XCOM 2
513 oy
A Better ADVENT
   
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660.253 MB
20 Şub 2016 @ 13:47
31 Ağu 2016 @ 9:12
49 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
A Better ADVENT

DerBK tarafından 4 koleksiyonda
A Better Modlist: Better ADVENT + Raidey's Class Overhaul
15 öğe
A Better Modlist #2: More Stuff!
31 öğe
A Better Modlist #3: Better ADVENT + ShadowOps Classes
30 öğe
A Better Modlist #4: Better ADVENT + Paragon Classes
35 öğe
Açıklama
-- A Better ADVENT --
-- Mod by DerBK --
-- Art by Atheran --


This is the old version of A Better ADVENT and no longer actively supported.
I will keep this on the Workshop so everyone can finish their campaigns.

I recommend switching to the successor to ABA, called ABA2. You can find that mod here:

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=793861140

WOTC version here:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1126623381


Cheers o/
Popüler Tartışmalar Tümünü Görüntüle (36)
168
21 Eyl 2016 @ 20:29
Discussion: proposed tweaks, changes and additions
Frowster
69
8 Oca 2017 @ 21:55
Having empty reinforcements? Read here.
DerBK
60
5 Kas 2016 @ 8:03
Let's talk about ABA 2.0
DerBK
2.088 Yorum
Victor de Noir 9 Haz 2023 @ 11:26 
Alright thanks for the feedback DerBK and thank you for the experience! Except for ABM I like all your mods.
DerBK  [yaratıcı] 9 Haz 2023 @ 1:06 
Difficult to say. The thing about XCOM2 is that its visualizer is super buggy when it comes to stacking triggers on top of each other and sometimes what we see isn't even what actually happened. In this case it does seem about right, though. Prime reaction triggers immediately after the Muton is injured. Presumably the Muton wants to move(because one of its priorities is getting out of a flanked position), but gets interrupted by Bladestorm triggering from this movement. Bladestorm is a melee attack and as such gets countered by the Muton. So the Muton did get its action (otherwise it'd not have triggered the Bladestorm), but the counterattack stopped the movement it was going to do.

Prime reactions are absolutely able to interrupt soldiers mid-turn and that is one of their defining traits why they even exist. Its trigger is very similar to that of Overwatch.
Victor de Noir 8 Haz 2023 @ 14:06 
Is the following intended behavior?:
1. I go to point blank range with my ranger and use chain shot on a muton prime (given the numbers, 100% chance to hit, flanking, muton health this should be a guaranteed kill)
2. The ranger fires the first shot of the two and hits
3. Superhuman reflexes of the Muton activate (but the Muton doesnt do anything)
4. Rangers Bladestorm Activates
5. Mutons Counterattack activates and renders the ranger unconscious
6. The Muton ends its turn without doing anything, while I would expect it to have one more action, where it would use its superhuman reflexes.

I would have also expected that the ranger gets to resolve its turn / ability before the Muton gets any ability activation.
DerBK  [yaratıcı] 20 Haz 2021 @ 23:02 
Neat :)
Maxidonis 20 Haz 2021 @ 22:20 
Yes. I used the most recent version of non-WOTC XCOM 2, and yes I used ABA 1. I figured it would work, but it worked even better than I expected it to considering how long ago support for it was pulled. It was definitely one of my least bugged modded XCOM games I've played. I do look forward to the later versions where I assume prime reactions work properly and I get to face primes at their full fury more than once.
DerBK  [yaratıcı] 19 Haz 2021 @ 3:26 
You actually used the original version of the mod and it did work with whatever XCOM2 version you have? I actually wouldn't have thought that it would. Or at least not without major complications somewhere. That's interesting!
Maxidonis 18 Haz 2021 @ 12:40 
On another note, the mod still works spectacularly with only one odd exception that I ran into. Only the first Prime of each variant ever had Prime reactions. If I encountered a Sectoid Soldier Prime for the first time, it had Prime reactions. However any subsequent Sectoid Soldier Primes did not. Any other first time Prime would have its reactions, but later Primes of the same variant wouldn't. I had fun barely managing to keep everyone alive against that first Sectopod Prime though. I also never ran into an Advent Sentinel, but I don't know that to be a bug. Overall amazing performance though.
Maxidonis 18 Haz 2021 @ 12:30 
I recently completed a Veteran Ironman game using this mod (without plugins), Additional Mission Types, Training Roulette by Grimy, Permanent Dark Events and Longer Campaign as my main mods; along with some self implemented limitations (no DLC weapons and armor or Sparks, Psi ops can only re-enter the psi labs after completing a mission, and Magus rank Psi ops can't ever re-enter the psi labs being the significant ones). It was a blast. Deadliest XCOM 2 game I've won so far. Though you could also say I lost, since the aliens wiped the floor with me on the second to last mission, and I had restart the mission. Besides that I failed 4 other missions (evacced or squad wiped), which I've never been able to do before without losing the entire game. Even without new enemies the AI changes made the final mission more interesting. This is still an excellent mod, and I look forward to experiencing the improvements made by the plugins and later versions of A Better Advent. Thank for this.
konrad.pasierb 11 Şub 2020 @ 12:01 
I use Wotc version. I check it. Now I will try instal game from zero and try using mods again.
DerBK  [yaratıcı] 7 Şub 2020 @ 19:54 
Are you running this version of ABA right here? Because this one is very, very outdated and would only work with the original XCOM2, not with WotC.

If you are using WotC, please use the WotC version of the mod.