All DLC Enemies In All Missions WOTC
I see no one made this so here it is!
Allows the DLC units to spawn in the original game. This is considered a difficulty mod, it will make your experience harder overall. I have tried to make the spawn rates as reasonable as possible so if you expect your game to become snek galore it’s not trust me.
Now you can see the glory of the new DLC models all the time!
-= FERAL MECS =-
In game name: Legacy MEC
Bad at dodging
High HP
Some armor early on
Very hackable compared to other units
Weapon comparable to a Sectoid
Cannot lead a pod
Found more with mechanical units
Can explode idiotically
Drops loot like an ADVENT Trooper M1
Has all Robotic immunities and weakness, immune to Bleeding
Fear Of Mecs WOTC mechanic added
Supports Mechanized Defenses SitRep and such!
33% of dropping an ADVENT MEC corpse
No autopsy, by choice
WEAPON CHANGES (So you can prepare for the pain):
FERALMEC_M1_PROXY_WPN_BASEDAMAGE=(Damage=3, Spread=0, PlusOne=25, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional") [4 Ammo, same as Assault Rifle Magnetic]
-= VIPER NEONATES =-
In game name: Cobra (Didn’t want to have the same name for differentiation, two vipers)
Fast and mobile
Only 1 shot per fire/reload cycle
Extremely Weak VS Psionics
About as resilient as an ADVENT Trooper
Armor piercing shots make them still a threat as you advance
Found more with other aliens
Can lead early pods, supports other Neonates, Vipers, Faceless or Troopers as followers
Can still bind!
Drops loot like an ADVENT Trooper M1
Immune to Freezing and Poison
Fear Of Vipers WOTC mechanic added
33% of dropping a Viper Corpse on death
Non poisonous
No autopsy, by choice
Weapon:
VIPERNEONATE_WPN_BASEDAMAGE = (Damage=3, Spread = 1, PlusOne = 0, Crit = 2, Pierce = 1, Shred = 0, Tag = "", DamageType="Projectile_MagAdvent") [1 Ammo]
-= LOST TOWERS =-
No thanks on this one, they just look like old turrets. Boring.
-= JULIAN =-
There is a bug with Integrated DLC content where Julian shows up in the Forge (which is scripted, not a bug yet) but his Hack Rewards are still the ones from the -Tower DLC-.
It doesn’t work well and leads to problems because there are no Feral MECs to control usually. I have fixed the issue by making Julian a copy of the regular Sectopod and wiping his HackRewards from the INI file internally and making them the regular HackRewards. I have also renamed him Sectopod Prime. He is a full fledged Sectopod but as an added Super Boss Bonus he is immune to Frost.
So this is a free Bugfix for your campaign also.
-= AI CHANGES FOR ALL UNITS =-
The units come with no altered AI and are just as stupid as they were in the DLC. You want to remedy this? Subscribe to my AI work.
-= ORIGINAL DLC CONTENT & MISSIONS COMPATIBILITY =-
This mod "breaks" DLC regular missions (Factory, etc.) so use it in INTEGRATED mode when you’ve experienced all the DLC content missions.
-= REQUIRED SECTION =-
None of the listed mods are "required" per se, but you should strongly consider using them or something similar to enhance this mod’s experience.
https://steamcommunity.com/sharedfiles/filedetails/?id=1162708210
https://steamcommunity.com/sharedfiles/filedetails/?id=1159980141
https://steamcommunity.com/sharedfiles/filedetails/?id=1163841847
https://steamcommunity.com/sharedfiles/filedetails/?id=1535962428
Required DLC:
These DLC should be installed in order to use this item.
XCOM 2: Alien Hunters
XCOM 2: Shen's Last Gift
XCOM 2: War of the Chosen
Required items:
Click the title to search on this site.
ADVENT Future Complete AI Pack — Steam Workshop
Blessings of the Elders AI Pack — Steam Workshop
All Aliens In Almost All Missions WOTC — Steam Workshop
Diverse Alien Pods WOTC — Steam Workshop
