XCOM 2
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ADVENT Armoury - War Of The Chosen Version
   
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Sep 9, 2017 @ 2:18pm
Oct 26, 2018 @ 4:15am
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ADVENT Armoury - War Of The Chosen Version

In 2 collections by [OG]CombatMedic02
CombatMedic's ADVENT Gear Collection
8 items
Favourite XCOM 2 WotC Mods
113 items
Description
Important: This mod will only work in the War of the Chosen version of the game. For the base game version of the mod visit: http://steamcommunity.com/sharedfiles/filedetails/?id=779124269 :)

Hey guys! I'm back and I have another XCOM 2 ADVENT themed mod that I have been working on for you today. This one is a standalone mod that adds in ADVENT weaponry for your troops to use! Pick those weapons up off the floor and let's use them back on our oppressors! :D

At the moment this mod currently contains:

The ADVENT Assault Rifle - A powerful and awesome looking Assault Rifle used by ADVENT forces. Balanced with the default XCOM weaponry in mind it has the Mark Target ability that raises your chance to hit a target by 15% while marked. I have made them upgradeable through all three tiers of weapons technology so that you can upgrade and use them throughout your campaign. All you have to do is complete your normal tier upgrade research projects, Magnetic Weapons and Beam Rifle. Oh! For fun I made the beam tier version gain the Suppression ability. It looks great when it's supressing. :)

The ADVENT Pistol - An unused asset from XCOM 2 with the same style that makes the Rifle look so badass. I have also balanced this with the default pistols in mind and have included the Mark Target ability on it as I found this pretty useful and fun to use on a Sniper. This weapon is also upgradable through all three tiers of weapons technology so that you can upgrade and use them throughout your campaign. The research projects you have to complete to upgrade it are the same as the ones above that you would research for the default pistols/rifles anyway.

The Stun Lance - A fearsome looking stun baton that delivers a nasty shock to anyone that stands in its way. It has a small chance to stun targets which increases a little after each upgrade. This weapon, like the others, is upgradable through all three tiers of weapons technology so that you can upgrade and use them throughout your campaign. I have given it the Stun Lance ability too. Not sure if this has any extra chance to stun coded into it but I figured that I may as well add it just to complete the feel of the weapon. Can still be used as a normal sword and as far as I have tested all sword class skills still work with it. Fully animated with its own weapon icon this thing is so much fun to use. Upgrade it by completing Stun Lancer and Archon autopsies.

As far as I can tell everything seems to be working as intended, I've spent a lot of time testing this one and I think it's about ready for release. If you find anything that seems like a bug post it in the comments section and I'll try to get round to fixing it as soon as I can. :)

I hope you enjoy my mod! If you have any comments or questions feel free to leave them below and if you enjoy the mod please click that thumbs up button, rate and favourite it. :D
Popular Discussions View All (1)
2
Nov 22, 2018 @ 3:54am
Just a screenshot to go with my comments on the main page
yes_commander
103 Comments
[OG]CombatMedic02  [author] May 7 @ 11:41am 
You start with the base versions and upgrade them through research.
Joe Marotta May 7 @ 10:20am 
Do you recover these items from missions or simply research them?
[OG]CombatMedic02  [author] Feb 29, 2024 @ 11:13am 
No problem! Glad you managed to get it working. :D:
TelliosDinglenut Feb 28, 2024 @ 5:10pm 
Gotcha Thanks! i got it working with the help of your guidance! thanks for the response!
[OG]CombatMedic02  [author] Feb 26, 2024 @ 11:18am 
@TelliosDinglenut This is actually a change you can make yourself fairly easily. Edit the following file in notepad: Program Files\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultClassData.ini and add AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") to the skirmisher class, just put it under the other allowed weapons lines, you'll see bullpup there etc.
TelliosDinglenut Feb 25, 2024 @ 10:21pm 
Do you think you can Make it to where skirmishers can use the assault rifle? if not that's okay just wanted to ask, awesome mod!
[OG]CombatMedic02  [author] Dec 19, 2023 @ 8:25am 
No problem! I can definitely see how that would be an issue, personally I don't have many weapon mods and play with just under 200 mods in general. (Two thirds of them being different soldier cosmetics.) But I understand that knowing what to upgrade effects the strategy of the game.

As I said before I will try to get this functionally into the mod when I have time, it is something I've wanted to do for a while now. I just wanted to at least give you an alternative for the meantime but I understand not wanting to break your save.

Thanks for the understanding and Happy Holidays.
Ninja-454 Dec 18, 2023 @ 4:19pm 
TL;DR - Too many of the same type to know what to remove, too far in the game to risk it.
At least when I shoot myself in the foot, I have a nice selection to pick from...
Ninja-454 Dec 18, 2023 @ 4:17pm 
I have a config that I can use to remove them, but this late in my campaign, I'm not sure who is using what, so even though I'd like to just go with TAW & maybe the Flamethrower if it's not in TAW, I don't want to bust my current run or possibly wipe out good mods I have on weapons from removing it.
& on top, I have around 3-4 different variants of Advent Pistol, & trying to get all 4 upgraded & not knowing what is from where, there's equally no telling who of my gunslingers has 3-4 Superior mods on which type of Advent pistol for removal, same as no telling which to buy & which to ignore since they ALL share the same name in many cases. XD

Hopefully you're staying with your head above water though, I know that times are not just tough, but absolutely unbearable in many cases, so definitely don't feel rushed or like I was being a prick! :3
[OG]CombatMedic02  [author] Dec 18, 2023 @ 11:39am 
Hi Hex, unfortunately my life has gotten a bit busy lately and I haven't really had the time to sit down and work out the code needed to make the disabler functionality work with this mod. I will look into this in the new year hopefully. In the mean time you might be able to disable the weapons you don't want with this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2589916279