XCOM 2
Advent Warlock
67 Comments
Sir Luis Jan 14, 2018 @ 9:49pm 
also i was wondering if it would be possible for you to make another mod of this guy thats an Elite Advent Warlock.please???
Search Dec 3, 2017 @ 8:43pm 
Can the psionic weapons be used by rookie psy ops? Is this compatible with that mod?
WaKKO151 Sep 23, 2017 @ 8:45pm 
YEAH!
Ashlynne_Lee  [author] Sep 23, 2017 @ 8:41pm 
WaKKO151 Sep 7, 2017 @ 1:34am 
can't wait for this port to wotc
HavocLordX Aug 19, 2017 @ 1:36pm 
Hmm...Plasma weapon damage, but for psionic units only, huh? Niiiice...I'll take it.
Ricordo Jun 26, 2017 @ 6:03am 
The zombie it spawns are permanent! Cool mod but far too strong for my tastes
warlordm59 Jun 17, 2017 @ 9:20pm 
is there a way I can spawn in warlock corpses?
Dęąth Viper May 14, 2017 @ 7:45pm 
Um... Well you see when he resurrects zombies and I kill the lock the zombie tends to STAY on the field... very unpleasant. otherwise great mod
popetouching May 14, 2017 @ 12:15am 
*Spoilers*

Not sure if this has been mentioned yet, but doesnt this essentially negate the entire story? This is pretty much an Avatar, or very close to one.
Ashlynne_Lee  [author] Apr 24, 2017 @ 1:38pm 
@uchiha_sander: There isn't anything in the config files that causes the Warlock to explicitly spawn. His spawn weights are very similar (if not identical) to the generic ADVENT Trooper. The high weighting causes the Warlock to be very common in this mod so you'll see him often. By contrast, the LW2 version is quite rare because I lowered the weights significantly to fit better into that environment. The config file that controls the spawn weights is:

~\Steam\steamapps\workshop\content\268500\692243100\Config\XComGameData_CharacterStats.ini

If you want to cause SURE spawns, you have to override mission schedules in XComMissions.ini, but I haven't done that here.
Kiyohime Apr 23, 2017 @ 3:19am 
When I added this mod, two warlocks spawn in Operation Gatecrasher (first mission) not that I'm complaining as it even spiced up the game. And almost every mission I'm sure to see a Warlock as a Pod leader.

I wanted to do that in some other alien mods, is there in the ini files that causes this SURE spawn of warlocks? cause so I want to do that in most Alien Mods.
Juravis Mar 5, 2017 @ 1:00am 
In fact the aliens are lacking a good buff/debuff unit. I suggest doing the following:

WarlockM1: Insanity/Psi Reanimation/Soulfire/Soulsteal
WarlockM2: +Solace
WarlockM3: +PsiMindControl

The AI is already there for PsiMindControl, it's the avatar ability. It would make the WarlockM3 fearsome, but not in a direct damaging way.
Juravis Mar 4, 2017 @ 11:59pm 
After much testing I can confirm that the ADVENT Warlock, or any other unit in the game as a matter of fact, can fire through walls and magically know where you are when using free-aiming abilities like Void Rift.

This is the reason the Avatar uses "Dimensional Rift" that is just like "PSI Bomb" for the codex, and it allows 1 round to get out of the area of effect. I suggest the Warlock VoidRift ability be replaced with PsiDimensionalRiftStage1.

