XCOM 2
[WOTC] Universal Enemy Compatibility Patch
141 Comments
Pixy Mar 20 @ 7:45pm 
Thank you so much for making this mod, it's a godsend for anyone using mod-added enemies ^^ I was wondering, though, do you think you'd be able to add support for the Sundowner encounter? I've tried to poke around in the configs and add it myself, but I'm unsure how to replicate the Ruler-esque behavior where he has a greater chance of showing up the more missions go by without him...there's probably something obvious I'm missing, but still ^^;
EvilBob22 Feb 17 @ 11:07am 
This mod doesn't touch the story missions. It does touch the default enemy lists though, so if another mod replaces the hard-coded enemies in story missions with enemies pulled from the default lists, this mod will affect those missions indirectly.
DuchessConstance Feb 17 @ 10:54am 
Does this mod touch the main story missions or should I install a different mod for that
Rather Incoherent  [author] Feb 6 @ 5:22pm 
@Velvet That's outdated documentation that needs to be changed. I'll sort it shortly. EvilBob and Tedster helped create a way for ELR to check if mods were active and automatically disable enemies if certain mods were missing, which let me use that feature to only enable "psudeo-basegame" enemies if the player had the mod that finished them.
Velvet Feb 6 @ 2:28pm 
So I noticed in your supported mods discussion that you should have to edit the .ini to allow the Neonate Viper to spawn if you're using the mod that adds them to the campaign. Thing is, I added it mid-campaign and decided not to bother as I was pretty sure they were going to stop showing up soon anyway... but they're spawning anyway. At first I was concerned it was a sign the mod wasn't working somehow, but they seem to be enabled by default in the .ini.

I'm not sure if you changed the default behavior, but if that's unintended I figure you might want to go in and make them disabled by default again.
Joe Marotta Jan 30 @ 7:30am 
I am curious if anyone is having issues with MOCX spawning. It is hard to state as fact, but I am getting crashes during purple reinforcements everytime MOCX is called in.
Bilge-Soup Head Jan 12 @ 10:56pm 
I just wanna say thank you for stating very clearly and early that mixing this with LWOTC is like mixing wine and beer.
Maddogjoe15 Jan 7 @ 10:24pm 
No clue if this was on your radar, but I found this mod. Which adds a new Archon variant
https://steamcommunity.com/sharedfiles/filedetails/?id=3394453485
Dęąth Viper Jan 6 @ 11:27pm 
Would mind adding support for This? thanks!
EvilBob22 Jan 4 @ 3:34pm 
That setting does exist in Encounter List Replacer (the required mod for this one). In XComELR.ini, the setting DumpNames will print everything to the log file if it's set to true.
Joe Marotta Jan 4 @ 2:25pm 
Just wanted to drop a note of thanks for creating this mod. Great concept executed exceptionally well!

Following the directions it was easy enough to add additional enemies to the various lists. Much easier than patching multiple ini files!

I don't know it it exists but would be very interesting if a log file could be created to see the changes and logic being applied. This will make further refinements easier based on data.
Lanford Nov 24, 2024 @ 7:11am 
Thanks for fixing this. I'm mixing up the Exalted Archbishop and Exalted Bishop. As their both sport the prefix Exalted and, I admit, I never face Exalted Archbishop and (maybe even Exalted Bishop too) as I usually end the campaign before they become available due to the mod "Delayed Force Increase" so I usually end the campaign before their are available, usually around FL15-16.

So when I saw Exalted in the ini I just assumed that the Exalted that has FL 19~21 should be the highest tier, Exalted Archbishop. That where my confusion come in. Sorry about that lol.
Rather Incoherent  [author] Nov 23, 2024 @ 7:47am 
@Lanford The FLs are wrong. Should either be 19/21 if I'm making leaders appear before followers, or 20/20 if I'm maintaining the original implementation. The forcebossleader only enemy from the mod is the ExaltedPurgeArchbishop, not the Priests.
EvilBob22 Nov 21, 2024 @ 8:34am 
Probably. If you have a bunch of aliens disabled by Choose Your Aliens, you may get partial pods, but that's always the case. Give it a shot, I think it will work just fine, but it's good to know either way.
SoteksChosen Nov 21, 2024 @ 1:12am 
Will this mod and Choose Your Aliens play nice? I've never really enjoyed the Prime enemies from ABA but wouldn't want disabling them through choose your aliens to mess up what this mod is trying to do
Lanford Nov 11, 2024 @ 9:26am 
Is the FL of Exalted Purge Priest wrong?

In the list, it lists him as leader at FL 21 while lists as follower at FL 19.

