XCOM 2
[WOTC] Advent Purifier Revamp
86 Comments
Snicks Feb 26 @ 10:11am 
why do they have return fire lmfao
are they purifiers or sharpshooters?
DukeBurger Jan 31 @ 4:33am 
ok so i think ive figured why the purifiers are still spamming their pistol attack even after the update which added a cooldown , the standard pistol shot ability was not removed so the purifier can shoot its pistol regardless of cooldown.
the amazing autistic Oct 18, 2023 @ 12:18pm 
does this work with ABA?
Risitas_Fanboi May 6, 2023 @ 3:08am 
in fact they dont move even when they have a flanking opportunity or they themselves are flanked. They are acting like they are living turrets with fire grenades
Risitas_Fanboi May 6, 2023 @ 3:07am 
also I dont know what is causing it but Purifiers in my campaign has "Fire Pistol" along with "Pistol Shot", which causes them to spam their pistol instead of closing in to use their flamethrower
Risitas_Fanboi May 5, 2023 @ 7:04am 
does anyone know how can I remove Return Fire from these guys?
0inArrow Apr 10, 2023 @ 7:43am 
Is there any way I can remove 'Return Fire' from the base purifier?
MrShadow  [author] Aug 7, 2022 @ 3:59pm 
Been a while but small update. Purifier Pistols now have a cooldown. You can find this in the config under XComAPR_AbilityData. If there are multiple Purifiers in play and one fires his pistol, he will go into a 3 turn cooldown and all others will go into a 2 turn global cooldown before another can file the pistol. This should set off a staggered fire from that point on.

ADVPURIFIER_PISTOL_COOLDOWN=3
ADVPURIFIER_PISTOL_GLOBALCOOLDOWN=2

I have also added the code to allow the remote start ability to work on these guys if using RoboJumpper's Remote Start Purifiers Mod.
Hudson Savage Feb 12, 2022 @ 6:28am 
I'm trying a more radical adjustment, having just had a frustrating mission against them, where they didn't use their flamethrower attack once. I want them to use their flamethrowers, because that's their damn job. To that end, remove pistols and boost flamethrowers.

The general gist of the config edits are as follows:
1) Remove pistols from their load out and AI behaviours.
2) Reduce damage on some of their secondary abilities.
3) Improve the flamethrowers, boosting range and width, chance to ignite target.
4) Crucially, change their flamethrower to do small (M1 is base 2 with 1 spread) amounts of Advent Magnetic damage instead of fire, with 1 AP.
5) The big change, Adjust the main two behaviour types to 80% use your flamethrower, 20% other stuff. Other stuff behaviour hugely de-emphasises anything other than throwing a fire bomb and standard move, overwatch, reload.

It took me about 30 mins to do. Initial test had them using their flamethrowers a lot.
Иваныч Oct 26, 2021 @ 9:24pm 
An error was discovered: when you kill him with the skull jack, he shoots back after death. It looks so stupid.)
Dawnpromise Jun 27, 2021 @ 9:55am 
Is there a way to disable the return fire ability this mod grants the purifiers? I've been looking through the configs and feel like I must be blind or something as I can't find what's granting them the ability.

I like everything else about the revamp, having the purifiers take potshots at me makes them feel more like a threat. But the return fire spam is too much for a such a common enemy. I'm taking more damage from them on my turn then on theirs!
TheDuke37 Jan 24, 2021 @ 1:54pm 
The return fire ability is a bit annoying. I do agree tho; Give them a 2nd weapon so they are at least "some" what of a threat. But the Return Fire ability i feel like at the VERY LEAST should only be on the Purifier Captain. Other then that its a pretty good mod.
Also the grenade spam (while yes makes logical sense,) is also kinda annoying. Dosn't matter if one of your guys is just alone, they will yeet it without hesitation. Also i've never see them use any of their other abilities.
Nyx Aug 29, 2020 @ 2:15pm 
The Return Fire ability is not from this mod but the changes from RPGO, you can disable that in RPGO's MCM config. What I hate the most about these new Purifiers is that they grenade spam harder than I do, any chance they get to just throw their grenades, THEY WILL DO IT. Even if its just a single soldier that is completely isolated from the rest of the squad. As for the pistol, they use it when they can't use their flamethrowers or bc they already used their god damn grenade. Is there any way to tone that down in the config.
Medicman Aug 14, 2020 @ 8:03pm 
Is there a way to remove the standatd Pistol shot ability but keeping the others?
Kindle the Bored Aug 5, 2020 @ 6:52pm 
Appreciate the attempt at making an enemy that is completely laughable in vanilla a credible threat, but I feel like it's worked a little too well, considering how many per mission the game might decide to throw at you in succession.

