XCOM 2
A Better ADVENT
Cayne Apr 14, 2016 @ 11:00pm
Idea for the Advent (not a new trooper type)
@DerBK I wanted to run an idea to either incorporate or ask advice on how to do as a seperate mod.

As I understand it as you play the game the force level rises and that determines what type of units spawn from Tier 1-3 eventually phasing out lower tier in favor of deadlier baddies. So what if instead of just making everyone bigger you had more lower tier guys. So Tier 3 captain spawns eh rolls a tier 3 grunt and like 4 tier 1 grunts, or 2 tier 2 grunts or some combination there of to get to an equivallent force level.

I think it would feel neat to have that sense of progression above your baddies but still have them be a threat since you have to put out a higher volume of shots to drop them... even if they are one hit kill.
Last edited by Cayne; Apr 14, 2016 @ 11:00pm
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Showing 1-8 of 8 comments
DerBK  [developer] Apr 15, 2016 @ 5:25am 
I am not able to mofify the number of enemies per pod, only their type. If i wanted to mess with pod sizes, i would make Better Advent conflict with several high-profile mods, among them Increased Enemy Squad Size. I am not willing to do that, compatibility is one of Better Advent's selling points.
Cayne Apr 15, 2016 @ 1:14pm 
What about the concept of allowing lower tier troopers into the pod?
DerBK  [developer] Apr 15, 2016 @ 10:26pm 
Enemies have minimum and maximum forcelevels they can appear on. To make low tier enemies appear late, one would only need to raise their max forcelevel. That's easy.
Cayne Apr 15, 2016 @ 10:57pm 
but conversely to have them appear in greater numbers while still maintaining the normal spawn rates for higher force enemies it seems like the systems are too binary to do that?
DerBK  [developer] Apr 16, 2016 @ 3:11am 
Yes, exactly.
Sadly, the major part of the enemy pod generation seems to be hidden in the game core where we modder can't easily reach it. That sets up a lot of annoying boundaries that we have to work around.
Cayne Apr 16, 2016 @ 11:16am 
Dang, that cinches it then... Would be so neat to be able to have your puppet masters spawn like 10 puppets late game, and at the same time let your more dangerous foes appear in the small deadly units they should be.
themaniac Apr 16, 2016 @ 3:59pm 
But couldn't you use the reinforcement mechanic instead of spawning larger pods. There's a mod that allows the Advent captains to bring in reinforcements, but I'm not sure if they can call pods that are too low for current force levels.
Cayne Apr 16, 2016 @ 4:09pm 
I've seen that mod but isn't that just the captain forcing another pod to jump in, you'd still run into the same problem of allowing enemies with low force levels spawning in higher numbers than enemies with high force numbers
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