XCOM 2
[WOTC] Modern Multiplayer Mod
57 Comments
Viulus Jun 23 @ 5:42pm 
I think he's asking for fully customizable classes in addition to the pre-made templates.
Garr Incorporated Jun 23 @ 8:46am 
From what I can gather, the man either wants additional classes with a different loadout (one I find most likely) or some variations on the existing class builds put in the game (possible interpretation, but one I find less likely).
Mr.Fear  [author] Jun 22 @ 12:16pm 
I didn't quite understand the question, please describe in more detail what you want.
Dęąth Viper Jun 21 @ 10:43pm 
Are we able to put in our own custom classes for use with this? I'd love to add in special upgraded classes for xcom to use
Mr.Fear  [author] May 24 @ 10:45pm 
@Messer Да, ближе к августу
Messer May 24 @ 2:05pm 
Планируется добавлять новых юнитов?
Dreiumus Apr 6 @ 1:33pm 
I think the Psi Operative's Psi Offense should be 175 instead of 145, due to the fact it's ability to mind control, use insanity, and void rift are dependent on psi offense and it is lower than every other psi unit.

also think it would be a good idea if the Psi op had Null Lance and maybe soul steal too to add
healing for them.

I also think Phantom should get the conceal ability

Blademaster should get the ionic axe with the throw axe ability.

Reaper should have the shadow lance with both needle and banish abilities

Maybe add in the ability to have tracer rounds or buff the aim a bit too

Gunslingers should be 2500 points

sniper's squadsight aim penalties could be lowered a bit to make them viable

maybe the sectoid commander's stasis gets replaced with a psi shield ability to place it on any organic unit with limits. (Stasis on a beefy unit is rough)

lastly the final suggestion is making Advent medics 800 points as they are too effective at 600 points.
Mr.Fear  [author] Mar 18 @ 11:35pm 
@ Woeful Yes, the developers did not optimize the multiplayer for situations when players have different DLCs installed. Therefore, a difference of even 1 DLC leads to technical problems, such as crashes, differently located covers, etc. In order to avoid such problems, it was decided to make the presence of all DLCs mandatory, including cosmetic ones, since some players use cosmetics from there in xcom soldiers in mp.
Woeful Mar 18 @ 5:21pm 
You need ALL DLCs to play this mod, including the very negatively reviewed purely cosmetic mod that adds nothing to gameplay for some reason.
Dreiumus Mar 6 @ 1:00pm 
I did discover a bug where when a muton elite tries to use his melee and the chosen assassin it gives them shields even though they didn't miss. @Mr.Fear
Dreiumus Mar 5 @ 3:56pm 
yes and I think some balancing is needed with the muton elite and advent general
Dreiumus Mar 5 @ 1:09pm 
@Mr.Fear yes and I like the new units, though I think the muton elite is op with two of them in a squad. The Berserker Queen is not as effective as the other alien rulers with them getting killed very quickly.

I like units that have good synergy with other units
Mr.Fear  [author] Mar 5 @ 12:31am 
@Dreimus New units have been added to the mod. After the balance patch is released, there will be work on a number of new characters.
Dreiumus Mar 4 @ 7:06pm 
balance that you can't have a advent commander and a general in the same squad, too powerful for advent general
Dreiumus Mar 4 @ 5:51pm 
Another idea is if their was an advent unit that buffs other advent units, maybe have combat presence that only can be used on other advent units, maybe an advent commander who focuses on making their advent squad much more capable, perhaps carrying a flashbang and having a 4-5 damage rifle. It's Hp would be about 13 hp and have 85 aim. it would have a stronger variant of the mark ability, +15 to aim, +5 crit chance. If he is within 8 tiles of any advent unit they gain +100 will, +5 aim, +10 dodge and 5 defense. He have an ability to make every advent member go into covering fire overwatch, and lastly will make Advent have 2 ablative Hp at the start of the match.
Dreiumus Feb 27 @ 8:32pm 
There is a mod called advent duelist that has what I speak of when referring to the advent gunslinger concept
Dreiumus Feb 27 @ 7:28pm 
would be cool if the advent soldier carried a smoke grenade that can increase crit chance by 10%
basically combat drugs.

also if they have a coilgun rifle instead of a advent rifle it would be pretty cool.

another thing I would suggest is the idea of giving return fire to advent captains and priests
whenever a unit misses against them.

