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Long War: ABA Guest Enemies
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574.443 MB
Jan 27, 2017 @ 6:12pm
Mar 18, 2017 @ 5:02pm
11 Change Notes ( view )

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Long War: ABA Guest Enemies

-- Long War: ABA Guest Enemies --
-- Enemy plugin for Long War 2 --
-- by DerBK --

Link to the original A Better ADVENT mod: https://steamcommunity.com/sharedfiles/filedetails/?id=793861140
Link to the Long War 2 mod: https://steamcommunity.com/sharedfiles/filedetails/?id=844674609

----- What is this? -----

This mod inserts a total of 15-25 (to be determined) enemies from A Better ADVENT into your Long War 2 campaign. The difficulty of LW2 is largely unchanged, the ABA enemies have been rebalanced to fit into Long War by giving them stats that are identical or comparable to existing LW enemies. I also didn't port any of the enemies that are too "out there" for a setting like Long War's. So no firebreathing Berserkers... if you want that, play ABA ;)

----- Installation ----
First subscribe to Long War 2.
Then subscribe to this mod.
Do NOT sub to the original ABA or ABA2. This plugin has everything in it.

If you use alternative launchers or other gadgets, make sure that this mod comes behind LW2 in the load order.

Remember to clean out your ini files after changing your modlist just as usual: http://steamcommunity.com/workshop/filedetails/discussion/793861140/215439774865868203/

----- Enemies added by this mod -----

* ADVENT Gunslinger: A Trooper that carries a light pistol. He uses Faceoff, trying to deal a lot of small wounds. He's unlikely to actually kill someone with that, but likely to send one or two of your guys to a timeout in the sickbay. Later tiers of the Gunslinger gain Lightning Hands for another free shot. Pew Pew.
* ADVENT Striker: A Trooper that carries a shotgun. This shotgun has a wide spread and low range, just like the ones that XCOM uses in Long War 2. Later tiers of the Striker use Close Combat Specialist for reaction shots in close quarters.
* ADVENT Kommissar: The Kommissar uses a heavy pistol with the Return Fire skill. Unlike in ABA, where he was a variant on the Captain, he's a variant on the Sergeant in ABA:LW.
* ADVENT Seeker Drone: A version of the tier 2 Hunter Drone, the Seeker Drone has less health. It will however engage a chameleon circuit on activation that will cloak it until it strikes or a soldier moves close to it.
* ADVENT Sniper: This is a Shieldbearer with a Sniper Rifle.
* ADVENT Assault: This is a Stunlancer with a shotgun.

* Chryssalid Crawler: Baby Chryssalids. Appear early. Little life, not poisonous.
* Chryssalid Drone: Young Chryssalids. Still quite fragile, not poisonous. Can pack a punch against Kevlar, though.
* Chryssalid Hunter: Adolescent Chryssalid. Slightly below vanilla Chryssalids in stats. Poisonous.
* Chryssalid Hunterkiller: Elite Chryssalid. Tougher than a vanilla bug, not as tough as an LW2 Chryssalid Soldier. Poisonous.
* Chryssalid Spitter: Physically only slightly tougher than a Drone, but has a projectile attack it can use once to attack a soldier from range and poison him. Has Lightning Reflexes.

***Other Alien:
* Sectoid Soldier: These Sectoids have only weak psionics, all they can do is Raise Zombie. They are proficient with their wrist mounted plasma pistol, however.
* Sectoid Captain: Sectoid Captains are leaders of packs of Sectoid Soldiers which he will support with Mindspin and Holotargeting.
* Berserker Prime: Made of sterner stuff than the regular Berserkers, these Brutes are easily recognized by their enourmous size. Like the Berserkers fought during the invasion, the Primes get an immidiate reaction whenever they are hurt. Unlike those Berserkers of old times, the Primes can use this bonus action for an attack if he is in range.
* Archon Valkyrie: This Archon is a melee unit that uses a life-draining polearm to pound on soldiers in her range. Her unique ability, Ragnarok, is an AoE around her that causes panic and disorientation. Anyone caught by Ragnarok is an easy target for the melee pummeling that is sure to follow. Valkyries count as Tier 2 Archons.
* Archon Sentinel: This Archon specializes in using Overwatch to block a path. Guardian and Covering Fire is a deadly combination that can put serious hurt on soldiers that need to get past it. Sentinels count as Tier 1 Archons.
* Boa: The Boa is a large version of the Viper. She doesn't have a ranged attack except for the tongue grab. Unlike other Vipers that release a grabbed target when hurt, a Boa will release its victim only after having suffered at least 10 damage.

