XCOM 2
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ADVENT Warlock - WotC
   
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File Size
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184.192 MB
Sep 23, 2017 @ 8:14pm
Sep 23, 2022 @ 1:22am
13 Change Notes ( view )
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ADVENT Warlock - WotC

Description
ADVENT WARLOCK: WAR OF THE CHOSEN VERSION
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MOD HIGHLIGHTS:
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New Enemies: ADVENT Warlock, ADVENT Witch Killer, Cursed Trooper, Cursed Stun Lancer, Risen Warlock, Risen Trooper, Risen Stun Lancer, Deathly Marionette
2 New Research Projects: ADVENT Warlock Autopsy, Psionic Weapons
1 New Proving Ground Project: Vortex Grenade
1 New Weapon: Psionic Reaper
1 New Grenade: Vortex Grenade
1 New Ammunition: Phantom Slayer Rounds
1 New Negative Trait: Night Terrors

This mod adds a new enemy to the game; the ADVENT Warlock. The Warlock is a psionic variant of the standard ADVENT Trooper that comes in 4 types, each with more powerful psionic abilities than the last including a new ability that he uses on his own allies to create Risen Psi Zombies. In addition to his psionics, the Warlock carries a Psionic Reaper and Vortex Grenade into battle.

CUSTOMIZABLE
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Despite being faithful to the original, this version has gone through a complete code overhaul. As a result, almost all variables that control balance are now in the config file XComAdvWarlock.ini, including a boolean for KillSiredZombies (which is TRUE by default). Tweak the numbers or even remove psionic powers. Balance just about everything to suit your game.

COMPATIBILITY
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This mod adds its own unique templates and config file entries to the game. It DOES NOT alter/override any base classes or config file entries. As such, it "should not" have compatibility issues with other mods, but Mod collisions can occur even when completely unexpected.

LOCALIZATION
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English
French: Provided by sebkulu

NEW CAMPAIGN
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Enable the ADVENT Warlock when you intend to start a new campaign. Enabling it for existing campaigns can result in unintended behavior. If you decide to do so, back up your save files first.

Other WotC Mods by Ashlynne_Lee!
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Loot Piñatas: http://steamcommunity.com/sharedfiles/filedetails/?id=1128231549
Flame Viper: http://steamcommunity.com/sharedfiles/filedetails/?id=1160638944
Black ICE Codex: http://steamcommunity.com/sharedfiles/filedetails/?id=2280597326
Muton Destroyer: http://steamcommunity.com/sharedfiles/filedetails/?id=2482812108
More Skill Events: https://steamcommunity.com/sharedfiles/filedetails/?id=3043880113

Original Mod for Vanilla
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ADVENT Warlock http://steamcommunity.com/sharedfiles/filedetails/?id=692243100
Popular Discussions View All (4)
10
1
Sep 11, 2022 @ 4:53pm
PINNED: Update Complete
Ashlynne_Lee
6
Jul 7, 2021 @ 8:39am
Update v2.0
Ashlynne_Lee
3
Jul 7, 2024 @ 8:41am
Russian Translation
Aks
281 Comments
sunnyy_Immortal Mar 31 @ 10:55am 
@Ashlynne_Lee: I noticed that the encounterLists.ini for your mod has this statement:

;LEADERS
+SpawnDistributionLists=(ListID="DefaultLeaders", \\

whereas the same statement on the LWOTC encounterLists.ini is as follows:

;LEADERS
+SpawnDistributionLists=(ListID="DefaultLeaders_LW", \\

could this be the reason? would adding the "_LW" make it work?

Additional Note: I was having the same exact issue where there were no enemies spawing from this mod: [WoTC] Muton Harriers. I went to the encounterLists.ini for the mod and noticed that the "List ID" was missing the "_LW" in there as well. Upon adding the "_LW", the muton harriers showed up in my next mission. BUT, this mod had a CharacterStats.ini already present in the config folder of the mod, whereas ADVENT warlock mod does not have that ini.
Ashlynne_Lee  [author] Mar 27 @ 9:47pm 
@sunny_Immortal: I can't say for sure, but I remember that Long War 2 used its own spawning mechanics that tinkered with unit frequency. I also remember that I had to release versions of my aliens that were compatible with LW2 for various reasons. One reason being that LW2 leader/follower weights had to be included in the Character Stats file instead of the Encounter Lists file. It's possible that LWOTC is the same. If that's the case, since the native Warlock mod uses the Encounter Lists as needed by the base game, LWOTC wouldn't have spawn values for the Warlocks.

Someone familiar with LWOTC's code base could speak better to the topic as I've never looked at it. :steamsad:
sunnyy_Immortal Mar 27 @ 7:20am 
Added this mod mid campaign LWOTC. Have played over 10 tactical encounters since adding but haven't seen a single one of these guys. Force lvl:11. I also added A Requiem For Man: The Requiem Legion, when i added this and I've seen enemies for this other mod almost every mission. Any chance there is a conflict of any kind? or change needed to have these guys spawn?
Ashlynne_Lee  [author] Mar 18 @ 12:08pm 
@FunLovingGuy: Cursed units will only spawn in an alien pod that is being led by a Warlock. That is the native behavior of this mod. They are designed to synergize with the Warlock through the Deathly Marionette, Wandering Curse, and Covenant abilities. Cursed units running around without a Warlock doesn't make a lot of sense. So, by definition of THIS mod, it's not possible. In fact, if a Warlock is leading a pod, he will ONLY have Cursed units following him. He has no other legal followers in this mod's configuration file.

That being said, there are mods out there that override leader/follower configurations (like ABA, Long War, etc). Essentially, these mods toss out the native behavior described above in favor of their own spawning mechanics which don't always reflect the intent of the original mod.

If you're seeing Cursed Units being led by enemies that are not Warlocks, you'd need to look into modifying any mod you're using that overrides the native spawning mechanics.
FunLovinGuy Feb 23 @ 11:11am 
Not sure if this has been asked before or not, but is there a way to edit the config to remove the cursed units from spawning without the Warlock? I seem to be getting them spawning in multiples on every mission even with ABA and it gets pretty repetitive
AlShegardy92 Oct 15, 2024 @ 11:34am 
disregard my last comment. it works the way i used it.
Turns out the issue was tesla rage loot mod was dressing up normal rifles with ur mod`s skin
AlShegardy92 Oct 14, 2024 @ 7:18am 
How come when i add
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psionicReaper")
to my necromancer class hero xclassdata. He is still unable to equip the psionic reaper ?

Any my otther heroes can equip ?? is it listed under normal rifles ? and if so can i remove it from rifle category and make it seperate item
Donald J. Trump Sr Aug 4, 2024 @ 12:45pm 
Oh right, thanks for that clarification.
Ashlynne_Lee  [author] Aug 3, 2024 @ 11:47pm 
Also, the Warlock has been around since Vanilla, before Priests were in the game. :steamhappy:
RustyDios Jul 19, 2024 @ 9:08am 
No. These ADVENT units focus on using offensive Psi powers, whereas Priests are more defensive.