEncounterLists.ini.

Mod Jam has config for some of these, so you can pull the encounterlists from there if you don't want the whole collection or want to make it yourself."


So while Bio Division does work it's not fully integrated with LWotC without some tweaking, if you want to encounter them on regular missions.
-=Jordan=- Sep 13, 2024 @ 1:21am 
When are they gonna show up? I mean i play with LWOTC and didnt know when i need to wait those guys
BR1N3DM1ND Sep 5, 2024 @ 12:55am 
hahaha @Soul yeah man i saw that post, it was
A.) farkin hilarious
B.) the reason I came here to download this mod
C.) gotta be a byproduct of your 30 enemy mods running simultaneously... i mean, right?
Soul Sep 2, 2024 @ 8:27pm 
Man honestly the number of trooper faceless is way to damn high,I legit had 7 of them turn into faceless,in a row,you can't make this up,I even put it on Reddit today you can check it,this need some tone down,cause again right now,I just got 3 bio faceless in the same pod.
Uncle Jessie Aug 25, 2024 @ 7:40pm 
Sweet! Thanks for a reply!
Soul Aug 25, 2024 @ 1:45am 
100%,most enemy mods work with each others without troubles,I got like 30 different enemy mods including some of the big ones like this and better advent working with no troubles
Uncle Jessie Aug 24, 2024 @ 3:23pm 
Sorry if someone already asked but is it "safe" to use these kind of mods with mod like A better ADVENT?
Soul Aug 7, 2024 @ 3:08pm 
Yeah I skipped the turn instead of trying anything and it just worked,then it summoned again and it worked fine,so I guess some weird hiccup like someone else had before.
ObelixDk  [author] Aug 7, 2024 @ 12:19pm 
Soul, 99% sure its a conflict with other mods then.. it was tested in great extend before release
Soul Aug 7, 2024 @ 2:20am 
Everytime the bio lost appear via reinforcement in my lost mission,the game just freeze when their turn end and the Lost's start.
SculptedFool Apr 28, 2024 @ 8:08pm 
Love the idea, But There's a certain level of horror in a chosen warlock summoning 2 biozerkers.
Paddon Apr 19, 2024 @ 1:44am 
How do sat strikes work? I designated it to land in a group of enemies and it designated outside of the area and landed directly on my squad as well as them
Soulfire72 Mar 10, 2024 @ 5:55am 
I was curious how easy/difficult it would be to use Fuller Override (Mod Jam+) and make the Bio MEC Troopers from this mod capturable?
Rtma Eros Paragon Feb 13, 2024 @ 8:31am 
Is the BioZerker armour generation ability suppose to stop giving it armour after a while? or is that a bug.
Epic Dovahkiin Jan 29, 2024 @ 5:49pm 
oh and the playable vipers
Epic Dovahkiin Jan 29, 2024 @ 5:48pm 
i was just wondering if someone could make some of these available as cosmetics and/or armors (having the shield would be nice too) for human troopers and Sparks
Captain Pet Rock Jan 4, 2024 @ 1:01am 
Yo, I am working on a Mod "Playable Advent - LWOTC Mod Jam". Wondering If i can use a few bio division troops for that. Will 100% give you guys the credit. Its gonna be based on Kirukas Playable Aliens Mod, but for Mod Jam Advent units.
RAAMPEAK Dec 4, 2023 @ 1:40am 
its great with lwotc but some reason i cant autopsy the faceless.. i was in a save before but the proving grounds project and the research project disappeared
michael199310 Dec 3, 2023 @ 1:00pm 
Despite my previous comment, I think I will be unsubscribing from the mod. The Bio enemies appear way too often, basically overtaking like 80% of other enemies on the map (and that's not even with the sitrep). I really like most of them (though the shield guys deflection is way too high of a chance), but I like variety and with this mod, I rarely see other enemies. I will be missing the Bioscale Vest...
jat11241976 Nov 29, 2023 @ 12:16pm 
Only (very minor) issue in my opinion, is that during Gatecrasher, a bio trooper will occasionally drop a poison grenade on one my troops. Since none of my soldiers have medkits or any defense against poison, this could lead to dead soldiers right at campaign start. Still, fantastic mod and ive never had game breaking issues using this :steamthumbsup:
michael199310 Nov 25, 2023 @ 11:47pm 
@Prone I haven't seen much issues in hundreds of hours with Bio stuff on. And I am using ~400 mods
GoProne Nov 24, 2023 @ 10:59pm 
shame that you made this so incompatible with other mods that make the game fun in a nice way. cool mod but I wouldn't recommend for a stable game. Too many spaghetti code conflicts.