The weird thing is if you give a unit Void Rift on the XCOM side, the cursor selector will show you the entire affected area, but if the area is not within LOS the UI will BEEP and prevent you from selecting that tile, but that doesnt seem to apply to the Aliens unfortunately.
Boisegangpc Mar 4, 2017 @ 7:11pm 
Could you make it so in the next update it's configurable? :D
Ashlynne_Lee  [author] Mar 4, 2017 @ 3:52pm 
@ADVENT Avenger: For the Psionic Reaper, the costs to build are in X2Item_AdvWarlockSchematics.uc. The research time is in X2StrategyElement_AdvWarlockStrategy.uc in the Research_PsionicWeapons function (Template.PointsToComplete = 2400). Unfortunately, none of it is in the config files. :steamsad:
Juravis Mar 4, 2017 @ 2:57pm 
Only thing i see missing is the ability to change manufacture costs of the Psionic Reaper and research times, or is it a unique weapon?
Boisegangpc Mar 4, 2017 @ 2:22pm 
I will admit that the Warlock has some really neat AI when I used him(stopped using standalone mods tho, since I already have way too many mods) and it felt right at home with ABA 2.
Juravis Mar 4, 2017 @ 2:10pm 
Your AI code is superb. I've only had to adjust it very slightly to slipstream it into my own.
Ashlynne_Lee  [author] Mar 4, 2017 @ 2:09pm 
@ADVENT Avenger: Yeah, I noticed that when I created the compilation Mod. It's ok though. All 3 BaseLoot tables have the same loot array. It's just 1 Warlock Corpse. I think I might have even done that on purpose long ago. When I created the compilation Mod I looked at it and thought, "Why are there 3 BaseLoot tables for the Warlock?" I then deleted 2 of them! I'll probably do the same when I update this Mod. Thanks for the feedback! Now I'll remember to do that! :steamhappy:
Juravis Mar 4, 2017 @ 1:52pm 
M3 template also has
Loot.LootTableName = 'AdvWarlockM1_BaseLoot'; instead of M3
Juravis Mar 4, 2017 @ 1:51pm 
Warlock loot for M2 has a typo, its
Loot.LootTableName = 'AdvWarlockM2_BaseLoot'; instead of M1 in the template source

And the config is AdvWarlock2_BaseLoot instead of AdvWarlockM2_BaseLoot (typo)
Sceritt Mar 4, 2017 @ 5:51am 
Your idea to make a powerful psionic soldier Advent is very steep, but very multipleeere I do not have such fighters Could you do this for soldiers Unofficial Official XCom 2 Multiplayer Modpack ?! In any case, thank you for your work !!!
Sceritt Mar 4, 2017 @ 5:45am 
Hey. I would like to see your modification to Xcom 2, the modification must be compatible with the Unofficial Official XCom 2 Multiplayer Modpack and add Psi-operative Advent in a network game mode.In this character has to be 10 health units, magnetic rifle, and the ability Stasis, Soulfire, Soul Steal, Fuse or Void Rift.
Boisegangpc Feb 16, 2017 @ 3:44pm 
It was probably a thing with the game itself due to it crashing when I started a new mission OR built something in the Proving Grounds. Once this Test Run is over, I'll only be using mods that add ABA2-compatible enemies and things that I can't do with .ini tweaks.
Ashlynne_Lee  [author] Feb 16, 2017 @ 2:32pm 
@boisegangpc: No idea. Never seen, had, or heard of that kind of issue from anyone in the entire existence of this mod. The Psi-infused Grenade Project template is a carbon copy of the Base Game Plasma Grenade Project template with a different reward string. It's highly unlikely, or even impossible, that would cause CTD occurrences on its own (I've never had that issue even with LW2). Sounds like you may have a corrupted environment from any number of potential reasons. I don't know what other Mods your using so its hard to say. Try deleting you config folder under ~Documents/My Games/XCom2 and allowing the game to rebuild them. :steamsad:
Boisegangpc Feb 16, 2017 @ 12:49pm 
I keep getting a problem with this mod when I try to build the Psionic Grenades project. It keeps crashing when I go to transition to another facility from the Proving Grounds.
Ashlynne_Lee  [author] Feb 9, 2017 @ 10:22pm 
@Shiftyjack95™: Yes, I've wanted to revisit this Mod for a few reasons; I've learned a lot since I wrote it and the Psionic Reaper needs a tweak for LW2. Lately, I've had my hands full with the Black ICE Codex update (which I just published :steamhappy:). For now, if you want to tweak the M1 Warlock Soul Fire ability, open the following file in a text editor:

~\Steam\steamapps\workshop\content\268500\692243100\Config\XComAdvWarlock.ini

Look for this line:

ADVWARLOCKM1_PSIAMP_ABILITYDAMAGE=(Damage=3, Spread = 0, PlusOne = 0, Crit = 0, Pierce = 0, Tag = "SoulFire", DamageType="Psi")

