XCOM 2
WorldWarLost
1,111 Comments
DragonWarden93 23 Feb @ 9:17pm 
Probably someone already asked this but will this mod work with Deathtroopers mod?? I do ask as I am interested in trying this mod but I don't want to lose the Deathtroopers look for the lost...
ScriptGenius12 31 Jan @ 4:02pm 
I appreciate the sheer balls in having undead children as enemies
Bawkdragon 29 Jan @ 11:48pm 
Does this boost numbers or hit points at all.
BlackDog 4 Dec, 2024 @ 2:49pm 
Hello, would you be prepared to add an ability icon to the CreateLostAttack() template in X2Ability_NewLost, so it can show up in "A better F1" and/or the Bestiary mod?

Something like Template.IconImage = "img:///UILibrary_PerkIcons.UIPerk_muton_punch"; would do the trick imo. Very very minor fix hehe
Tranquility 27 Oct, 2024 @ 6:30am 
is there a cosmetic version only for LWOTC? :psi:
Dragon32 19 Oct, 2024 @ 2:10am 
@Spoonman
Yes. All that mod that does is change one .ini value.
Spoonman 18 Oct, 2024 @ 10:46pm 
I apologize if this has been answered elsewhere, but is this mod compatible with Fair Lost Targeting mod?
Kuroishuriken 11 Oct, 2024 @ 4:46am 
Not seeing the other uniforms and clothing, only see brute that is working, is there anything I have to activate? I'm playing with LOTC
trashPANDA 17 Sep, 2024 @ 11:21pm 
Seems to be fixed now thanks :praisesun:
Dragon32 17 Sep, 2024 @ 9:31am 
@trashPANDA
No worries, if I found you annoying I wouldn't say anything. Try clearing your user config files. I'd expect the game to crash if it tries to spawn a non-existent enemy so double-check it really has been removed locally.

@huntersorce20
OK. I don't recall how that works (I've disabled all the drops from Lost in my local copy) but I think you should get those if there's a message in game
Makk 17 Sep, 2024 @ 4:33am 
I assume this work well with LWOTC.
trashPANDA 16 Sep, 2024 @ 7:37pm 
@Dragon32 No I meant the Brutes, Dashers, and Howlers, I just didn't know what to call them honestly. I've run into a different problem though. I've tried to uninstall the mod. Though all the modded Lost types still show up, albeit with the normal lost model.

I'm really not trying to be annoying, and I appreciate your continued comments and support on a mod that is now two years old, but is there anything else I need to do to uninstall it other than unsubscribing and deleting it from AML? Thanks!
huntersorce20 16 Sep, 2024 @ 6:02pm 
@Dragon32, i know it's low chance for items to drop, i'm saying that the game specifially said, as an example, "lost was killed" "vintage poster 11/15 dropped" when i kelled a lost and i didn't get it at the end of the mission. is extracting supposed prevent all lost drops from being obtained?
Dragon32 16 Sep, 2024 @ 5:31pm 
@huntersorce20
IIRC it's only a 1-2% chance per Lost for them to drop loot. If you extract from a mission you don't get corpses.

@trashPANDA
Special infected? Isn't that A Better ADVENT? Try clearing your user config files.
huntersorce20 16 Sep, 2024 @ 4:55pm 
also didn't get any lost corpses either, is this intended behavior for extract missions?
huntersorce20 16 Sep, 2024 @ 4:50pm 
i just did one of the "rescue a vip and an unconcious soldier near a turret" missions, and i didn't get any of the items the lost drop, not the vintage posters or the actual items, like a medkit and scope. i know you get nothing for the lost and abandoned mission, but this isn't that, are we supposed to get nothing on any extraction mission? or is this a bug?
trashPANDA 16 Sep, 2024 @ 1:07pm 
I've tried editing the .ini to disable the enemies I don't like and can't get it to work. The 'special infected' are so difficult to deal with in only the second or third mission
Dragon32 7 Sep, 2024 @ 1:53am 
@DaViper
If you edit a mod's encounter list .ini you can set minimum and maximum Force Level for an enemy to 99, then it won't appear as you never reach that Force Level.
DaViper 6 Sep, 2024 @ 9:15pm 
And addendum to my last.
The current campaign is in the 2nd month at Commander difficulty.
6 missions later and I've had 4 Lost missions (mixed with normal Advent troops) in a row.
The last mission had 4 Brutes. I have NO other Lost mods, and am not playing with ABA.

While I like the idea, this creature is 100% out of place with the rest. It is too big, too tough for a zombie...and at 10ft. tall, it ain't a former human.

IMO this would have been a better modification to the faceless, as it behaves nearly the same way.

Without disabling the mod (I DO like the other stuff in it a LOT), how can I disable the Brutes?
---the description indicated possible work on an MCM switch for this, but that was quite awhile ago.
DaViper 5 Sep, 2024 @ 3:55pm 
They do not spawn often and spawn rates are comparable to the Lost Boomers from ABA. In test missions, "on average" we seen 2 out of every 60 to 70 lost. THIS WILL VARY!!

The VERY first mission (a supply extraction) EARLY in the game...guess what showed up first?
Heh.
BigHillsBigLegs 16 Aug, 2024 @ 11:03pm 
When undying loyalty is active and a trooper gets killed by lost, the dead trooper splits into a lost zombie and a psi zombie. Have you experienced this before?
Phoenix 12 Jun, 2024 @ 3:25am 
I just tested it with no mods besides Mod Config Menu and it still happens: https://youtu.be/QrkQQehTIGY
ObelixDk  [author] 12 Jun, 2024 @ 2:37am 
It looks like you're using another mod that changes how the "Lost" characters behave, which is why you're seeing issues with the flyovers.