Isn't he supposed to be boss type enemy that should only be leader?
Ace Nov 4, 2024 @ 3:12pm 
Thank you! You're doing great work updating this so quickly.
Rather Incoherent  [author] Nov 1, 2024 @ 8:30am 
Whoops, my bad. The fix is to remove Shieldbearers from every followers list (and then relabel every numerical entry that came after them) and have them only appear as leaders like they're supposed to. Big mess up on my part, fixing it now. Update should be pushed in about an hour.
Ace Oct 31, 2024 @ 10:21pm 
Is there any way to stop the paladin shield bursters from having more than one in a pod? I see the MaxCharactersInGroup but they are all different enemy types so it seems it not a simple fix. On the original mod page it says they are only ever supposed to be leaders.
Deacon Ivory Oct 29, 2024 @ 2:48am 
Huge shout out to @Rather Incoherent for maintaining this mod.
Deacon Ivory Oct 29, 2024 @ 2:47am 
@MadMonkee10 bear in mind that the game by default with attempt to show you the most recently enabled enemy mod, you have to complete a full run to reset it (quitting a campaign doesn't do it).
Hatsune Marineku Oct 13, 2024 @ 2:21pm 
Is there a way to lower the spawn rate of the Behemoth Tanks? Or like exclude them from reinforcement pods?
MadMonkee10 Oct 9, 2024 @ 7:18pm 
nice, I've been needing something like this because as Nom_nom_pies said the Bio Division units are just WAY too common for me, and that's with just the Bio Division 2.0 mods, not accidentally having all the separate Bio Division unit mods installed too, and since I installed the Drones and Robotics Pack on an in-progress campaign I wasn't getting enough Drones to even for the autopsy because it requires 3 of the dang things for some reason
Rather Incoherent  [author] Oct 9, 2024 @ 7:12pm 
That is exactly what the mod aims to do, yes.
MadMonkee10 Oct 9, 2024 @ 7:11pm 
so basically this evens out the spawns of vanilla and modded enemies? for example I haven't been getting enough Drone spawns from Alpha's Drones and Robotics Pack but I have been getting a few too many of the Bio Division units, would adding this this mod hypothetically increase the Drone spawns and reduce the Bio Division spawns?
Rather Incoherent  [author] Oct 6, 2024 @ 4:20pm 
I'd like to do another one someday but right now it's just a long overdue update for new Requiem enemies, fixing some ambush mission shenanigans, and cool new tech from Evilbob to support some previously unsupportable mod combinations.
grammarsalad Oct 5, 2024 @ 5:46am 
An update. Nice! Maybe in preparation for another let's play?
Nom_nom_pies Sep 21, 2024 @ 2:35am 
Installing this mod and going through all of the supported mods to make sure which ones I already had, which I'd want to add, and which ones I won't want is what finally solved my issue of bio enemies being such a common and overwhelming problem: at some point I'd had all the individual bio mods installed before I added bio division down the line, making the game pop them (and the sitrep) twice as often, and I'd somehow missed that until actually giving all my enemy mod pages a proper read for the first time in a good while! XD

Anyway, haven't played a whole lot since installing this, but it seems to be ok in my first few missions and I appreciate that it exists, since balancing the encounter rates for my ~50 enemy mods was not something I think is in my skillset, even if it was a little frustrating to have to deal with up until now
Coley Sep 17, 2024 @ 3:22pm 
After some tinkering, it seems that only the Seekers, Altars and Mechapedes needed adding. To which I've done manually, to the best of my abilities anyway. Hulks don't seem to be in the Requiem encounter lists, so maybe it's a WIP unit? I'm not sure. I've left that out as I have no idea what that is. Just thought I'd report back.

Thanks again for the mod RI, awesome job
Coley Sep 16, 2024 @ 6:21am 
Came to request the same thing, if at all possible. This mod has been a godsend when it comes to running so many enemy mods. I could try and add them myself, but it doesn't hurt to ask.
Nero Sep 11, 2024 @ 3:55am 
requesting the updated enemies to requiem legion? like the seekers, hulks, berserker magnas, nightmare hives, etc.
Rtma Eros Paragon Jul 28, 2024 @ 11:27pm 
Using this mod, how can you set it up to have the hive units only appear as feral while advent only has ABA/Frost variants?
EvilBob22 Jul 16, 2024 @ 5:10pm 
It's definitely required. When it boils down to it, this mod is basically a giant set of config settings for ELR.
Donald J. Trump Sr Jul 16, 2024 @ 7:59am 
Is "Encounter List Replacer WOTC" really required? Reading their description sounds like it is not...?
jonboy Jul 16, 2024 @ 5:08am 
Thanks for the recent update!

