XCOM 2
A Better ADVENT
DerBK  [developer] Sep 28, 2016 @ 9:02am
Let's talk about ABA 2.0
I'm bored and i'm on a trip without access to my PC, so here are a few words about A Better Advent version two point oh.


FAQ

What's that?
The last big patch for ABA. It's going to be huge in content, refining pretty much everything in the mod. And then some. My mission statement is making the definitive enemy mod, the one to put that side of XCOM2 modding to rest for the foreseeable future.

When do we get it?
It's done when it's done. Yes i realize that was Duke Nukem Forevers tagline. Yes i realize how that turned out. When i started working on 2.0, i thought it would take about a month. Now i am two weeks in and i think i need another 6 weeks or so. The feature list is constantly growing and i want to do things properly. That takes time.

You mentioned a feature list?
Sure. Note that nothing on this list is final and that i will likely add and remove stuff frequently.
- Full integration of the Long War Alien Pack. This is not going to be a straight port, they will be completely re-evaluated how they fit into ABAs context. Some are going to be almost unchanged (Drones, Hivequeen), some are going to be merged with ABA units (LWRocketeer + LWGrenadier = ABA Demolitionist) and yet others are going to be completely rebuilt to the point where they share only the theme, but not the mechanics (Gunner, Muton Elite).
- Rebalancing of ABA enemies on all fronts. This includes everything from gamestats over spawnweights and forcelevels to ability sets. Advent units will get additional abilities from tier to tier, adding to the feel that the enemy too is evolving. Variants of Non-Advent units will be balanced as if they were higher tiers of the base alien. For Sectoids, this will mean that vanilla Sectoids are tier 1, Soldiers and Mindbenders are tier 2, Captains, Negators and Puppeteers are tier 3. Finally, in the endgame all variants will appear again as Primes. Similar things will be done with the other aliens.
- Better compatibility. Two things: Everything from the All The Enemies! plugin that isnt loadorder dependant is going to be pulled into the main mod. That includes the followerlists. I had been using my own ranges for spawnweights that were very different from vanilla and made adjustments to other enemy mods necessary. That's going to change as well, so most enemy mods are going to work with ABA just fine, even without ATE! installed.
- Bug, animation and visualisation fixes. I am going to do my best to fix the last issues that ABA has on the technical side. I don't think i will be able to fix the slow enemy Gremlins, but everything else should be possible.
- A complete documentation of the units including important stats and all abilities at all tiers.

What's the catch?
The changes go deep enough that the update would break ongoing campaigns with ABA 1.x.
Therefore, i will likely publish ABA2.0 as it's own brandnew mod on the workshop, leaving this one up as a legacy version. This decision isn't final yet, i am exploring other options. I will likely not be able to say more about this before i get closer to being finished.

End of FAQ.

I will be posting here regularly with screenshots or to talk about other stuff i am working on. As i am on mobile right now and don't have my files with me, i can only direct you to the three spoilers i posted earlier last week in the comments and on reddit, showing off the Demolitionist, the Gatling Trooper and the Chryssalid lineup. I'll link them here properly when i'm home.

Finally, i want to invite you guys to give me your comments. I am still mid-development, so if you have good ideas please let me know. I won't be able to do even more new aliens, as the lineup is already so much bigger than i ever anticipated when i started on ABA in February. But tweaksor abilities for existing aliens is very possible.

o/ Cheers


Last edited by DerBK; Sep 29, 2016 @ 12:59pm
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DerBK  [developer] Sep 28, 2016 @ 9:03am 
ADVENT Gatling Trooper: Click me!
This Trooper wields a cannon instead of the mag rifle.
Tier 1: Demolition
Tier 2: Demolition, Light Em Up
Tier 3: Demolition, Light Em Up, Chain Shot

ADVENT Demolitionist: Click me!
This Trooper carries a lot of explosives.
Tier 1: Carries a frag grenade.
Tier 2: Carries a frag grenade and a grenade launcher.
Tier 3: Carries an alien grenade, a grenade launcher and a rocket launcher.
Last edited by DerBK; Sep 29, 2016 @ 1:18pm
DerBK  [developer] Sep 28, 2016 @ 9:04am 
Note that you can subscribe to this thread and get a Steam notification that way whenever i post here. It's like an ABA newsletter!
Dies Irae Sep 28, 2016 @ 10:26am 
Are you planning to added any other mods to ABA 2.0 like you are doing with LW alien pack?
DerBK  [developer] Sep 28, 2016 @ 10:31am 
Not immediately. I think that the enemy roster will be well staffed with ABA2.0 finished. I am probably going to move onto other areas of the game after that, seeing how far i can improve Better Pods.
Eduardo Sep 28, 2016 @ 5:08pm 
I like the idea of tougher alien variants appearing on later force levels. That also means that they will be made tougher to remain competitve at those leves right?
Im using your Sectoid Captain example. If its going to be T3, then its stats have to be increased.

