Additional Dark Events
Adds additional dark events to the game. Requires new game to work.
Screenshots 3 screenshots
About this mod Machine translation
Adds additional dark events to the game. Requires new game to work.
Adds additional dark events to the game.
NOTE: A new game is required for the new Dark Events to work.
ADVENT has grown tired of XCOM spontaneously developing new and even more dangerous abilities, and has been formulating new plans to counteract XCOM's advances.
These include:
Avengers Watch: Each mission has a 50/50 chance of a UFO spawning in an attempt to hunt down the Avengers.
Alien Worm: Intel halved, medical, psionic and proving ground equipment work much less efficiently.
Advanced UFO Hunter: Just like the Hunt XCOM event, it will be hit unless it is activated.
EOD Armor - Gives some ADVENT soldiers an explosion-filled perk, giving them a point of armor and 66% damage reduction against explosive damage. This can cause a very inconvenient situation if you have the Grenade Damage Falloff mod installed.
Lightning Drugs - ADVENT attempts experimental drug treatments on its own soldiers. On the rare occasions when it does work, they get lightning-fast responses. Just like they get the Lightning Reflexes perk. When RNGesus decides to give Lightning Reflexes to the stun gun, it can cause a lot of pain.
Holo-targeting Rounds - Improved Smart Wheels that function similarly to the Holo-targeting perk. If you ask an officer to mark in addition to that, it's bound to cause pain.
Special Ops Surge - ADVENT integrates spec op units into its primary field operations, pitting XCOM against a number of units with similar capabilities. On its own, the added ability isn't too bad, but if you end up combining it with some dark events, it could seriously hurt your operations.
Hazmat Armor and Mindshielding Dark Events! ADVENT now have a chance to become immune to your war crime grenades and ammo, and they and aliens can now roll out their Mindshields variants against your psi-ops and flashbangs.
Permanent Dark Event! These are only possible in-game when you're at maximum doom, but they have a high probability compared to regular dark events.
These currently include terror units (Faceless, Berserkers, and Chryssalids), as well as permanent incarnations of the mission's dark events.
Changes to the Viper Rounds event, including all other rounds in the game. ADVENT can now set your troops on fire, hit harder, pierce your EXO/WAR set, and have better targeting overall.
Overwhelming power, add multiple sectopod pods on the mission while active.
Berserker Pack! Like Faceless and Chryssalids, these can be deployed on non-retail missions once you first encounter these units. Add 4 packages when deploying.
Riot control! Realizing how much XCOM seems to hate these units, ADVENT may decide to start forming additional squads with barely any *but stun* gunners and deploy them in operations they feel XCOM might interfere with. Then you realize they've decided to add a shield in the middle of them.
Early avatar deployment! Have you been putting off strategic matters for a while? Maybe keep things going all the way to...I don't know, September or so?
While your efforts will always prevent Project Avatar's goal of mass production, slow initial production is still a thing, and eventually they'll start thinking about pushing things on that side to combat deployment if XCOM lasts long enough without dropping. If it eventually pops out, you probably shouldn't let it pass.
Does not include:
High alert. This event comes from True Concealment, you need to check the mod's page to learn how to turn it off.
Extends but does not override X2StrategyElement_DefaultDarkEvents and X2HackReward. Also making significant changes to XSMissions.ini to make it a MissionSchedules thing, it's likely that mods that also change the .ini part won't be able to be used.
There is an adjustable .ini called XComDarkEvents.ini. Located in (where XCOM 2 is installed)\steamapps\workshop\content\268500\626109271\Config
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.