XCOM 2
Frost Legion
195 Comments
Snicks Apr 14 @ 10:42am 
okay so it's not just me, dragon rounds don't help
ironboy32 Apr 14 @ 3:30am 
while the shields are up
ironboy32 Apr 14 @ 3:25am 
also it appears that frost enemies are immune to crits?
ironboy32 Apr 13 @ 12:46am 
this mod is hella inconsistent with damage types...
ironboy32 Apr 13 @ 12:43am 
the legion doesn't appear to take bonus damage from dragon rounds, is that intended?
Soul Mar 31 @ 5:24pm 
I also do get inconsistent result with fire attacks depending the mod,chemthrower fire attack seem to do normal damage,and so do inferno grenade,even tho they both do burning,I ain't sure what should and shouldn't work anymore lol
Snicks Mar 22 @ 10:46pm 
Just to confirm that it is an inconsistency with *this mod* and not people not setting their damage flags correctly (looking at you, inferno grenades), I also tried fire attacks that weren't effective on the Frost Legion against the Lost to see if it triggered the 'Fire Vulnerability' popup. Fire spit does, flamethrowers (obviously) do, but only one of them works on the frost legion.

To be absolutely sure, I also tested it to make sure this wasn't some inherent wonkiness of resistance. Attacking a 'Fire Eater' MTF, an Elite Firestarter, an Inferno Viper and a Frost Andromedon in the same attack, the first three fully resist the attack as a fire attack, but the Frost Andromedon takes reduced shield damage as if it weren't one.
Snicks Mar 22 @ 10:46pm 
Okay, last one. Sorry for blowing up your notifications, I really wish Steam had an edit button..
More extensive testing, and this is an issue that seems to be unique to this mod and this mod only. I'm not sure where the problem lies, but for *only frost units,* it is extremely inconsistent when they are weak to something or not.

Soulfire? Resistant. Void Lance? Weak. Fire spit? Resistant. Flamethrower? Weak.
Snicks Mar 22 @ 10:17pm 
Sorry for yet another ping, but at least the fire seems to be a bizarre issue on my end, or maybe just XCOM 2 being XCOM 2. Testing different modded fire attacks on the shield and it seems to be a total tossup over what works and what doesn't. Bizarre.
Snicks Mar 22 @ 10:14pm 
Did some more testing and got inconsistent results. The Codex was resistant, but testing out some Psionic attacks on a Frost Andromedon (why are they ineligible for mind control btw) and it got boosted properly. Are Codices specifically bugged/resistant?

Fire damage, on the other hand, doesn't seem to be getting a weakness at all. I spawned a fire eater from the SCP raider mod and hurled an incendiary grenade and there was absolutely no damage increase on the aforementioned andromedon.
Snicks Mar 22 @ 9:55pm 
As for holy warrior - I play with a priest mod or two, so that might've changed its damage type. All the same, the shield resisting Holy Warrior seems like an oversight.
Snicks Mar 22 @ 9:52pm 
The fire damage doesn't seem to work with dragon rounds, but I play with enough mods that add new ammo types there might be a conflict there. (Do dragon rounds count as fire damage?? I don't remember. I don't see 'weak to fire' when I shoot a lost with them.)

On the other hand... 9-11 projected damage on a soulfire (which would be correct given their psi weakness) got halved to 4 against a Frost Codex, and all of that damage was shielded. They have a weakness to it, but their shield DR reduces it to less than it would've started at, and once their shield is down almost anything will kill them anyway, so it doesn't matter.

I respect the attempt to make an enemy that requires a different approach and make fire weapons better, but just making an enemy type that's an abject chore to kill if you don't pack flamethrowers and resists everything that would otherwise counter shield-heavy units makes an enemy type that amounts to a gimmick that will eventually get very tired.
Mitzruti  [author] Mar 22 @ 8:54pm 
They do, in fact, take 50% more damage from fire/psi/etc on top of it ignoring shield DR. The bonus damage even applies if their shield is already broken. Just slapping dragon rounds on a soldier is enough for them to rip apart the legion.

Holy Warrior Death isn't Psi damage. it's whatever the default type is, because it's never set.

In general, they're intentionally designed to not be vulnerable to shredder/bluescreen cheese. Instead, they make fire weapons retain usefulness into the endgame.
Snicks Mar 21 @ 2:30pm 
The weak to psionics bit is cool (and weakness to fire would make sense if it actually seemed to work - is it only literal flamethrowers?), but since the psionic damage still gets eaten and reduced by shields, at least for stronger units, the benefit is actually quite negligible.

Psionics also just aren't very good at dealing with multiple units, which the frost legion tends to have.
Snicks Mar 21 @ 2:24pm 
While alone, especially with many mods, you can deal with one or two frost units, they get incredibly annoying when they show up in number as it becomes a needlessly complicated process to kill one even with extremely powerful attacks (a shredstorm cannon will deal like, 6 damage to a shield). That's a problem because frost units almost universally chill you on hit, building up to a freeze -- a cool mechanic if they do not come in number, but if they do come in number, it becomes an obnoxious stun that they're too tanky to avoid.