Tal'Raziid Nov 20, 2023 @ 1:38am 
the Bio Assault Trooper with shield causes my game to crash when i kill it, anyone else had this issue?
Kinsect Nov 13, 2023 @ 11:09pm 
Say can the Bio Rocket Trooper use Iridar's new Advent Rocket Launcher?
JeffbotClassic.TTV Nov 13, 2023 @ 11:05pm 
Any reason I would have the bio deployment sit rep but no bio troops showed up?
Kinsect Nov 4, 2023 @ 4:33pm 
This also needs to be cooked ^^;;
dailyminerals Nov 4, 2023 @ 2:47pm 
You probably aren't working on this mod anymore, but the bio trooper with a shield needs to have the proc chance of their deflect ability massively nerfed - the *majority* of my shots against them are deflected in every encounter with them
Kinsect Oct 30, 2023 @ 12:52am 
Can you please cook this mod? ^^;;
Endermarke Aug 17, 2023 @ 6:31am 
Satstrike is too expensive, I don't think 250 supplies and 50 alloys is a good price to have a 8 dmg aoe at second turn.
xf100t Aug 13, 2023 @ 11:08pm 
@rather incoherent: That would be awesome. Yes, I'm using that, didn't realize there was interaction there. Thank you for the update!
Rather Incoherent Aug 11, 2023 @ 10:47am 
@xf100t I am assuming you were playing with my balance adjustment mod? I've just discovered the same 100% deflect chance myself for the first time. It appears that setting the Deflect Chance to 0% somehow instead sets it to 100% instead. I'm updating my mod to reduce it to 1% instead which should solve the issue.
Invertin Aug 9, 2023 @ 9:45pm 
why remove the medkit poison immunity? seems like an unnecessary balance change that doesn't have anything to do with the bio division
xf100t Aug 9, 2023 @ 7:39am 
Just a warning for those who install this, I played with this mod through mid campaign and it was fine. Then the bio assault trooper showed up. I'm not sure what the deal is, but the deflection dice roll is definitely messed up. On the F1 screen it says that these troops have a 25% chance to deflect. It's lying, it's a 100% chance. And before anyone says, "that's Xcom", no it isn't. I killed off the rest of the enemy team just to check, and after getting 10 deflections in a row, I'm very certain that this is bugged out. The liklihood of this occuring is .25^10=0.0000009 or .00001% chance of occuring. As much as I love the rest of this mod, even the berserkers are a terrifying challenge, this kind of broke it for me. Having an invincible enemy drop on you is just dumb
KhaosHawk92 Aug 6, 2023 @ 4:36pm 
I'm already subscribed and have never used this mod before BUT i have just installed ModJam, do i need to do the config reset?
Alyfox Aug 5, 2023 @ 9:07pm 
The older BioBeasts mod indicates incompatibility with Proving Ground Overhaul; has that changed in this combined 2.0 version or is it still not compatible?
kjlsd07 Jul 22, 2023 @ 3:14pm 
ok, I see there's a bio medikit, the upgraded version of nano medikit but why do they take the original medikit even before I meet the bio faceless whose corpse is needed for making biomedikit? It's just disappeared the moment I installed this mod.
Rather Incoherent Jun 13, 2023 @ 9:44pm 
I can confirm what RambelZambel was saying about BioPurge. SitRep was initially broken for me (normal mission with no changes), and the ini changes fixed the issue.
Priestess of the Wood Jun 2, 2023 @ 1:28am 
uninstalling for filesize but enjoyed my time running this
Mak May 9, 2023 @ 1:15pm 
@captain_uzziah

It works with LWOTC but you need MODJam https://steamcommunity.com/sharedfiles/filedetails/?id=2684079953

It's designed to integrate a bunch of mods, includign this one to LWOTC
VS-lockon May 2, 2023 @ 12:26pm 
i dont thing this work with lwotc
MaCC165 Apr 17, 2023 @ 12:57pm 
anyone knows why u see almost never biocaptains on on non bio sitrep mission, i did set the spawnweight higer, still only see normal captains
MaCC165 Apr 13, 2023 @ 10:44am 
biotroopdeployment is broken. its missing + in front of the sitrep effects in the xcomgamadata.in which makes it so only one of the effects listed is applied(only increase podsize is working, no biotroops deployed). you can add + in front of all the effects and it works, so it looks like this:
[BioTroopDeployment X2SitRepTemplate]
TacticalGameplayTags="SITREP_BioTroopDeployment"

MinimumForceLevel=1
MaximumForceLevel=20

+NegativeEffects="BioTroopDeploymentEffect"
+NegativeEffects="PodSizeIncreaseByTwoEffect"