XCOM 2
[WOTC] Advent Purge Unit
164 Comments
Canthyse May 21 @ 1:45pm 
I fixed it. Since im playing with Ted Jam LWOTC and supports Playable Aliens, that probably what broke it. The solution was to go in the Expanded Playable Aliens mod folder, config folder, viper animations folder, and then in the characteranimations.ini, add the purge python.
Alpha115  [author] Apr 27 @ 8:23pm 
@Canthyse So some other mods can break their animations. I cannot fix that because their are to many factors to account for.
Canthyse Apr 27 @ 7:04pm 
Purge python has her animation for tongue pull and bind grab broken, she's just T-posing, actually just like that meme, my soldier gets grabbed and shes T-posing in front.
Desert Punk Nov 22, 2024 @ 12:27pm 
thanks for the quick response!
:SherylScream:
Alpha115  [author] Nov 22, 2024 @ 7:51am 
@Desert Punk Yes.
Desert Punk Nov 22, 2024 @ 12:09am 
is this compatible with A Better Advent: WOTC?
lichen93 Oct 29, 2024 @ 5:35pm 
Have you ever thought about, adding, a Flame Turret variant?
Soul Aug 25, 2024 @ 2:55pm 
Oh yeah no they fine,but yeah in the original post it was to say compared to these,the cyborgs were like,comparing a muton to an andromedon kinda of deal lmao
Alpha115  [author] Aug 25, 2024 @ 1:44pm 
That is the Purge Heavy, they are dangerous but still appropriate for the FL.
Soul Aug 25, 2024 @ 12:39pm 
Aight I prob think of another purge type,it have like a minigun with burn and the same head icon as advent purger. Forgot its name but it reminded me of the commando one
Alpha115  [author] Aug 25, 2024 @ 11:55am 
@Soul so that is my bad. The purge Cyborg is meant to show up at FL 4-6 depending on the mission. I forgot to edit a few of the encounter lists. So they can still show up at FL 3. I will be editing that now, and release an update. Also Purge Commandos cannot show up at FL 3.
Soul Aug 25, 2024 @ 11:02am 
Fun mod,really,cyborgs are pure bs tho,gonna rant cause one of them was enough to down 2 guys trying to play into his weaknesses:
Like yeah cool electric work,the thing you usually bring the less or don't have when they appear,I get them at FL 3 and I didn't even meet the MECs yet so bluesceen is a lol here

Too close? Defense city,take no damage.

Go far? Ok,grapple you into a burn into ANOTHER shot,and can disorient so you can't escape him,like lol

Far enough to shot? Ok crits are a nono anyway and from that far usually they had a chance to hide before.