Also, something that I would love to see. You know how Advent progresses, with T1 units being completely replaced by T2 and T3 ones. I think this should also be the case with the aliens.
Weak T1 aliens such as Vipers and Secoids should be completely replaced at some point of the campaign. Mutons should be replaced by centurions and centurions by elites. Normal lids should be replaced by hunterkillers, queens, abominations and kings.
Fighting defenseless Sectoids with plasma weapons in the end game doesnt feel fair for the aliens.
DerBK  [developer] Sep 28, 2016 @ 11:00pm 
Yes, assigning enemy variants to higher tiers than the vanilla unit means a higher baseline for their stats. In the case of Sectoids, i am going to close the gap between vanilla and the Primes with the 'common' variants.

Regarding completely replacing the vanilla units, the spawn mechanics for non-Advent pods are a major limiter for what i will be able to allow. All followers in an alien pod are always exactly the same and since most people play with IESS or Better Pods, that makes pods ugly. I don't want pods with 5 Wyverns, for example. In the past, i allowed only vanilla aliens as followers for that reason, but i am going to re-evaluate that. For Sectoids, i can see using Soldiers and Mindbenders as followers, for example. But not Captains, Negators and Puppeteers. For Vipers, i am perfectly fine with the vanilla versions for the most part, but could imagine Boas being viable followers in the endgame. Etc etc.

Chryssalids are a special case, for them i already made the base unit in 4 tiers, so i can replace old tiers dependant on forcelevels. I don't plan on going that far for the other aliens, tiering the variants should serve much of the same purpose.
robojumper Sep 29, 2016 @ 6:50am 
Originally posted by DerBK:
All followers in an alien pod are always exactly the same

I assume the problem is in native code. Do you know what function has this bug? I suspect it may be XComAISpawnManager::SelectSpawnGroup, but I wanted to ask if you knew more.
Last edited by robojumper; Sep 29, 2016 @ 6:53am
DerBK  [developer] Sep 29, 2016 @ 7:45am 
It's in native code, but it's not a bug as such. The behaviour makes sense for vanilla pod sizes (1 leader, 1-3 followers), it only starts to get ugly when scaling up podsizes and introducing variants.

I don't know the exact location where this behaviour is rooted.
DerBK  [developer] Sep 29, 2016 @ 1:14pm 
Aaand i'm back from my trip. Exhausted and heading straight to bed, but as promised i put links to the images and (in the case of the Demo) discussion of the Advent Demolitionist and Gatling Trooper into the second post in this thread. I also added a small, but important detail to the feature list that i forgot to mention: an overhaul of the manual. I plan on giving detailed info on stats and abilities for all units because that was a frequent request.

On the trip, i was able to nearly finalize my concept for the Advent and Alien lineup, including forcelevels and leader/follower relations. I will probably post something about that in the next days.

As a final note for today, here's a pic i also shared a week ago, showing off all the different Chryssalids that will be in ABA 2.0: Click me!
On the far left, a vanilla Chryssalid for comparison.
In the middle, from left to right: Crawler, Drone, Spitter, Hunter, Bleeder, Hunterkiller
In the back, from left to right: King, Queen, Abomination

o/
Last edited by DerBK; Sep 29, 2016 @ 1:15pm
Crazyduck Sep 29, 2016 @ 10:23pm 
Wanted to ask if the Najas, Sidewinders and T2, T3 Vipers will be integrated into 2.0. Oh also I am curious about Muton elites etc. Will they have your own custom skins or will utilise LW models? I am just wondering if they ll be somewhat recognized or redone from scratch.
DerBK  [developer] Sep 30, 2016 @ 12:47am 
Najas are going to appear in a heavily modified form, carrying a Boltcaster (if Alien Hunters is installed). Sidewinders i didn't plan for yet, but a close range shooter with Rapid Fire or even Run and Gun are things i am mulling over.
The tier 2 and 3 variants will likely not be used, instead the variants will be tiered as described earlier. Kobazco gave me permission to use his Elite Viper if i feel like that's not enough.
The Vipers and Mutons are going to use the skins from the LWAP.
DerBK  [developer] Sep 30, 2016 @ 1:36pm 
So here's how the ADVENT lineup is going to look like:

http://i.imgur.com/cQlZOIt.png

At the top, you see the forcelevels from 1-20 and below it which enemies spawn at which point in the game. The top lines (Captains, Advent Codex, Sectopods) are the pod leaders ("L"), the rest are the followers ("F").