Change Damage=3 to Damage=2 or even Damage=1.
Shiftyjack95™ Feb 8, 2017 @ 11:57pm 
The warlock spawns with every one of my Sectoids early on in LW2, I don't so much mind the armor, or the similar sectoid abilities (Basically just a support sectoid much like xcom 1) but what I do mind is the soulfire abilitiy early on, 3 damage early on is devastating for early runs, especially when it doesn't miss. Not sure if you'll do a rebalance or anything, but I suggest at least removing the soulfire early on campaign wise so units have better early on chance. Other than that I love him. (Used him before LW2 mod)
Vladimir Vladimirovich Putin Feb 7, 2017 @ 3:44pm 
Had one spawn on Gatecrasher, LW2.
Boisegangpc Jan 31, 2017 @ 4:02pm 
Huh. I had an epiphany a while back that it might be caused by Squad Notoriety, so I'll check if changing that around does anything.
Ashlynne_Lee  [author] Jan 31, 2017 @ 3:09pm 
@boisegangpc The Warlock update wouldn't be causing that. The only changes were 2 references in XComAI.ini to specific behavior nodes. That wouldn't impact reinforcement spawns. None of my Aliens include an XComMission.ini or base overrides to avoid mod collisions. That's why ABA lists them as "out of the box" compatible. It's hard to say where the problem might be without knowing your entire environment, but my ATT reinforcement squads are working correctly. :steamsad: I'm playing with all 3 of my aliens, Loot Piñatas, and LW2, ATM.
Boisegangpc Jan 31, 2017 @ 9:42am 
I'm using this with ABA 2, your enemy mods, Farkyrie's, and Kobi's, but I keep getting empty reinforcements. I also can't find the Warlock's Missions.ini file, so I don't know if that's causing the problem, but I don't think it is. This was just the most recently updated one and I haven't had this issue until recently.
Ashlynne_Lee  [author] Jan 29, 2017 @ 1:46pm 
@HereticKannon: Glad you like them! :steamhappy: I'm still working on an issue with LW2 that causes the Psionic Reaper to not be available to build. The Vortex Grenade works fine, but its stats don't reflect its rarity/difficulty to obtain in LW2. It's very hard to get corpses so you won't be able to build many. I've only managed to build 1 so far. I'd actually recommend increasing ADVW_XCOM_VORTEXGRENADE_BASEDAMAGE in XComAdvWarlock.ini for LW2 campaigns ONLY. For comparison, the Plasma Grenade does 4 - 8. The Vortex Grenade is supposed to be a replacement for the Plasma Grenade.
HereticKannon Jan 25, 2017 @ 8:58pm 
Thanks for updating! I use both this and your Flame Viper mod, I really enjoy having them as a part of my campaign.
Ashlynne_Lee  [author] Jan 25, 2017 @ 12:09am 
UPDATE: Configured Warlock AI to be compatible with LW2 (XComAI.ini). LW2 players should notice the Warlock doing all the rotten things he's supposed to do as opposed to only about 75% of them. :steamhappy: Players that do not use LW2 will not notice any difference.
Crayon Flux Jan 22, 2017 @ 8:51am 
Thanks again! I'll be sure to test out your mods on my new run. : )
Ashlynne_Lee  [author] Jan 22, 2017 @ 8:40am 
@Crayon Flux: The testing I've done so far indicates the Warlock Mod is compatible (AKA playing LW2 all weekend). He spawns and functions correctly. His powers and weapons all work as intended. I still need to do a little more testing before claiming 100% compatibility, but if I find anything, I'll post a fix in the description. Any fix is going to be a simple config file update since the Warlock Mod does not override any base classes.
Crayon Flux Jan 21, 2017 @ 3:58pm 
Compatible with LW2?
Lehemoth Jan 15, 2017 @ 9:05pm 
Yep it sure did especially with aba2 (added +1 to all pods as well) lwap, stronger advent, all pods active, turrets with squadsight, overwatch mastery etc etc... and I've gone through and buffed all enemy unit stats... i guess I just love to suffer!
