(WotC) Spectrum: Enemies and Aegis Division

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Author: Lost

Last revision: 12 May, 2023 at 17:37 UTC (10)

File size: 411.34 MB

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Description:

A WOTC port of Spectrum: Yellow Enemies and Aegis Division.

Starting as a straight port getting it working in WOTC but I started adding some extra abilities to give the units more flavor.

My strategy is that every enemy should give the player some reason to prioritize them and I’m trying to give each of these new enemies their own distinct flair.
As of now I’m got the standard, non-themed batch largely done, as well as some preliminary work on riot and toxic units:

Commanders are meant to drag on an encuonter as long as possible. They start with mark target, like officers, but also have stasis vests and the ability to call reinforcements twice. They gain energy shields, sustain, and ap rounds as the force level increases. They carry a cannon, grenades, and a medikit to heal themselves or an ally.
Scouts, the unit you’ll most likely see earliest, start with mark target and low profile. They gain shadowstep and, later, reposition just to make them more of a nuisance. They carry proximity mines because I think it’s funny.
Snipers start with squadsight and an ability that gives them a free reload after a kill – try not to let them trigger that. They gain a bonus to aim and penalty to defense if they had not moved the previous turn.
Shredders start with a shredder gun that demolishes cover in an area and gain an ability I called Pavement Shrapnel where they trigger an area of effect centered on themselves that damages and shreds anything inside of it, except themselves.
Gunners should start with suppression but I’m not sure if they currently will use it. They gain a spray ability which shoots all targets in a cone and can inflict serious damage if you bunch up.

The blue riot units are largely lumped together right now. The each have 1-3 armor points depending on level and access to Riot Rounds if you’ve got Cut Content Ammo installed. I’ve reduced their mobility by 2 each on the assumption that they are a bit bulkier but they can quickly immobalize a squad if you aren’t careful.

All the green toxic units start with immunity to poison (but not fire) and, except for the basic trooper, an ability that gives them regen while in a poison cloud – they don’t have any logic to seek out or create a cloud, however.
Captains, along with reinforcements and deep pockets, gain the Toxic Bullet ability from Mitzruti’s Perk Pack which is like an upgraded venom round that also creates a poison cloud and simulates a lost lure.
Heavies start with Poisoning Suppression, which auto inflicts poison when suppressing, and gains Plague Storm, which is a Null Lance like aoe attack, both of which are from Mitzruti’s.
Troopers gain the cloud regen and then Poison Blood, a stripped down version of Mitzruti’s Viper Blood that only creates a poison cloud when damaged. Combined with the regen a trooper could stay in the fight longer than you might like.

MEC Officers can mark targetrs and get squad sight.
MEC Heavies should gain self destruct when their health goes below 25%.
The rest of the MECs are still WIP.

Assuming everything looks good with this batch I will probably move on to the blue riot troops.

If you have suggestions for other changes or feedback on those listed let me know.

I also included the suggested ANCE ini file.

Mitzruti’s Perk Pack is not a hard requirement but some abilities won’t work without it.

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Mitzruti's Perk PackSteam Workshop