XCOM 2
Kiruka's Tactical Upgrade Dark Events For LWOTC
Kiruka  [developer] 14 Apr, 2022 @ 9:27am
Full list of new Dark Events
Here are a couple of lists of the abilities that can be granted by the new Dark Events, as well as what they do and when ADVENT can start the Dark Event in question.

This first list is available to anyone who is subbed to the mods in the Required Items section:
  • Parkour: Some enemy units gain the ability to climb walls. (Can be started any time.)

  • Zone of Control: Some enemy units gain the ability to debuff our soldiers' mobility and aim when within close proximity to them. (Can be started any time after encountering a Faceless.)

  • Anatomy: Some enemy units gain additional critical hit chance and armor piercing. (Can be started any time after encountering a Gatekeeper.)

  • Fortress: Some enemy Psionic units gain immunity to explosives, poison, fire, and acid. (Can be started any time after encountering a Codex.)

  • HEAT Ammo: Some enemy units gain a large damage boost against mechanical targets. (Can be started any time after encountering an Advent MEC.)

  • Butcher: Some enemy units gain a moderate damage boost against organic targets. (Can be started any time after encountering a Gatekeeper.)

  • Predator: Some enemy units gain bonus aim and critical chance against flanked targets. (Can be started any time after encountering a Muton.)

  • Terrifying Suppression: Some enemy units' suppression abilities can cause their targets to panic. (Can be started any time after encountering a Muton.)

  • Apex Predator: Sidewinders, Mutons and ADVENT Shock Troopers can cause their targets and the target's nearby allies to panic when scoring a critical hit with their primary weapon. (Can be started any time after 6 months have passed in your campaign.)

  • Sniper Elite: Turrets, Najas and other snipers no longer suffer aim penalties from using Squadsight. (Can be started any time after 9 months have passed in your campaign.)

  • Heavy Hitter: Some enemy units gain a +2 boost to all damage they deal. (Can be started any time after 1 year has passed in your campaign)

  • Cold Blooded: Some enemy units gain the ability for their first shot against a target who is poisoned, bleeding, or burning from fire or acid to be a free action once per turn. (Can be started any time after encountering an Andromedon.)

  • Salt In The Wound: Some enemy units gain the ability to deal +1 damage to targets that are poisoned, bleeding, or burning from fire or acid, including with their dealt damage over time effects. (Can be started any time after encountering an Andromedon.)

  • Survival Instinct: Some ADVENT troops will gain extra defense and crit chance when at less than full health. (Can be started any time after 6 months have passed in your campaign.)

  • Unstoppable: Some enemy melee units can no longer have their Mobility reduced lower than 7 by any means. (Can be started any time after encountering a Berserker.)

  • Resilience (Shadow Ops): Some enemy units gain complete immunity to critical hits. (Can be started any time after 1 year has passed in your campaign)
This second list is available to anyone who is subbed to the mods in the Required Items section as well as my Playable XCOM 2 Aliens For LWOTC mod:
  • Pugilistic: Some enemy units gain vastly improved melee accuracy. (Can be started any time after encountering an Archon.)

  • Thrash (Andromedon): All enemy Andromedons and Andromedon Shells gain the ability to make free fist attacks if a hostile target gets into melee range, but only when it isn't their own turn. (Can be started any time after encountering an Andromedon.)

  • Thrash (Berserker): All enemy Berserker variants gain the ability to make free fist attacks if a hostile target gets into melee range, but only when it isn't their own turn. Targets hit may be impaired. (Can be started any time after encountering a Berserker.)

  • Thrash (Faceless): All enemy Faceless variants gain the ability to make free claw attacks if a hostile target gets into within 3 tiles, but only when it isn't their own turn. (Can be started any time after encountering a Faceless.)

  • Omen: All enemy Archons can now use Blazing Pinions without ending their turn, even with a dash move. (Can be started any time after encountering an Archon.)

  • Puppet Show: All enemy Sectoids can now use Psi Reanimation and Mindspin without ending their turn, and both skills can be used once per turn. All enemy Sectoid Commanders can now use Mass Reanimation and Mass Mindspin without ending their turn. (Can be started any time after 3 months have passed in your campaign.)

  • Hazardous Cascade: All Andromedons gain +2 radius to their Acid Blob ability and can use it without ending their turn. All Muton variants gain +2 to their grenade radius. (Can be started any time after encountering an Andromedon.)

  • Entwine: All enemy Vipers and related species, while binding a target, gain +40 defense and do 2 more damage per turn. Additionally, their Tongue Pull ability gains +10 aim. (Can be started any time after encountering a Viper.)

  • Serpentine: The Poison Spit ability becomes a free action for all enemy Vipers, Sidewinders and Najas. (Can be started any time after encountering a Viper.)

  • Bungee Slime: All enemy Faceless variants gain +2 length and width to the affected area of Scything Claws and similar abilities. Does not affect Thrash. (Can be started any time after encountering a Faceless.)