most of my problems comes down to the pistol they have, sure by all means let purifiers have a secondary weapon that makes them a little less bumbling, but please, PLEASE remove that return fire ability, this early in the game, having random cover breaks after shooting a purifier, or getting a unit sniped by a lucky pistol shot is beyond infuriating, and genuinely unfun after the 3rd time.
ZiggyTouyeul Jun 25, 2020 @ 5:18pm 
@Specimen I'm using neither ABA nor ABAI. I will be trying one of them for my 3rd playthrough though.
Coley Jun 25, 2020 @ 1:54am 
Also thanks very much for the mod Team CX. Always very appreciative of the work you all put into these mods.
Coley Jun 25, 2020 @ 1:53am 
I'm curious to know how many with the pistol issue is using ABAI alongside it. Reason being, this mod worked fine for me while using ABA, but when I switched over to ABAI things got screwy for me. As i understand ABAI uses the same AI from ABA, so it doesn't make sense for it to mess up, unless I'm missing something in the ABAI AI files.

I have noticed some unrelated incompatibilities between ABAI with other mods, that weren't present with ABA, so who knows. I'd suggest to testing with and without ABAI/ABA installed if applicable and see if the AI improves.

This isn't to throw shade at DerBK either, I love their mods and always have several of their AB mods in my mod list. I'm just reporting on what I've experienced thus far, which hopefully might help those experiencing the Purifiers wonky decisions.
ZiggyTouyeul Jun 21, 2020 @ 8:52pm 
I'm on a second playthrough with this mod enabled and I can sadly confirm that even with the latest changes, the purifiers will still only use their pistols or grenades. I haven't seen them use the flamethrower once.
Hargrim Jun 15, 2020 @ 3:28pm 
i uninstalled this one. need to get rid of that pistol or drastically modify it's use. basically when his pod activates he turns into a pistol turret.
steven777 May 24, 2020 @ 6:32am 
I just met a yellow one that had Return Fire as an ability. He took out a bunch of Resistance fighters with his pistol and Return Fire. Pretty Cool.
Naylind May 8, 2020 @ 2:27am 
sadly the pistol on this units has proven time an again to be effective as side arm but make the class useless because rely too much on that frigging hand gun, tactically speaking it should just move close to enemies and greeting them in flames instead he just stay in cover and shoot with the pistol same with lost wich it sucks. I played as advent in my campaign and try to stay close as possible to the class and my purifier have just the flamer and no other weapon still are formidable in battle because they fit their role, burn them all indisciminately flamer. A mobility skill like run and gun or lightning reflexes maybe both and remove the gun could help this soldier to act as he should act. or low profile dash and hunker down.
Marcus May 2, 2020 @ 1:49pm 
there is a mod that gives you cover when in full, just in case you may want to nurf them a bit, me well give them 12>14 movement and range 10>14 on the flame thrower....makes it more interesting.Do you kill them and leave the mec, but if you are on the roof...
DragonKingAbashī May 2, 2020 @ 8:27am 
To be honest, a melee weapon would not make sense for this unit. They use a flamethrower which is meant for short to mid-range combat and, from a common-sense view, running up to a burning unit or thru flames while wearing a gas tank on you would be bad. Plus, they have a melee ability with the flamethrower when a unit gets too close. So, having something like a pistol seems to fit well. And while return fire can be problematic when you use custom classes or abilities, it makes them a threat when they were not much of one before. I have not had much of an issue fighting them, but that is because I balanced things out. I would recommend you look into other mods that might help you boost your forces or reconsider your strategies with them. Full cover or heights help when facing them.
Dr. Quackers M.D. May 2, 2020 @ 12:05am 
My guys only have 4 damn health. you basicly cant fight them unless you play on easy and even then. In the reaper skirmisher mission Mox has dies like 4 fucking times failing the damn mission!
Dr. Quackers M.D. May 1, 2020 @ 11:59pm 
Please give them melee instead of a pistol for secondary reaction shots are bullshit. Also they are dangerous to kill in melee so giving them a melee would still make them more effective in combat with out the bullshit reaction shots.. Seriously it so horrible when you have 6 purifiers and every one of the gets to shoot at you every time somebody shoots at them.
Drakten Apr 25, 2020 @ 2:50pm 
So I had a revamped purifier show up on the Alien Nest mission (the one when you first encounter the Viper King). I'm NOT using the diverse alien pod mod. Any ideas why? I'd like to add +BarredMissionNames="AlienNest" somewhere but don't know which .ini to add it to.
tastiger841 Apr 20, 2020 @ 7:25pm 
It would be perfect if this mod supports or has the same functions of Remote Start Purifiers and Melee/Psionics Won't Explode Purifiers.
Medicman Apr 15, 2020 @ 6:20pm 
Umm they seem to be only firing pistols after their initial spawn, had one flanked and still decided to try to use the pistol
RustyDios Apr 10, 2020 @ 9:08am 
@endersblade your issue with the purifier pistols should now be fixed :)
RustyDios Apr 9, 2020 @ 7:56pm 
Sell them on the black market ... it's an issue with primary secondaries atm ... being worked on by the modders :) :)
endersblade Apr 9, 2020 @ 7:45pm 
How if I could just figure out how to fix this...
https://imgur.com/a/eBc6u14
Cato Apr 1, 2020 @ 2:14pm 
Also confirm that the Purifiers never use their flamethrowers, even on grouped up enemies. Which is a shame.
Be Anti-Speciesist Mar 14, 2020 @ 10:08pm 
I second Lebowskichild's questions.
Lebowskichild Mar 8, 2020 @ 7:34am 
Any plans to make the new Flamethrower in this mod follow the same rules as this mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=1157010936
Lebowskichild Mar 1, 2020 @ 1:22pm 
@MrShadowCX, with regards to the mod [WOTC] Purifier Grenades Fix.