one last idea is a soldier that is a hybrid of a gunslinger and ranger. carrying all the alien hunter weaponry. this soldier being around 4500-5000 points. carries the magnetic boltcaster, ionic axe, enhanced shadowkeeper, and 1 frost bomb. aim 80-85, conventional armor, 8-10 hp, mobility 12,
and lastly 70 will. this soldier could be named the Alien Hunter but this is a stretch.
Dreiumus Feb 27 @ 7:08pm 
I have returned! I needed to be gone to deal with irl stuff but I am here. I do have a suggestion of an advent unit: elite trooper or advanced trooper that is 500-600 points with a frag grenade

would be cool if there was advent gunslinger that would be 700 points
balance with having a 3 damage rifle and 2-3 damage pistol and has quick draw.
80 aim and has faceoff. maybe 1 pierce but that is optional.

also maybe a more expensive advent soldier that is similar to elite exalt assault from ew.
having the ability to gain +10 bonus to hit and crit chance. carries an alien grenade and has
5-6 damage on their rifle. likely 78 aim. 9 hp, 1 armor, and cost 1000 points.

these suggestions are here for more ideas to poke around with but it's fine if it isn't considered. we got to play a match sometime. not now tho because I am likely sleeping when you see this.
Сергей Сергал Feb 26 @ 12:21am 
Возможно ли заставить мод думать что пиратские ДЛС подходят ? У меня есть война избранных и основная игра. Хочу в турнире поучаствовать, но ДЛС отдельно купить нельзя
Mr.Fear  [author] Dec 26, 2024 @ 11:21am 
@Mister Crowley Perhaps it will appear, but not in the near future.
Mister Crowley Dec 22, 2024 @ 11:23am 
do you also ever plan to add multiple tech levels for XCOM units? (conventional, magnetic, plasma, with possible integration for laser and coil if you're feeling indulgent in the humans)
Mister Crowley Dec 22, 2024 @ 11:20am 
@VulkHammer such a thing exists! at least til this one gets updated https://steamcommunity.com/sharedfiles/filedetails/?id=626371463
Mr.Fear  [author] Dec 14, 2024 @ 11:43pm 
@VulkHammer Possibly in the future, but not planned in the near future. This requires serious balance changes; at the moment the balance is made for a squad of 6 units.
VulkHammer Dec 14, 2024 @ 2:28pm 
Can you make squad size a configurable setting or is that just not worth it?
BOMBARDIRO CROCODILOP Dec 14, 2024 @ 7:20am 
ето мод гавна, мод тэда лучшеее!!!!!!!!
Graceful Stool Nov 26, 2024 @ 5:47pm 
My bad. Alien Hunters was not installed. All good now. Awesome job cant wait to try it out.
Mr.Fear  [author] Nov 26, 2024 @ 10:43am 
@ Graceful Stool You can also try following the steps in this guide https://steamcommunity.com/sharedfiles/filedetails/?id=3184795114 or re-subscribe to the mod.
Graceful Stool Nov 26, 2024 @ 5:04am 
Update. I just realized I don’t have alien hunters installed. I will try again toright and update my post.
Graceful Stool Nov 25, 2024 @ 2:04pm 
Would you mind trying to launch it and let me know if it’s still working for you? Much appreciated.
Graceful Stool Nov 25, 2024 @ 1:59pm 
Just tried to launch today after the 2K launcher was removed on Nov 18th. No other mods installed. “ Error detected attempting load of package: ModernMultiplayerMod”
Garr Incorporated Nov 25, 2024 @ 1:55pm 
The mod works fine. There is an option to launch via 2K when starting the game (if memory serves). However, I usually used Alternative Mod Launcher. It is more efficient and less crap.
Graceful Stool Nov 25, 2024 @ 1:17pm 
If it means anything, it appears a very recent update removed the 2K launcher.
Graceful Stool Nov 25, 2024 @ 1:03pm 
Is this mod still working? Error loading package when trying to launch
Trevel Oct 25, 2024 @ 10:54am 
@ Mr.Fear Мы запускали XCOM только с этим модом
Mr.Fear  [author] Oct 25, 2024 @ 1:57am 
@ Trevel Как вы запускаете игру? Необходимо запускать только с этим модом, все остальные модификации должны быть выключены. Мод может конфликтовать с другими модами.
Trevel Oct 24, 2024 @ 11:39am 
Здравствуйте, хотел поиграть с другом в пвп, но мод резко перестал работать. При запуске игры выдает ошибку.
Garr Incorporated Aug 9, 2024 @ 3:35pm 
It is working, yes. You need to fall back on a beta to enable PTP multiplayer, but it will work there.
jormit Aug 9, 2024 @ 10:36am 
Just got the game today. Is it still working or no?
Lexix Dec 20, 2023 @ 1:23am 
I ready to battle. Are you ready, Commander? :dont_hurt_me::xcom2ranger:
R.I.P*DEATH Dec 19, 2023 @ 11:32am 
BTW CAN WE USE THIS IN SINGLE PLAYER?
Mr.Fear  [author] Dec 9, 2023 @ 11:32am 
@ Dreimus
Hi! I am pleased that you like my mod. The Sectopod is quite strong in skillful hands, especially against the Chosens or the Avatar. Therefore, I plan to conduct a series of tests of the Sectopod against various strong teams and then make a decision about its cost. Of course, if the Sectopod is really weaker than 8000 points, we will make it cheaper, as well as the Warlock.
Lexix Dec 8, 2023 @ 1:16am 
Join me as a friend to play together, i'm ready, and I'm waiting for you online. :psi: :vahlen:
Dreiumus Dec 7, 2023 @ 9:05pm 
Alright I'm make a bold suggestion: Make Sectopods 7500 points. It might sound imbalanced but with this mod there is other units that can outperform them and they fall out of use fairly often. The warlock is also feels the same value as a sectopod given their sibilings can generally be more potent with their tactics as the Warlock feels not as powerful to be even 8000 points. Other people will agree that the warlock isn't that strong but I might have a biased opinion. Thanks for the previous feedback btw, the mod is really good.
Mr.Fear  [author] Nov 7, 2023 @ 12:11am 
@ Lester The Terran
The list itself does not have to match, the main thing is that the included mods match. It is recommended to play only with this mod enabled; the rest should be unchecked to avoid conflicts. Also check that your list of active DLC matches (such as Alient Hunters and others)
Lester The Terran Nov 6, 2023 @ 3:42pm 
If me and another person were to play this, and we had the exact same mod list, would that work?
Mr.Fear  [author] Nov 6, 2023 @ 12:21pm 
@Dreiumus