These enemies are added to the random pool that pods are generated from.

----- Credits and Acknowledgments -----

Thanks go to:

Atheran, who did many of the changes to visuals. Without him, the ABA mods wouldn’t look even a fraction as good as they do now.
Kexx, for doing the Archon Valkyrie
CMDBob, for the ADVENT weapon models from his “Total ADVENT Weaponry”
Pavonis Interactive, for Long War 2 and the standalone mods associated with it

----- Permissions -----

Any modder is allowed to pilfer, re-use or re-upload any of my assets, scripts, doodads and thingamajigs in any way or form that he wants to. This of course doesn't extend to the assets that i took myself from other people like the Drones by Pavonis Interactive or the Advent Weapons by CMDBob. When in doubt, just ask.
Popular Discussions View All (1)
Apr 19, 2017 @ 12:41pm
German Translation
Nor Dogroth
< >
DerBK  [author] Apr 3 @ 5:48am 
@Calielll: Hey man, sorry for the late answer, only seeing this question now.

If you haven't figured it out by now, this mod is likely going to fix your issue: http://steamcommunity.com/sharedfiles/filedetails/?id=929030780
Caliell Mar 21 @ 11:07am 
am having problems with story progressions. Codexes that appear are not eligible to be Skulljacked. I am just unlucky or something else?
DerBK  [author] Mar 9 @ 9:30pm 
No idea, i've never used that mod or looked at how it works. I suggest asking the author of that mod how it interacts with custom enemies.
34091 Mar 9 @ 9:06pm 
do the Chryssalids' corpses work with the Extract Corpse mod? If not, how should I fix it?
DerBK  [author] Feb 17 @ 3:16am 
Setting their spawnweights to zero in the mission.ini should suffice.

Iceberg [714] Feb 16 @ 11:42pm 
What changes would we have to make to remove the ABA chryssalids from our games? Just delete their lines in the missions.ini, or the AI files too?
HellHound989 Feb 8 @ 9:15am 
@Stalin's Crusade: And here I just thought the chrysalids were doing some ultimate unknown strategy that I wasnt aware of. So far in my LW2 campaign, its still late April and only had 2 missions with these guys, but in both missions, they just ran around.

I had assumed they were actively ignoring my soldiers and maybe going for civvies in order to "impregnate" them?

On a side note, made my first Full Retaliation mission in my V/I campaign easier, as 3 of the reinforce pods were nothing but baby chrysalids running around doing nothing at all
abuster Feb 3 @ 2:52am 
@Stalin's Crusade: Yea, I have the same problem, I uninstalled this mod =(
DerBK  [author] Feb 2 @ 2:41pm 
I don't know, it worked when i originally made the mod. LW changed since then, maybe something conflicts now that didn't back then?

At any rate, i am not updating any pre-WotC mods anymore and i left LW behind, so this would be for someone else to figure out if its a general problem - and if it is, if it's easily solvable. If it's just a conflict in the AI.ini, chances are it would be fixable.

As a first aid attempt, try switching the load order of ABA and LW, so whichever one is loaded first right now is loaded afterwards instead.
Stalin's Crusade Feb 2 @ 1:56pm 
The Chrysalids don't seem to attack. They just run around the map higgledy piggledy. As far as I'm aware, this bug has something to do with a conflict in of the XComAI.ini file, but the only mods I have that affect this file are Long War 2 and Better ADVENT (this mod). I refreshed all the ini files, and I even disabled every mod except Long War 2 and Better ADVENT to confirm it, and I got the same result. I don't get it... How does a mod designed for Long War 2 have compatibility problems with Long War 2?