Seriously this is like,a Skirmisher with fire weapons with reinforced defense,ain't one of those things enough for it?
It have too much defensive passives,it can do 2 attacks in a turn,it have a melee,it have Justice,it burn,like man I don't usually rant on these enemy mods but again,FL 3,like the hardest thing there is a MEC or sectoid,or Purge commando.
Sorry repost steam messed up
Deadput Jun 25, 2024 @ 10:56am 
It's from Chimera Squad so you don't really need my permission, go ahead and use that model if you want.
Alpha115  [author] Jun 22, 2024 @ 1:31am 
@Mrvecz I would ask Deadput, as he is the one who made the model and gave me permission to use it.
Mrvecz Jun 21, 2024 @ 8:49pm 
Hey, wouldnt you mind if i could use your Fire Python asset in my Expanded Playable Aliens for LWOTC ? Purge Unit is normally not compabile w MJ/LWOTC, so without having to mark this mod as a requirement i would like to try it through the standalone version of this unit.
Alpha115  [author] Jun 11, 2024 @ 9:26am 
@Victor De Noir Change the spawn weights, I warn you even if you set them to 1 they will show up at the same rate they are now. The game does not respect Spawn weights when a new enemy mod is installed. When I mean new I mean newest to the workshop. Any mod that was made before the purge unit will not count as new, only enemy mods made after it. Also messing with spawn weight can cause other problems.
Victor de Noir Jun 11, 2024 @ 9:06am 
What do I need to modify to reduce the spawn rate of the purge units in general? Like great mod man good work, but I just want to experiment with the spawn rates.
Alpha115  [author] Jun 11, 2024 @ 9:01am 
@Soul @Victor de Noir Install a newer enemy mod like requiem legion. The spawn weights on the enemies from this mod is lower then the Frost legion or Bio Division.
Victor de Noir Jun 11, 2024 @ 8:50am 
Is there a way to modify the game to make it impossible for these units to appear before mission 3 or 4. I am at mission two and the pods consist excursively out of these guys and one or two sectoids which makes the mission unwinnable (I play legendary difficulty). And I know "new mod will make these units spawn more" but strangely this is happening only for this mod and no other mod. Like where are my ice and poison guys? Even if I reinstall the game or reorder the mods these units spawn noticeably a lot.
RustyDios Jun 9, 2024 @ 3:04am 
If you've added them as a "new mod" to an already existing modlist the game has a native built-in thing where it recognises and 'forces' new enemies into rotation more than 'older' ones. As mod makers there is nothing we can do about this. after a couple of campaigns without any changes to your modlist the spawn-weights will settle down to the values they are actually config'ed as, which are not so bad.
Ehlookatthat! (She/Her) May 25, 2024 @ 3:40pm 
This goes nicely with Purge Priest mod. Thank
mddziadek May 9, 2024 @ 11:05am 
Hi, thank you. I play LWOTC with your SHIV mod - work perfect till now :)
Alpha115  [author] May 8, 2024 @ 8:18am 
@mddziadek I do not play LWOTC, so I have no Idea if it would work. Though from how dangerous fire is in it from what I have heard, the enemies from this mod would probably break things.
mddziadek May 8, 2024 @ 2:08am 
Work with LWOTC?
Alpha115  [author] May 7, 2024 @ 6:50pm 
@Iridar I've updated the mod hopefully that fixes the Redscreen issues.
Iridar May 7, 2024 @ 4:25pm 
Hi. This mod causes some redscreens on game launch. Please fix.
Sinapus Sep 16, 2023 @ 3:28pm 
Or Mizruti suggested it may have been a lack of a platform for the target to land. So I'll stop panicking now. ;-)
Alpha115  [author] Sep 16, 2023 @ 2:56pm 
@Sinapus yes, I could see this being a LOS issue. Xcom 2 is not the best at giving you proper LOS information at times.
Sinapus Sep 16, 2023 @ 2:48pm 
...probably a LoS issue since I just had a Skirmisher able to target a Purge Trooper. Last time it was on a roof in a slums section, this time it's on a balcony in a city ruin.
Sinapus Sep 16, 2023 @ 1:46pm 
Unless it was some strange LoS issue. I'll see what happens in later battles.
Sinapus Sep 16, 2023 @ 1:40pm 
It was a Purge Trooper. I am using some Skirmisher mods, so maybe that's what's happening. I'll check later.
Alpha115  [author] Sep 16, 2023 @ 1:19pm 
@Sinapus, that's an odd bug. In my game I can justice the advent purge units just fine. Obviously you cannot justice the purge python/sectoid since you cannot use justice on their vanilla counterparts.
Sinapus Sep 16, 2023 @ 9:54am 
Are Purge units supposed to be immune to Justice?
Talon Jul 28, 2023 @ 4:14pm 
Wierd. I've got 856 mods installed, so its going to take me a few days to narrow down this incompatibility. If you have any gut ideas, let me know and I'll see what I can do.
Alpha115  [author] Jul 28, 2023 @ 3:44pm 
@talon I use the smoke grenade conceal mod by rusty and if you are using that it probably is not the issue.
Talon Jul 28, 2023 @ 3:39pm 
@Alpha115 Yeah, I figure. I have a mod that lets smoke grenades conceal people, and another mod that makes throwing grenades not reveal, so its probably one of those two mods, I'll keep you posted once I find the incompatibility.
Alpha115  [author] Jul 28, 2023 @ 3:34pm 
@Talon All this update did was make the Blind Radius of Darkfog grenades match the same size as the assassin. So probably some other mod you downloaded is the actual problem and not this update.
Talon Jul 28, 2023 @ 3:26pm 
@Alpha115 Yeah, I have, by itself it works fine. I have a very deep and full modlist I run with, it was a delicate balance of over 800 mods, but now sadly it seems its got an incompatibility... Big sad, RIP playthrough
Alpha115  [author] Jul 28, 2023 @ 8:41am 
@Talon Really that seems odd. Did you try to load up only the mod with now other mods selected?
Talon Jul 28, 2023 @ 8:31am 
Ever since todays update, my XCOM will no longer launch with this mod installed. Sad to see it.
Victor de Noir Jul 26, 2023 @ 11:57pm 
@Alpha115 thanks Alpha, I respect that a lot!
Alpha115  [author] Jul 26, 2023 @ 10:48pm 
@Victor de Noir Fair, that does look off. I'm working on a fix now, it should be ready in the next day or so.
Victor de Noir Jul 26, 2023 @ 9:31pm 
@Alpha115 so here is a screenshot of 3 of my guys being blinded by a purge unit. If you look closely my solider is actually beside a lancer (its hard to see, but the lancer is one tile "south" of her) and my solider cant attack him. This only happens with the purge units, the assassin blindness doesn't cause this issue and you can still attack from point blank range:

https://imgur.com/h195C6q

I see that at-least in theory the sight penalty should be the same, but for whatever reason it doesn't work out like that in practice for me.
Alpha115  [author] Jul 17, 2023 @ 10:53am 
@Victor de Noir

