XCOM 2
Playable XCOM 2 Aliens For LWOTC
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Update: 14 Jun, 2021 @ 4:57am

- Added Hair Triggers to the list of attachments not equippable on the Muton Harrier Launcher (as they do not have Overwatch or any other reaction abilities to benefit from this upgrade in the LWOTC setting).

Update: 14 Jun, 2021 @ 4:32am

Massive quality of life and bug fix update with some mission stuff too.

- I have re-written all of the alien weapons and armors to use a native config for their requirements and costs, and as such are no longer reliant on XComLW_Overhaul.ini. This is to allow alternate requirements to work properly (for example, you should no longer see Plated/Powered Viper Armors without meeting the requirements). The new file is XComAlienGearCosts.ini and it handles the following config variables:

  • Build cost resource type
  • Build cost resource quantity
  • Tech requirements
  • Engineering Score requirement
  • Black Market value
The gear within XComAlienGearCosts.ini has been grouped up as follows (note that ALL conventional-tier gear is excluded, and is hardcoded to be infinite and available at the start of the campaign):
  • All Plated Armors share a single set of configs.
  • All Powered Armors share a single set of configs.
  • Muton Rifles, Sectoid Blasters, Viper Rifles, Sidewinder Scramguns, Muton Beleaguer Rifles, and Frost Necromancer Blasters all share 4 sets of configs (one each for Laser, Magnetic, Coil and Beam tier).
  • Andromedon Rifles, Muton Harrier Launchers, Archon Staff Blasters, and Muton Cannons all share 4 sets of configs (one each for Laser, Magnetic, Coil and Beam tier).
  • Naja Sniper Rifles and Muton Stalker Rifles both share 4 sets of configs (one each for Laser, Magnetic, Coil and Beam tier).
  • Frost Adder Shotguns and Frost Bomber Shotguns both share 4 sets of configs (one each for Laser, Magnetic, Coil and Beam tier).
  • Sectoid Psi Amps, Frost Adder Tail Boosters, Muton Bayonets, Frost Bomber Bayonets, and Archon Staff Blades each have individual configs and are not part of a group.
- XComGameData_WeaponData.ini has some new variables as well. ALIEN_FIREARM_UPGRADESLOTS handles the number of weapon attachment slots for ALL primary alien firearms, and is set to 2 by default. DisallowedMutonHarrierLauncherWeaponUpgradeNames controls which attachments aren't allowed on Harrier Launchers, and includes Laser Sights, Heavy Barrels and Experimental Magazines. DisallowedFrostLegionWeaponUpgradeNames handles all Frost aliens' weapon attachment restrictions and only includes Experimental Magazines.

- Muton Harriers can no longer equip special ammo at all. Their launchers already couldn't benefit from them, so this is just a muppet-proofing feature.

- Added Knight of NSFW's latest changes to the alien rescue mission. The "Rescue" and "Extract" missions now only allow you to bring 5 soldiers (let me know how the overall balance is and it may be tweaked again). Additionally, the Localization for the GatherSurvivors mission has been tweaked to be transparent about how you only get to take the alien VIP home, NOT the other two aliens who are fighting Advent.

- Some other random Localization changes, to help make it more transparent to the player which aliens specific armors are for.

Update: 13 Jun, 2021 @ 7:03am

- This mod now disables the original Shadow Ops classes by default (the ones from Shadow Ops Perk Pack, NOT the ones from Shadow Ops For LWOTC). This is basically to make my life easier.

Update: 10 Jun, 2021 @ 8:41am

- Updated Frost Corress' localization making it transparent that it is a free action.

Update: 10 Jun, 2021 @ 8:37am

- Fixed a config error that was making Frost Corress have an incorrect cooldown value.

Update: 9 Jun, 2021 @ 7:47pm

- Corrected typos to do with the Impact Compensation ability in the ClassData.

Update: 8 Jun, 2021 @ 12:03am

Mitzruti's Frost Legion mod is required for Playable Aliens going forward.

- 3 new alien friends: the Frost Adder (Viper variant), Frost Bomber (Muton variant), and Frost Necromancer (Sectoid variant). Read more about them in the Discussion threads.

- Some new abilities: Slug Shot, Trench Gun, Street Sweeper, Stay Frosty and Jacked Frost Zombies. All of these are only for the new classes. The first 3 play exactly as you're used to them playing on the Assault class in LWOTC, just without the shotgun category restriction (although Frost Adder and Frost Bomber weapons are called shotguns and look like shotguns, they use their own categories to keep them separate from human versions), although they can be configured separately if you want.

