XCOM 2
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[WoTC] Muton Harriers
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Mar 25, 2021 @ 8:41pm
Apr 26, 2021 @ 6:46am
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[WoTC] Muton Harriers

Description
This mod adds 5 new Muton enemies, Harriers, Beleaguers, their captains, and finally the T4 Muton Devastator.

WHAT IS IN THIS MOD:

  • 5 New Muton enemies Enemies.
  • 1 New Grenade for Xcom

INFO:

Muton Harrier

Muton Harriers use grenade launchers, while their grenades are not guaranteed to hit, they do ignore cover bonuses while retaining a small AoE.

Muton Beleaguer

Muton Beleaguers use rifles that shred 1 additional point of armor(compared to the standard Muton's rifle), they will overwatch whenever they have the ability to do so.

Muton Harrier Captain

Harrier Captains unlike their normal counterparts do not utilize airburst grenades, instead their weapons fire incendiary rockets.

Muton Beleaguer Captain

Beleaguer Captains take a more blunt approach to killing you, instead of overwatching all over the place they use a powerful beam that pulverizes everything in a conical area in front of them, when their ability is in cooldown they will simply fire their rifles at you.

Muton Devastator

The big bad of the Harrier family, Muton Devastators disregard cover in order to get into better positions to fully utilize their vast arsenal. Their main weapon is a rifle that on hit will apply a new status effect, Psionic Rippling, deals small damage every turn but it will spread and infect nearby soldiers. They also carry around a plasma pistol as a sidearm that will mark targets and make them take more damage. And third, they hide a powerful lightning claw under their cape which lets them take revenge on anyone that attacks them in melee, in addition to being a short range attack. Finally they have a short range grenade that can disorient and shatter soldiers in a vast AoE.

Xcom Black Flame Grenade

Finally, killing the Muton Devastators will award you with the necessary items to research a new grenade for Xcom, much like the Devastator's version it will shatter and disorient targets, but in addition to that it will also apply the new Psionic Rippling status effect on them.

KNOWN ISSUES:

None at the moment.

COMPATIBILITY:

Usually i say "it should be compatible with everything", but then it turns out it isn't, so if you find any compatibility issues let me know.

FAQ:

Do i need to start a new campaign for these dudes?

Just in case i'm going to say "yes", can never be too careful.

PERMISSIONS:

You are free to use anything and everything in this mod for your own mods and/or purposes, in fact not only are you allowed, i encourage you to do it.

PATREON:

If you wish to keep up with early previews, updates or simply wish to support me in someway i have set up a Patreon.

https://www.patreon.com/Claus

Thanks, and hope you enjoy.
As always make sure you post any issues you find in the Bug Report discussion.
Popular Discussions View All (2)
12
Apr 3, 2023 @ 5:15pm
PINNED: Buggaloo Report
Claus
4
Dec 18, 2024 @ 7:14am
Russian Localisation
Aks
118 Comments
sunnyy_Immortal Mar 27 @ 7:15am 
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 to have these guys spawn?
Daywalker Mar 3, 2024 @ 11:56am 
Muton Belaguer is making my Xcom2 to crash!!
liz Aug 15, 2023 @ 4:11pm 
The devastator's gun looks cool as ****, wish that soldiers could use it
Old Man Jenkins Jul 20, 2023 @ 7:38pm 
There's some grammar errors in the report Tygan gives after you research the black flame grenade. Be happy to send you a corrected version, or not, not a huge deal either way. Great mod, super cool mobs, 10/10 would recommend.
Bulldozer Jul 1, 2023 @ 7:42am 
Are XCom soldiers supposed to automatically hunker down on the next turn after using a black flame grenade? This happened to my grenadier and it caused me to lose him because I saw nothing listed in the mechanics about this.
MrMali Jun 18, 2023 @ 5:24pm 
@Linkerlink With no changes to the ini file (FL stands for Force Level)

-Leaders-
Harrier Captain = FL 10
Beleaguer Captain = FL 10
Devastator (The Big Baddies lol) = FL 16 (Can have two of these leaders PER POD)

-Followers-
Harrier = FL 8 (the same time Berserkers start showing up)
Beleaguer = FL 8
Devastator = FL 16 (So you can end up with full pods of Devastators lol)

For comparison
FL 8 = Spectres show up
FL 10 = Tier 2 Stun Lancers
FL 16 = Sectopods and Gatekeepers (FL14 with specific SitReps)
MrMali Jun 18, 2023 @ 5:06pm 
@Zin yes it is, I'm currently running both along with A Harder War: Advanced Aliens and A Harder War: Advanced Alien Missions (Really hard Siege Missions) and Diverse Aliens By Force Level with a guaranteed 1 added to each pod every 5 force levels lol Needless to say I'm having to work for it. (My first terror/siege mission in the first month took me an hour and about 50 enemies dead) lol
Linkerlink May 5, 2023 @ 4:49pm 
what force level do the different mutons appear?
Padoru Apr 16, 2023 @ 9:21pm 
is my grenadier supposed to hunker down after i use the black flame grenade ? on the alien turn my grenadier just runs and hunkers down lmao
zin Apr 6, 2023 @ 6:08am 
Love the mod!
Is it compatible with Muton Destroyer?
https://steamcommunity.com/sharedfiles/filedetails/?id=2482812108