https://steamcommunity.com/sharedfiles/filedetails/?id=1371195713

If I add the template name of the "new" grenade created in that mod to the loadout of your Purifiers in this mod, would they work?
RustyDios Feb 25, 2020 @ 2:11pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2007401254

The above is a screenshot I took today of an elite purifier dousing me with flame, because he can and he wanted to
InterventoR Feb 25, 2020 @ 1:10pm 
So there is a problem with AI indeed. I was beginning to doubt that it would be a mod conflict which i couldn't able to determine any.
Nighthunter Feb 24, 2020 @ 3:31pm 
I have the Same Problem @DukeBurger
DukeBurger Feb 22, 2020 @ 4:44pm 
just a follow up on my previous comment , ive begun encountering the elite purifiers and while they do use their arc cutter ability they still never use flamethrower only their pistol
DukeBurger Feb 21, 2020 @ 11:05am 
I think the purifier A.I needs some adjustments they never use there flamethrower and a few times they just stood in the open using their pistol .

i really like what you renamed M2 purifier too veteran sounds cooler than advanced
An Arousing Avocado Feb 17, 2020 @ 1:58am 
Oh yall toned the pistols down? I only just got it and they have not tried to burn me or the lost once.
CP5 Feb 5, 2020 @ 11:48am 
It was kind funny that they were more avid pistol wielders than gunslingers were but it will be nice being set on fire from time to time.
InterventoR Feb 5, 2020 @ 7:39am 
Maybe its just me but after latest AI update, Purifier brains are turned into a potatoe. Slightly longer explanation: They only do auto actions (scatter movement, return fire and such) Otherwise they just stand still. They were quite active before this update.
Nazkai Feb 4, 2020 @ 10:48pm 
Happy to see the pistol tone down a tad. :steamhappy:
MrShadow  [author] Jan 25, 2020 @ 10:06am 
yes
Revan519 Jan 24, 2020 @ 6:49pm 
dose this work with Useful Autopsies - ADVENT Purifier
RustyDios Jan 23, 2020 @ 9:50pm 
Well... the point still stands. Whatever mod is subbed to last will (normally) overwrite the others

I'd hazard a guess that they all work nicely with each other, but without knowing the specific mods you want to smash together for your playthrough and what or how they do things it can be anyone's guess as to the final result.

This mod only affects Purifiers and does so in such a way that it changes them to the very root of their Ai, completely overriding the base game Purifiers. It doesn't affect any other unit.

Can you give some links to the enemy Ai mods you want to merge together? It'll help with finding out what might/could happen :)
Star¤Dagger Jan 23, 2020 @ 9:38pm 
I'm not doing ABA, I'm doing a massive mixture of AA and Resh AI mods.
MrShadow  [author] Jan 23, 2020 @ 4:04pm 
thank you Rusty