Skirmishers , in my opinion, are quite strong fighters and I'm not sure that they need additional improvements. But perhaps they will be improved in the future if tests show that in the new multiplayer conditions they will be weak for their cost.

There’s an interesting idea about smoke grenades, I’ve thought about it too. However, I am concerned about pairing the aid protocol with smoke, for example with an archon or psionic, which will create huge defense values (80-90 in full cover). This is what prevents me from adding a smoke grenade to MP.

AdvPsiOperative is already in the game as an Avatar. He is quite strong and has powerful abilities. There are also Advent Priests. Don't forget about Chosen Warlock, to whom we plan to soon add several new interesting abilities.
The idea of ​​predator armor for an normal operative is interesting, we will think about it.
Dreiumus Nov 6, 2023 @ 11:44am 
Here is a suggestion for ideas, you could give a buff to skirmishers and make them more rounded with abilities like total combat, a free grenade, saturation fire, return fire, better reflex, and lastly a bit better aim and mobility.

There is also an idea of some units could have smoke grenades for defensive options like the advent general or shieldbearer.

And lastly it would be cool if there was a separate human psi op that has a lot of the psi abilities and has the alien psi amp but has kelvar armor while the normal one has predator armor.

Adv Psi Operative cost 4000
Psi Operative cost 3400
Mr.Fear  [author] Nov 4, 2023 @ 12:14am 
@Dreimus Yes, we will closely monitor the behavior of this character in multiplayer, conduct numerous tests and make the necessary changes. Stay tuned, there is still a lot of interesting things ahead! Thanks for your feedback!
Dreiumus Nov 3, 2023 @ 8:26pm 
The Advent General is pretty strong, honest think if hero soldier units were reduced to 4500 to 4000 points that would open up strategies but the Advent General should be a bit more expensive due to how good they are. This is just my opinion tho
Mr.Fear  [author] Oct 31, 2023 @ 1:57pm 
@ Iridar Thank you!