Yikes looks like the Requiem Legion never stops. It has had another update with a couple of new enemies and a change up in the encounters for the existing Legate enemy.

I'd also like to ask whether this is compatible with Renegade Rulers? I'm guessing not? Would I have to remove the ruler related dedicated theme pods in XComELR_followers.ini and the ViperKing, BerserkerQueen and ArchonKing from their related groups in XComELR_groups.ini?
Povuh Jul 5, 2024 @ 11:12pm 
I see, thanks for the instructions!
Rather Incoherent  [author] Jul 5, 2024 @ 12:31pm 
@Povuh Unfortunately it's one of a small handful of mobs that adds an enemy that exists in the basegame's code, but isn't used in the campaign. Unlike Neonate Vipers / Derelict MECs it's not used in the game, but it's still there. As a result, baseline support for that enemy would force everyone who uses my mod to use those enemies. I do have the lines needed to support them written in EXcomELR_groups.ini. They are commented out with instructions on how to implement them. That's the best I can do until I figure out how to implement groups based on installed mods.
Povuh Jul 5, 2024 @ 8:48am 
Nice update!

Could you also add support for Deadput's new Advent Hunter Revamp?
Rather Incoherent  [author] Jul 4, 2024 @ 1:48pm 
@DignanZazumba Supported Sectoid Voidweavers with the latest update!

@SPIDERLORD The new Requiem enemies are all now supported (much thanks to EvilBob for handing off his own local version from during my hiatus)

@Phoenix I'll update the description to be clearer. That's part of a section of mods that have compatibility issues that users might believe are due to my mod. My mod doesn't adjust the lost at all, but someone using it might for the first time observe the problems described in that section, which is a result of how the mod "WotC Without The Lost" implements its own changes.
SPIDERLORD Jun 17, 2024 @ 5:20pm 
You've probably already seen this but the Requiem Legion Mod got some new units. There have also been two new unit mods recently. Its been a bit since this mod's been updated, which kinda scares me, but I also understand a mod of this scale is probably a chore to do. Thank you for the good work. In the mean time, I guess I could try my hand at editing it myself. Pray for me guys.
Phoenix May 13, 2024 @ 11:59pm 
What does the part WotC without the Lost mean? Do the Lost no longer show up on the Savage sitrep? If so why is that needed?
Space Apr 2, 2024 @ 9:57pm 
@CaptainMcSmash

from the description

"DABFL: is in no way a problem and will only ensure this mod does what it's supposed to do."

Hope that helps.
CaptainMcSmash Mar 28, 2024 @ 8:24am 
Does adding Diverse Aliens by Force Level mess things up? I feel like I should be seeing loads of new enemies from all the enemy mods I have but only a handful seem to show up.
Rtma Eros Paragon Feb 20, 2024 @ 6:02am 
I concur with others statements, thanks to this and the required mod, I am able to see and play what other mods I have truly have to offer, fixing broken pods and crashing maps, it's beautiful.
TheProtofire Jan 11, 2024 @ 3:36pm 
Thank you for making this mod! If I could make one suggestion, could you add an option so that Faceless, Chryssalids, and Berserkers can show up as regular enemies outside of retaliations? I played a campaign with this and barely saw them. That's the only thing this mod is missing imo.
Luzpo Dec 20, 2023 @ 1:22pm 
Ah....i see i should have read the comments bellow....EH GIVE ME A BREAK ITS LIKE 4 AM IN VIETNAM TIME MY BRAIN DONT WORK SO WELL. So uh.....This is a great mod thank you for making this amazing mod that make modded xcom 2 10x better please do lower down the frost legion spawn rate <3 thank you. Keep up the great work!
Luzpo Dec 20, 2023 @ 1:09pm 
I got a quick few questions about the certain spawn rates of a few enemies mostly is from the forst legion, my campaign is in FL7 and currently forst legion units is legit in every mission that i played by in it i mean the whole hostile forces are forst legion units maybe a random sectoid there and here or a bunch of sercurity bits around. Is it how it supposed to be in this stage of the game? and yes all of the modded enemies that i have in my mod list is supported according the list that you gave us. And by anychance if i for example remove a modded faction *COUGHS* Frost legion out my game will it just brick the save or....
Rather Incoherent  [author] Dec 13, 2023 @ 4:19pm 
Update pushed based on all the feedback from Malek and Bob. Thanks for the notes about enemy rates Flareshift. All of it's greatly appreciated.