Ashlynne_Lee  [author] Jan 15, 2017 @ 9:43am 
@Lehemoth: WOW! 5 Shred AND Rupture? Yeah, that's terrifying. Playing with the Avatars Mod and the Warlock Mod together; YIKES! Warlocks are very common and their #1 priority is to Raise Dead. The buffed Psi Zombies from the Avatars Mod could lead to some pretty heavy handed situations in the early game. Sounds like everything was exposed for editing in the config files! Glad you found it and thanks for the follow up! :steamhappy:
Lehemoth Jan 15, 2017 @ 1:05am 
Ah ha thanks for explaining that Ash yeah now that you mention that I've figured out which mod was destroying me. The 'Avatars faithful to the Canon' mod. Giving psi zombies 5 shred and 3 extra rupture damage in the weapon data ini.
Ashlynne_Lee  [author] Jan 15, 2017 @ 12:36am 
@Lehemoth: I'm a little confused. The ADVENT Warlock mod does not alter the Psi-Zombie Template at all. It does not override any base Templates. Raised units have the exact same stats and abilities granted by the base game. They won't have Rupture, at least, not granted by the ADVENT Warlock Mod. That would be.... Ridiculous! :steamfacepalm: Even the Warlocks can't apply Rupture! Do you have any other alien mods? If so, it's possible that another mod is altering the Psi-Zombie Template which would take effect any time a Warlock uses Raise Dead. I would have no control over that. :steamsad:
Lehemoth Jan 14, 2017 @ 9:15pm 
As much as i love/hate this unit. Is there a way to reduce the damage the psi puppets do? They apply rupture and non crit for 7-8 damage and this is the tier one version of the warlock.. it will instantly kill any soldier this early in a campaign. Thanks yo
Lehemoth Dec 29, 2016 @ 9:25pm 
Awesome unit. Looks mad too
Ashlynne_Lee  [author] Sep 22, 2016 @ 6:10pm 
@Chaon: Warlocks come in 3 types, The Warlock, The Necromancer, and The Lich. They have a selection of powers from; Insanity, Schism, Void Rift, Soulfire (with Soul Steal), and Raise Dead (a custom version of Psi Reanimation that isn't turn ending so they can use it and shoot). The more powerful the Warlock, the more powers he will have. Additionally, they carry a Psionic Reaper and a Vortex Grenade. Warlocks begin to appear in tactical missions fairly early in the game and hang around all the way until the end. They're also fairly common so you'll probably see 1 every mission, maybe even 2!
Chaon Sep 22, 2016 @ 7:53am 
What are It's abilties exactly if you don't mind me asking, like how does it compare to the ADVENT Psi Ops mod?
Ashlynne_Lee  [author] Aug 11, 2016 @ 2:23pm 
@Weebos Continued.... If you're going to try this, be sure to back up your save files to be on the safe side!
Ashlynne_Lee  [author] Aug 11, 2016 @ 2:23pm 
@Weebos Out of the box, the Warlock Mod adds the Psionic Reaper to the base game's PsiOperative X2SoldierClassTemplate 'AllowedWeapons' attribute. That means the base game PsiOperative and any modification of it can carry the weapon. If a Mod creates a brand new soldier class that has Psionic abilities, it won't be able to equip the Psionic Reaper. If you have such a Mod, adding the Psionic Reaper to its AllowedWeapons attribute should be easy.

In the Warlock Mod, open the XcomClassData.ini file (\Program Files\Steam\SteamApps\workshop\content\268500\692243100\Config)

Add 2 lines:

[NewPsiSoldierTemplateName X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")

NOTE: YOU MUST KNOW THE TEMPLATE NAME. You can find it, most likely, in the Mod's SRC folder in a file hopefully called something like X2Character_NewPsiSoldier.

You're looking for a line like this:
`CREATE_X2CHARACTER_TEMPLATE(CharTemplate, 'NewPsiSoldierTemplateName');
Weebos Aug 11, 2016 @ 8:11am 
Does the Weapon work with modded Psi classes, or can it only be used by Vanilla Psi Ops?