As for the chosen's blind


[XComGame.X2Item_XpackGrenades]
MOUNTAINMIST_GRENADE_BASEDAMAGE=(Damage=0, Spread=0, PlusOne=0, Crit=0, Pierce=0, Shred=0, Tag = "", DamageType="")
MOUNTAINMIST_GRENADE_ENVIRONMENTDAMAGE=0
MOUNTAINMIST_GRENADE_SOUNDRANGE=30
MOUNTAINMIST_GRENADE_ENVIRONMENTDAMAGE=0
MOUNTAINMIST_GRENADE_CLIPSIZE=1
MOUNTAINMIST_GRENADE_RANGE=15
MOUNTAINMIST_GRENADE_RADIUS=5
MOUNTAINMIST_NUM_TURNS=2
MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278


vs purge blind

[AlphaPurifier.X2Item_A115PurgeGrenades]
ADV115Blind_BASEDAMAGE = (Damage=2, Spread=1, PlusOne=0, Crit=0, Pierce=1, Shred=0, Tag = "", DamageType="Explosion")

ADV115Blind_RANGE = 10
ADV115Blind_RADIUS = 4

MOUNTAINMIST_NUM_TURNS=2
MOUNTAINMIST_SIGHTRADIUS_POSTMULTAMOUNT=0.278

They have the exact same duration and sight radius penalty.
Alpha115  [author] Jul 17, 2023 @ 10:52am 
@Victor de Noir Combat protocol does electric damage, Whiplash does electric damage, Bluescreen rounds will do extra damage same with EMP grenades/bombs.

The purge Cyborg, Purge Commando (FL 14 enemy) can attack up to 2 times a turn. The purge python has 1 free action attack that can disable your weapon but has a 5-6 turn CD, so it can only attack once a turn when the ability is on CD. All other enemies can only shoot once per turn.
Victor de Noir Jul 17, 2023 @ 10:36am 
@Alpha115 1-2. Ok point taken. 3. Which ones except for the purge trooper cant attack multiple times a turn / cant use multiple potentially damaging abilities per turn? 4. My experience was that my unit was blind I moved point blank to the enemy and did not get the option to shoot it. If I see this again I will send you a video / screenshot. 5. what is electricity? You mean the EMP bullets / bomb and the specialist abilities?
Alpha115  [author] Jul 16, 2023 @ 2:16pm 
@Victor de Noir


4. The blindness Debuff is the same one as the vanilla Assassin. Its the same code.

5. Purge cyborgs have a few weaknesses you can exploit. They take extra damage from electricity, and if you are 8 or more tiles away their damage reduction does not work. (Most weapons will be effective at 9 tiles away.) They can only be 2 purge cyborgs in a single pod unless you are using DABFL, which will remove the limit on how many enemies can be in a pod.

SpawnDistribution[3]=(Template="Purge115CyborgM1", MinForceLevel=6, MaxForceLevel=8, MaxCharactersPerGroup=2, SpawnWeight=12), \\
Alpha115  [author] Jul 16, 2023 @ 2:16pm 
@Victor de Noir

3. The only enemy with free action abilities is the Purge Python. Not all of them can attack multiple times in a single turn in fact the ones that do have such abilities have reduced damage.

The purge trooper uses the purge rifle and they can only shoot once a turn.

PurgeAR_T1_BASEDAMAGE = (Damage=3, Spread = 0, PlusOne = 50, Crit = 1, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
PurgeAR_T2_BASEDAMAGE = (Damage=4, Spread = 0, PlusOne = 50, Crit = 2, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")
PurgeAR_T3_BASEDAMAGE = (Damage=6, Spread = 0, PlusOne = 50, Crit = 3, Pierce = 0, Shred = 0, Tag = "", DamageType="Projectile_Conventional")

the standard purge rifle does not hit that hard. burn can inflict 1-3 damage a turn. So a Max rank Purge trooper can potentially inflict 10 damage in the late game.
Alpha115  [author] Jul 16, 2023 @ 2:13pm 
@Victor de Noir Ok, So a lot of what you are saying seems like you are a bit misinformed or did not look into certain things.

1. Their spawn weights are lower then standard advent you can see this in the encounter lists. I've mentioned the numbers before in the comments.
2. They spawn to much because they are the latest enemy mod on the workshop until the LWOTC alien pack that just got released no new enemy mods have come out since this mod. The latest DLC thing looks at mod IDs (AKA the latest mod, is based of a mod's id number on the workshop not newest mod installed) which mine was one of the latest ones.
Victor de Noir Jul 14, 2023 @ 11:18am 
4. I have no idea why the blindness debuff these guys afflict is full blindness and not the same blindness as the assassin inflicts. This ability is far more powerful than stasis for example, as you cant do anything with one or multiple of your guys for more than 1 turn, while they can still shoot at you.
5. The cyborgs are extremely busted for force level 8-10. They have a lot of health and abilities to keep them alive (50% damage reduction for point blank shots? What can I do even if I am on a timed mission and get 2 or 3 of these in one pod?) and to inflict damage, pull your guys out of cover and inflict burn. I don't see what my counter-play in this case could even be. Seems like a force level 15 enemy at-least, unless their damage reduction is at-least halved.