As for the unit themselves, here's the document i am working from:

http://i.imgur.com/Qva787M.png

Here you can see a few things:
- Most units now have a progression of abilities from one tier to the next.
- Some units that appeared in ABA 1.x are no longer on the list. I trimmed some fat by merging units into each other. For example i merged the Riot Control and the Warden into one new Captain that has Stun weapons and a Flashbang. The heavy weapon Captain is no longer necessary now that there's a Trooper with a cannon. I decided that i only need one armored Trooper. Stuff like that.
- Yes, there's no vanilla Trooper at FL13. No idea why, it's in vanilla like that. I might close that gap :>


The last thing i have for you today is a little chart similar to the first one, but for the Chryssalids:

http://i.imgur.com/4oqHwX6.png

Fairly simple:
- The only followers are the 4 baseline Chryssalids from ABA: Crawler, Drone, Hunter, Hunterkiller
- All Chryssalids can be leaders. In addition to the base Chryssalids there's an overlapping progression of special Chryssalids, consisting of Spitter, Bleeder, King and Abomination. In the endgame, the Queen joins the nest.
JWGrieves Sep 30, 2016 @ 5:34pm 
AREA mindspin!?!
DerBK  [developer] Oct 1, 2016 @ 2:03pm 
And here's the (preliminary) Alien lineup. Warning, this looks quite a bit messier than the one for the Advent:

http://i.imgur.com/sCfF2zA.png

Top graph shows the leader aliens, bottom one the followers.

Some notes by alien type:
Vipers: Vanilla Viper gets replaced by Elite Viper (the one by Kobazco) at FL11. Wyverns, Mambas and Boas are the variants. Boas and Mambas will also be valid as followers. It's not on the graph, but i am probably going to allow Elite Vipers as lategame followers as well.
Sectoids: The Negator, Soldier, Mindbender, Captain and Puppeteer appear as variants again. Soldiers and Mindbenders will also be enabled as followers. For the endgame, there are Prime versions. Sectoids are largely unchanged from ABA 1.x
Mutons: These are now tiered in a similar way that Advent are. Vanilla Mutons are T1, Pyro and Infector are T2, Captain and Champion are T3, and there's a Prime. The tiers are going to be reflected in their stats. Except for the Prime, they are all going to be able to show up as followers, which will be a ♥♥♥♥♥ to balance.
Berserkers: Same as in ABA 1.x, there's the vanilla Berserker, the Firestarter and the Primes for both. Vanilla Berserkers are going to be enabled as followers, but will probably be limited to Muton and Berserker leaders.
Codices: Codices are enabled as followers in vanilla, something that i disabled for ABA 1.x. For 2.0, Codice followers are back and i am going to throw in Codex ICE follower packs for good measure. Like the Sectoids, the variants themselves are the same, but their abilities will be tweaked in some key areas.
Archons: Executioners and Sentinels make fine followers for the endgame. Aside from that, they will be ported from ABA 1.x to 2.0 pretty much unchanged.
Gatekeepers: No changes from 1.x to 2.0
Andromedons: Also no changes.

Here's a mini-graph with the units that spawn without followers:

http://i.imgur.com/jvI6vIf.png

Nothing new there.

Okay, now that you have seen the lineup, here are the abilities i have planned for each unit. There are some tweaks here to the old ABA units, but not as many as for the Advents:

http://i.imgur.com/7vYg23Q.png

(I forgot the Sectoid Prime Soldier on this one... oops)

I guess aside from a few minor tweaks here and there, there are two things here that are interesting: the Mutons and the Mamba.

Mamba: The Mamba is my take on the Sniper Viper. It uses Squadsight and a Boltcaster, making good use of the aim bonus from it. It has a special ability that adds another +25 aim, but sets the damage to exactly 2 (pierces armor). The Mamba uses this ability to finish off your wounded soldiers you think you can hide in full cover and smoke.

Mutons: Now that Pyros and Infectors are Tier 2 Mutons, they get their grenade and counterattack back. Captain and Champion both have a Warcry ability that buffs the aim and will of allies. The Captain is the offensive version, using Light Em Up to dish out damage. The Champion on the other hand has a personal shield to protect himself. His ability "Defensive Tactics" is a limited version of the Mini-Ruler ability, giving him opportunities to WarCry, Shield or move when damaged. Finally, at the top of the Muton foodchain, there's the Prime who carries a cannon, uses Light Em Up and Personal Shield and is also a full Mini-Ruler.
JWGrieves Oct 2, 2016 @ 10:25am 
No cooldown on Pis-bomb? We're doomed. So doomed.
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