XCOM 2
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A Requiem For Man: ADVENT Pack
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130.647 MB
29 Jun @ 7:48pm
1 Aug @ 8:57pm
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A Requiem For Man: ADVENT Pack

In 1 collection by ReshiKillim
A Requiem For Tedjam - The Official Beyond Legendary Collection
307 items
Description
Description and preview image roster to be expanded on further later.
This mod is somewhat of a work in progress.
But the gist of things!

Fully Compatible with LWOTC and TedJam! Pretty much universally compatible!
Note: Some variance in some primary weapon visuals may occur depending whether or not the Requiem Foundational or Iridar's ADVENT arsenal is being used.

6 new Advent Enemies (for now), and more to come!
Introducing..

The ADVENT Kriegsmarine
An ADVENT Trooper variation that carries anti-armor Magnetron grenades.

The ADVENT Stinger
An ADVENT Trooper variation that carries a Micro Missile Launcher.

The ADVENT Torcher
A highly mobile and dangerous cousin of the Purifier.

The ADVENT Outrider
An ADVENT Trooper built for scouting and good at close quarters combat, highly threatening to stealth units.

The ADVENT Outrider Captain
An ADVENT Captain built for close quarters combat, equipped with a brutal battlehammer capable of incapacitating units in a melee.

The ADVENT Knight
An ADVENT Battle Priest, wielding combat-oriented psionic powers.

Special credits go to Claus and Iridar, some assets used in this mod were made possible thanks to them.
Popular Discussions View All (1)
0
4 Jul @ 9:43am
Simple Chinese Translation 简体中文翻译
Tommy
52 Comments
khumak 14 Oct @ 8:13pm 
@xf100t I'm using this mod with LWOTC and these guys show up as just 1 of the standard sized pods for me along with regular units. So for instance I might get a Trooper, a Sentry, and a Torcher in 1 pod. You must have other mods that are causing conflicts with this one. I have a bunch of other enemy mods as well like Bio Division, etc.
RambelZambel 30 Sep @ 3:04pm 
Redscreen: ImportText (Behaviors): Duplicate key index in: (BehaviorName=ARFMAdvOutrider_RedFirstActionSelector, NodeType=Selector, Child[0]=DoIfFlankedMove, Child[1]=TryMarkTargetOption, Child[2]=TryMeleeAttackPriorityTarget, Child[2]=SelectMove_JobOrDefensive, Child[3]=TryMoveThenGrenade, Child[4]=TryBayonet, Child[5]=TryShootOrReloadOrOverwatch, Child[6]=HuntEnemyWithCover)
[0027.21] Error: Redscreen: ImportText (Behaviors): Duplicate key index in: (BehaviorName=FindGrappleDestinationTowardTorching, NodeType=Sequence, Child[0]=ResetDestinationSearch, Child[1]=RestrictToAbilityRange-HunterGrapple, Child[2]=RestrictToPotentialTargetRange-AdvPurifierFlamethrower, Child[2]=UseDashMovement, Child[3]=OverrideIdealRange-6,

2x child[2] in every tree
tiktaalik 7 Sep @ 12:34pm 
Does this mod have any dependancies?
Kavi 6 Aug @ 7:27pm 
Sorry but the fact that the knight NEVER misses any shot and can use his psy bow each turn makes it way too broken 6 to 7 damage guaranteed with no chance to miss ? Yeah right...
I find all other units good enough but the knight needs a nerf or something.
solvius90 15 Jul @ 6:58am 
When do they appear? At what force level?
xf100t 13 Jul @ 2:57pm 
Are the initial pods of these guys just supposed to be one guy? I've noticed with LWOTC and ted jam that they tend to show up by themselves. The mission counts are correct, (10-12 expected, it's 10-12), but they often these units are just on their own. Is that expected?
ReshiKillim  [author] 10 Jul @ 1:39am 
should be safe, yes
TK421 9 Jul @ 8:46pm 
mid-campaign safe?
Hyakkoudoggo 8 Jul @ 6:25am 
I AM NOT EXPECTING A FLAMER HAVING A HOOK !!!