Basically: Plays very, very poorly with other mods, more so than any other mod I've played, even the really bad ones. The Frost Legion demands your full attention both in the tactical and strategic layers and will massively slow down any mission they're apart of, which is both annoying and also something other mods aren't prepared to account easily for.
Snicks Mar 21 @ 2:23pm 
Frost Shield gets old very fast. Despite what some people below this are saying, it is not ignored by psionics (or other shield ignoring effects), and it is not weak to fire - frost units are uniquely vulnerable to fire, but it doesn't actually do any extra damage to them (or maybe only the status does, which is absolutely worthless)

As mentioned, it blocks psionics -- which it absolutely should not do, not only because that's inconsistent with every other physical shield in the game, but also because many effects assume that psionics ignore a shield. It causes actual bugs like a frost unit not dying if the thing giving it holy warrior dies (the psionic damage gets halved and eaten by the shield)
Bofrab Feb 17 @ 11:41pm 
Does this mod still require A Better Advent? I wanna use this mod alongside the Standalone LWOTC aliens mod, and don’t wanna use A Better Advent and get overwhelmed with all the different enemy types.
Fohcs Dec 26, 2024 @ 8:01pm 
Does anyone know how the lootable Shrike Shields interact with the Shield Rework mod by Lago? Like do they also get the mobile cover like aspects that the base mods shields get or do things need to be added one of the mods config files to get the features applied to the Shrike ones?
Soul Dec 22, 2024 @ 12:16am 
The sectoids/necromencers being able to summon 4 freakin dudes and when they die,the summons don't,is insanely bs.
And they can do it again and again,so if you can't just kill them fast enough,or if like in my case,for some reason theres 5 sectoids,you end up with 27 frost zombies,its just stupid
Nero Dec 9, 2024 @ 3:22am 
i've played with this mod a lot and i don't understand how you're supposed to unlock the warm sweater
mdaniel Nov 25, 2024 @ 2:39pm 
With CI Prototype Armoury get this wwarning

FrostDroidShield_M2_AutoPistol it's not buildable, any config i must change?
Cleo Nov 19, 2024 @ 1:09pm 
I noticed that i havent gotten anymore cryolite past my first encounter with them meaning im stuck with 4 instead of 5. Whats the item ID for cryolite? I was thinking about just adding a little more to my inventory so i can actually start bitterfrost protocol
RustyDios Oct 25, 2024 @ 11:37pm 
Hmm, whilst I hear what you are trying to say, I'm running 545 mods currently, with this one included with no changes to how this mod works. Frost Shield Damage Reduction is a slight hindrance but nothing my Psionics, Templars, Chemthrower users, Dragon Rounds and just sheer damage output can't handle.

Focus down one unit at a time, get the shields gone, move on to doing specialised damage to the next one.

LWotC makes XCom2 attacks be so weak that ModJam had to remove the shields to account for it. which honestly sucked imo, as the shields is one of the unique things about these units that makes them special.

Once you learn how to combat these guys they're all really fun to see.
Oniwabanshu Oct 25, 2024 @ 9:19pm 
@ Lebowskichild I am sorry if it sounded like that, i am trying to say that this is not meant to be part of a bigger mod pack without tweaking, cause i did like playing with this in lwotc.
Lebowskichild Oct 25, 2024 @ 11:46am 
LMFAO some people really are entitled little brats.
Oniwabanshu Oct 21, 2024 @ 4:33pm 
Dragon rounds don't do increased damage either nor flame bombs... just uninstalling this.
Oniwabanshu Oct 21, 2024 @ 1:47pm 
NVM the time i played with this was with LWOTC ModJam+refinements... This mod is designed to be played with this and only this mod enabled. You can't expect me to bring frost resistance and fire based attacks on every single mission in the off-chance i get this shit, instead any of the other 30 enemies i have installed.
RustyDios Oct 21, 2024 @ 12:33pm 
"Frost Shields" are not the same as normal shields. They have a damage-reduction mechanic to them as well as extra HP.
You can negate that DR with fire or psi based attacks
Oniwabanshu Oct 21, 2024 @ 12:02pm 
I don't remember shields being this obnoxious last time i played... were they changed recently?
Gabriel Cooper Aug 2, 2024 @ 11:29am 
hey, is there a way to remove their immune to frost weapons through data changes or is that hard codded?
Soul Jun 14, 2024 @ 7:47pm 
I saw an elite frost spectre for the first time today (really cool dude) and huuuuh he did a weird move psionic looking,hit my soldier (was a warden) which shown "immune" and then bam Insta crash.
walt.bustamante May 31, 2024 @ 9:48am 
Does anyone know what could be causing some frost units to spawn in idle animation and untargetable? they do nothing for the duration of the mission and usually is always one per mission whenever it happens.

is pretty much harmless and rarely i have to use KillallAIs command to finish mission due to a frost technician drone counting as alive, but it started to happen all of sudden don't know what is causing it.

i tried spawning the same units to see if were broken but nope, units are working properly must be something tied to pod spawn.
RustyDios May 25, 2024 @ 4:21pm 
Finally ???