Unfortunately, it's impossible to make our mod compatible with every other mod out there, so sometimes weird things like this can happen.
Phoenix 11 Jun, 2024 @ 9:45pm 
Also when a soldier is attacked by 2 lost or more, the popup for how much damage is dealt is wrong. Without the mod this doesn't happen. https://youtu.be/4Uyon4rm5EM
Phoenix 18 May, 2024 @ 6:19pm 
There seems to be a bug where if an enemy that has loot dies and is resurrected as a zombie, they'll still have the loot as a zombie even though they already dropped it: https://youtu.be/xiKHC3PSQeM
Phoenix 12 May, 2024 @ 5:36pm 
@Dragon32 I tested it and turns out I was wrong. I think I'll just keep it the way it is, thanks.
Dragon32 12 May, 2024 @ 3:48am 
@Phoenix
I don't know, I've never looked at their AI. I've always found XCOM 2 surprisingly robust. Worst comes to the worst you can probably just back out the change and load an Avenger save.
Phoenix 12 May, 2024 @ 12:24am 
I have one more question actually. I wanted to make it so when the Lost kill a unit it they don't turn into a Lost zombie. I went into XCOMAI.ini and commented out +FallbackExclusionList="LostZombie" and +FallbackExclusionList="LostZombieHuman". It seems to work but I'm worried this will break my game somehow. Is it ok to do this?
Phoenix 8 May, 2024 @ 5:09pm 
@Dragon32 Yep lol
Dragon32 8 May, 2024 @ 8:28am 
@Phoenix
Well glad you got it working, I wouldn't recommend making a habit of editing the base game files. Needs must when the devil drives.
Phoenix 7 May, 2024 @ 9:25pm 
@Dragon32 I think I figured it out. I changed the MinForceLevel=0 to 4 for both the Brutes and Howlers. I then copied SpawnDistributionLists=(ListID="TheLostBruteHP10", \\ and everything beneath into DefaultEncounterLists.ini in the base game files. I also had to change MinForceLevel=0 to 4 for the Howlers too in DefaultEncounterLists.ini. From what I tested the Brutes and Howlers now don't show up until force level 4.
Phoenix 7 May, 2024 @ 3:11pm 
@Dragon32 Alright, thanks for trying to help though.
Dragon32 7 May, 2024 @ 2:43pm 
@Phoenix
I don't know, I've been disabling enemies by setting Min and MaxForceLevel to 99 for years.
Phoenix 7 May, 2024 @ 1:23pm 
I refreshed my user config and started a new campaign. Unfortunately, the Howlers and Brutes are still showing up at the beginning of the game. I guess it's a bug?
Dragon32 7 May, 2024 @ 1:05pm 
@Phoenix
It's best to do it pretty often when messing about with mods
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_regenerate_user_config
Phoenix 7 May, 2024 @ 11:59am 
@Dragon32 I did start a new campaign, but do I still need to do that? If so, how do I refresh them?
Dragon32 7 May, 2024 @ 11:26am 
@Phoenix
Try refreshing your user config. files. I think missions (and their enemies) are created at the start of the month so your changes may be ignored for the current round of missions
Phoenix 7 May, 2024 @ 6:04am 
I set all the MinForceLevel=0 for the Howlers to 4 but they still show up at force level 1. I want to make it so they don't show up so early. What am I doing wrong?
Dragon32 25 Apr, 2024 @ 7:08am 
@DeBlue
The ones added by this mod are mixed in so don't completely replace the vanilla game models. If you're not seeing them at all try refreshing your user config. files.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
DeBlue 24 Apr, 2024 @ 5:37pm 
The lost is my game look the same as vanilla despite having all the boxes checked`?
MizKai 8 Mar, 2024 @ 12:21pm 
is the death trooper compatible? or is there a patch mod?
Noname 19 Feb, 2024 @ 2:50am 
Dashers mevement lowered from 24 to 20, though the description does not say about that..
Kodaxmax 29 Jan, 2024 @ 11:18pm 
Unfortunately for me this mod made lost hordes spawn every single turn. Which makes most missions impossible to complete as you need to eliminate all forces.
cowardlykings 27 Dec, 2023 @ 9:35am 
Brute spawn rates are weird. I've had two campaigns where there were several on every mission, but I'm about to finish a dampaign where I haven't seen a single one. The only thing that mightve changed is I updated to the beta community highlander.
cowardlykings 27 Dec, 2023 @ 9:32am 
@Da Evil Wizard The cosmetics are still there for me, you just have to go into mod settings. By default they're off.
Phoenix 26 Dec, 2023 @ 3:42pm 
Is there a way to change the value the Lost sell for?
spiritwhale 14 Dec, 2023 @ 1:31pm 
It seems advent dosen't attack the lost. anyone have same problem?
Da Evil Wizard 4 Dec, 2023 @ 11:42am 
mod doesn't work for me anymore, cosmetics are gone
BuddyWhackit 27 Sep, 2023 @ 4:16pm 
Seems like hordes just spawn non-stop with this mod. Love the cosmetics though
Dragon32 28 Aug, 2023 @ 4:38am