

While the Codices and Avatars have their own respective intros, they also have audio for formal encounters instead of for when they appear after skulljacking.Īutopsy lines for Archon Kings, Viper Queens, and Berserker Queens can be found in older versions of the game's SDK. While "Psi Witch" is the working name for the Avatar enemy, this suggests that at some point, Witches would be a common enemy, complete with upgraded versions of themselves. Lines for Tygan talking about "Witches" can be found in-game. Turrets also have additional audio for upgrades, with it suggesting that the upgraded turrets would shoot twice in a row.ĭrones, Synthoids and ACVs all have audio files introducing them.

There's no new audio for the ADVENT MEC however. Curiously, Shieldbearers have three audio files like the other enemies but in-game, Shieldbearers only have one upgraded form instead of two. The audio is never used, perhaps due to how useless introducing the same enemy again is. May have been removed to allow the player to fit their own role as the Commander than to have the game define who the Commander is.Īdvent Troopers, Officers, Shieldbearers and Stunlancers have audio for encountering their upgraded versions. The Commander (yes you, the mute) actually had lines earlier on in the game! He sounds quite a bit like Shen from EU. The real Enemy Unknown is just how much sound is unused inside of the game. Like Muton, Viper doesn't have a weapon here. It may have been used for switching over the pre-posed Viper's head without having to re-pose the rigged model again with its tongue out. An attack model, an idle model (simply called ViperPose) and Viperbits, which consists of the Viper's head with her tongue out and her eyes above her head. Viper also has three static models dedicated to rendering. However, the Muton doesn't have a pre-posed weapon here. The idle pose is used for the final render. Muton is the same as Chryssalid, having two models, one idle and one attacking. While the idle pose was used for the final render, the attacking pose was left in probably because it was a choice between which one would be rendered. Interestingly, Andromedon's weapon here isn't the same as the weapon it has in the final game, suggesting these renders are from earlier in development.Ĭhryssalid has two models unlike the MEC and Andromedon: Chryssalid_Attack and Chryssalid_Idle. Andromedon is split into a model for each material on its combined model, Body, Alien, Glass Clear, Glass Green, and Weapon. Obviously it was used for making said rendered image, but why it was left in the game?Īndromedon and Chryssalid both have preposed models though their names don't mention "Render" at all.

It's the model for the MEC, but posed for its rendered image. The ADVENT MEC has an unused model located inside AdvMEC_M2_SF called AdventMEC_RenderPose. The Andromedon has an animation of it in a T-pose, with the only thing moving being its air compressor. This is even referenced in the animation's name. It's similar to the Andromedons' animation, but not exactly the same.Ĭhryssalids have an animation of them being punched back far, far away, as if they were hit with the Kinetic Strike module. you will ride eternal, shiny and chrome!" Unused Animations MEC Melee AttackĪDVENT MECs have an animation for a melee attack. "I myself will carry you to the gates of Valhalla, Commander. It's a voice clip of the Spokesman reciting a particular line of dialogue from Mad Max: Fury Road. Present in the SDK is an audio file named "S_Alt_Valhalla_Council", with an accompanying audio cue ("S_Alt_Valhalla_Council_Cue"). 6.2 Commander's Avatar and Damaged Avatar.Most autopsy research times can be reduced to 0 (instant) after XCOM have gathered sufficient corpses of the corresponding enemy. These research projects depend on the acquisition of a corresponding enemy corpse during a mission.
