XCOM 2
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Ultra Multiplayer Rework
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27 Dec, 2020 @ 3:35am
3 Jan, 2021 @ 4:12am
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Ultra Multiplayer Rework

Description
A mod that adds a s*** ton of new units for XCOM 2 WOTC multiplayer.

For this to work in multiplayer, both you and your opponent must have the mod.

I made this after playing multiplayer with a friend and lamenting that players are very limited in what they can choose, especially for the XCOM side. This mod makes a lot more XCOM abilities and technologies available to use in multiplayer. It also adds stronger variants of ADVENT units to make all ADVENT builds workable even with higher tech/point limits. It also adds the Chosen (although they haven't been fully tested yet in multiplayer).

A list of what the mod adds:

- Reverts the original multiplayer ADVENT troops to their Mk. 1 stats
- Adds Mk. 2 and Mk.3 variants of all ADVENT troops (except ADVENT MEC and ADVENT Shieldbearer, which just have Mk. 2)
- Adds Avatar and Avatar Mk. 2 (Named ascended Avatar)
- Adds the three Chosen and four level variants for each of them (Lvl. 1, 2, 3, and 4)
- Splits up each variant of XCOM unit into 3 types: Conventional, Magnetic, and Powered, which gives them the respective gear.
- Adds a Rookie Unit
- Adds a Squaddie Variant of each class
- Adds a Lieutenant Variant of each skill tree path for each class that costs less points (For example, there are lieutenant variants for both the Phantom and Blademaster variants of the Ranger).

- Reworks the Psi Operative:
- Instead of one Psi operative, there are two different skill builds: Telepath (offense focused) and Resonant (support focused).
- Psi Operatives have Squaddie (Initiate) and Lieutenant (Disciple) variants as well

- Reworks the faction units:
- Instead of only having one variant per faction unit, each faction unit has three different skill builds based on the three different branches of the skill trees. The gaps in the skill trees are filled in with XCOM skills those units can learn:
- Reaper: Stealth, Saboteur, Marksman
- Skirmisher: Hussar, Judge, Tactician
- Templar: Psiblade, Dynamo, Sage
- Each faction unit has a Squaddie variant and each skill build has a Lieutenant variant as well.

-Changes up the point cost for some of the existing units.

NOTE: Some things that are messy/known issues:
- Point values are pretty arbitrary. Generally, increased tech and experience for a unit means more point cost (higher tech adds more points than higher experience), but the point values are nowhere near balanced, even though I'm trying my best to make it balanced. If you are looking for a balanced and fair multiplayer experience, this won't help at all. Despite this, I am continuing to adjust the point values as I continue to test out the multiplayer to make it more balanced.
- Because of how the faction hero skills are coded, the XCOM skills for the faction heroes may not show up when selecting them on the menu. To fix this, you can continue to take your cursor off the button and roll over the button again and eventually the XCOM skill will show up on the Abilities description panel.
- The list of units in the squad creation screen is SUPER messy. Like, it is RIDICULOUSLY long. I tried to organize it as much as possible, but it's still quite a mess.
- Units that did not have an "ID card picture" for the multiplayer squad selection menu still do not have one because I am bad at art. I just put the "Alien" or "Rookie" icon as a placeholder.
- Because of all the possible combinations of units, I have not tested how compatible each ability or unit is with multiplayer. Beware glitches or, worst case scenario, crashes with some abilities that weren't originally in multiplayer.
- Sometimes Bradford will chime in with his first-time description when encountering an alien/ADVENT soldier.
- Sometimes Mind Controlled units can still be controlled by the original owner (although I'm pretty sure this isn't because of the mod)
- Skirmisher abilities that interrupt an opponent's turn, such as Interrupt and Battlelord, refund ALL of the opponent's actions after the Skirmisher finishes their interrupting turn.

Specific Chosen known issues:

- Chosen Warlock's "Teleport Ally" ability does not appear to work in multiplayer
- Not sure what kidnap or extract knowledge does during Multiplayer, but kidnap seems to effectively "suicide" a chosen with an enemy unit in multiplayer.
- Chosen strengths and weaknesses actually randomly generate per match, but the other player won't know about it. You can keep this secret from your opponent or not, depending on how you feel. Sometimes a strength will be "Unknown", so neither of you will know about it.
- Chosen "Adversary" weaknesses don't appear to work in multiplayer.
- Chosen Assassin, after cloaking, is sometimes unrevealable by the opposing player if the cloaked Assassin and an enemy unit accidentally end up occupying the same space at one point.
- Chosen Assassin cannot melee and harbor wave does nothing.
- Because of how the Chosen Hunter's line of sight and grapple hook work, it's possible for the Hunter to take a shot at an enemy unit on turn 1. This is especially concerning if the Chosen Hunter's player moves first, since the opponent will not have any cover and the Hunter will practically have a free shot and damage.


With all that said, I hope you enjoy the mod! If there's something wrong that wasn't listed above, please let me know. If it's something that I can fix, I will try to do that. With all the different units I made available it's hard to test them all, after all. If you have a better way of doing things that this mod does, feel free to dig into the code of this and just make your own mod that's better; I'm not the best modder haha.
33 Comments
UnlivedPie4 19 Aug, 2023 @ 7:55am 
@Ady what Xcom discord? You mean as Community or Official?
Ady 14 Jun, 2023 @ 2:47pm 
Multiplayer can still be played, there's a guide in the xcom discord pinned in their multiplayer channel to get it hooked up and playable again
JazzimoX 11 Feb, 2023 @ 2:19pm 
I wish I could do this :(
Hyziant_3000  [author] 12 May, 2022 @ 8:11pm 
aw man :(
Xava 30 Apr, 2022 @ 5:35pm 
RIP multiplayer
Darkoz Krull 19 Mar, 2022 @ 4:59pm 
could you add bots and do something with challenge mode when it's removed?
Спас негритёнка 21 Jul, 2021 @ 9:22pm 
Were issues with specter or advent psi fixed? seems there are great problems to mind control enemy units in vanilla wotc multyplayer
TheDuke37 15 Jul, 2021 @ 3:25pm 
Slighty dissapointed that theres no Shen's Last Gift or Alien Hunter related stuff. (Young-Vipers and the Derelict Mecs) Although i can understand why it wouldn't be possible to add Rulers due to how they work. Still a great mod.
[C]lass.IcAL 1 Jun, 2021 @ 8:34pm 
> kidnap seems to effectively "suicide" a chosen with an enemy unit in multiplayer.
honestly that just seems hilarious. love it. Could be pretty unbalanced but I feel like it's a good "if I go down i'm taking you with me" button. Also, this mod in general just seems... Super cool. If I had to give a suggestion, make the powered versions of the units have the selection art of the other version, but add an additional upgraded arrow like the one from the plasma grenade.
JDubb 21 Feb, 2021 @ 7:10pm 
Sounds nice, looking forward to future updates :)