This mod has been out for - 3 years - :)
Ehlookatthat! (She/Her) May 25, 2024 @ 3:29pm 
Finally! Now, ADVENT Cryo Priest is not alone!
Soulfire72 Apr 1, 2024 @ 5:32am 
I'm getting a strange bug playing LWOTC mod jam where Frost Abomination always "die" at the start of the mission, and I find their body usually T-posing. According to the LWOTC discord they don't have any health? Is there a way to fix that?
Soul Jan 29, 2024 @ 3:01am 
I mean I didn't do any crazy changes to it,just gave them more health and lowered the % of shield to health ratio,thats really about it,and I find it nice like that,rest like attacks and chill and stuff I'm just adapting.

But I ain't droppin the pipe.
Lebowskichild Jan 28, 2024 @ 4:18am 
@Gibbons, I'm sure this @Soul guy will be bringing out his own mod with the appropriate adjustments to this mod real soon, so we can all benefit from his hard work.

Right after he puts the pipe down, of course. :)
Soul Jan 28, 2024 @ 3:53am 
@Gibbons And I bet you can't even handle it
Gibbons Jan 27, 2024 @ 9:46pm 
@Soul You smokin’ crack right now? :Lee:
Soul Jan 27, 2024 @ 8:49pm 
@Gibbons why not mind your business if it doesn't concern you? I just give feedback on how it feel,I didn't tell him to do changes,I can do that myself,I still enjoy it,and even say so (but maybe +50 words = hate and reee to you). Sorry mister elitist.If you don't wanna see comments block me and move on.
Gibbons Jan 27, 2024 @ 8:46pm 
@Soul Why not just uninstall the mod if you can't handle it?
Soul Jan 27, 2024 @ 8:46pm 
Btw not to diss or anything,I can see a lot of thoughts went into those,they are quite unique,and fun (sometime) to play around,I actually don't die much to them (so far),but man I won't lie when I get hit and I see chilled/bitter chilled I give an audible "ugh" everytime lol,like man even the zombies have shields,its crazy.

Like,if getting hit more and more stack to bitter then frozen,I don't see a point to some of them start with *bitter chilled* on their abilities,like the zombies instant better chill,why? Thats quite strong,its not like they are solo units,they always are in groups,making them bitter chill/froze on one move is really strong.and thats force level like 7-8

But again,great deep mod with lots of unique enemies,just feel overtuned on some parts,but its nice that its easy to change in the inis.Very customizable,good on that one bro
Soul Jan 27, 2024 @ 8:30pm 
Man they seem to do a little bit too much of everything,I miss when units just did damage and abilities did the rest.
They freeze,on anything,its dumb at some point,mark me? Freeze,I get shot? Freeze,throw a grenade? Freeze.

Like damn bro I get they are the chill dudes but maybe toning that down a bit wouldn't hurt.every attack is basically either "you are slowed down to hell OR straight up can't do anything for 2 rounds"
Like really,chilled,bitter and frozen in the same turn with sure hit stuff like mark/grenade is way too dumb... SPECIALLY when chilled do 2 debuffs,mobility and dodge,its too harsh,way too harsh for stuff that can sure hit even if you hide.

They get reduced damage unless you have fire or psi,which fire ain't easy to come by beside like 2 items,also reduce in % is too good,it really should be (to me at least of course) flat

Also goddamn do they appear a lot,I see them more than I see the base advent/ABA/requiem enemy.

Beside that they look really cool at least.
Lebowskichild Jan 13, 2024 @ 2:46am 
Hi @ Mitzruti, could you explain to me a little more how I can lower the amount of shields these units have? I like this mod and the unique shielding benefit, however as I'm playing with a fairly difficult setup of mods, the balance is a little too Advent heavy.

HealthReductionMult=0.5f
HealthToShieldMult=0.5f
BETA_HealthToShieldMult=0.5f

I see the above configs in your ini but am unsure how to edit to get less shields.
Hitilit Jan 2, 2024 @ 11:53pm 
Abomination's FreezeRanged ability is no longer triggered by Feedback. because silly infinite loops.

:steamthumbsup:
Aks Dec 17, 2023 @ 3:00am 
@Mitzruti, oops. If you have previously updated the localization, there is nothing new since those times.
Mitzruti  [author] Dec 16, 2023 @ 11:43am 
@Aks
is there one with the new stuff?
Aks Dec 15, 2023 @ 7:34am 
Thx for update!!! Pls update russian localization
Sckarred Nov 4, 2023 @ 12:01pm 
The enemies are actually fine but the pod sizes need some rebalancing, I was encountering size 6 pods barely after the Avatar Project started