- Each of the new aliens comes with their own primary weapon with 5 tiers. Both of the shotgun families require advanced weapon researches to acquire, while the Frost Necromancer Blasters need basic weapon researches. The Frost Adders also have 3 tiers of their "tail" secondary. The Frost Bombers have 2 tiers of bayonet. Frost Necromancers share their secondary Psi Amp with Sectoids.

- The Frost Necromancer has its own armors (3 tiers total). The Frost Adder shares with all of the Viper variants, and the Frost Bomber shares with the Muton Trooper.

- For those using Iridar's Bayonets mod: the Frost Bomber gains a cosmetic bayonet (one of the mag tier ones) added to all 5 tiers of its shotgun. The bayonet skills will still animate and function even without this mod, but it looks much better with it.

- Added the TooHeavyForPull condition to Rush And Bind. (Still not really sure if that condition does what it's supposed to.)

- Cooldowns for the Spectral Frost Reanimation (T1 and T3 versions) and Frost Corress (T3 version) abilities are now controlled via XComPlayableAdvent.ini. When used by an XCOM controlled Frost Necromancer, they will always have 4 more turns of cooldown than an enemy version would have regardless of the config variable you set.

- All alien weapons and armors are now gated behind having a compatible class to use them. This does not apply to the conventional tier, but all higher tiers will not show up in Engineering if you can't use them on any of your soldiers. For example, Viper Alloy Armor will require either a Viper, Sidewinder, Naja, or Frost Adder be recruited first. Archon Alloy Armor will specifically require an Archon be recruited first. This is a QoL feature intended to reduce Engineering clutter, as now that Playable Aliens has 16 friends total, there's a good chance you won't see all of them in a given campaign. Let me know if this has any unintended side effects; I am not attached to this feature and am willing to scrap it if it causes problems.

- The Archon no longer has Zone Of Control in its main tree, as it was bugged on the Archon specifically and was targeting allies. This has been replaced by Brawler. (If anyone who's better at modding than me knows how the heck this bug happened, let me know so I can fix it.)

- The Brawler, Impact Compensation and Crusader's Rage abilities have been added to various aliens' XCOM decks. Make sure your LWOTC is up to date (Beta 4 is a good idea if you don't have it yet).

- Faceless armors were made a bit faster at infiltrating.

- Added an XComLW_Outposts.ini file to the Config folder. This adds more abilities (and removes one) to the +FACELESS_CHANCE_REDUCTION_ABILITIES array.

- A bunch of Localization changes. Some are for Frost Legion specific skills and may not show up properly due to load order shenanigans. There's not much I can do about that, at least for now. In order to keep it open to user config, I'd like to wait until Template Master can apply Localization to abilities/characters.

Update: 29 May, 2021 @ 6:43pm

- Potential fix for aliens sometimes not healing when in the barracks.

Update: 23 May, 2021 @ 9:45am

- Four new abilities for snakes:

  • Stock Bash: Default melee attack for Vipers and related aliens. Deals 2-3 base damage, 2 crit damage, cannot be used with a dash move, and does not end the turn when used as the first action. Has +15 Aim bonus.
  • Bull Rush (Viper): Works the same as the humans' and Mutons' Bull Rush, but with a different animation for snakes.
  • Lockjaw: A free bite attack on any enemy that enters or attacks from melee range. Deals damage, poison, and stuns for one action. This attack will be attempted as many times as there are targets, but only until it successfully lands a hit within a given turn. Cannot target robots. The poison damage dealt is the same as Poison Spit's, and the Enhanced Spit ability enhances Lockjaw as well.
  • Vicious Bite: A powerful bite against an adjacent target. Deals major damage and applies poison and 2 points of Rupture. Free action with a 5 turn cooldown. Cannot target robots. The poison damage dealt is the same as Poison Spit's, and the Enhanced Spit ability enhances Vicious Bite as well.
- Ability tree changes:

Viper:
  • Gains Stock Bash at Squaddie.
  • Lockjaw replaces Sidewinder at SSGT.
  • Sidewinder replaces Sentinel at SSGT.
  • Sentinel replaces Lightning Reflexes at TSGT.
  • Vicious Bite replaces Flatline at GSGT.
  • Lightning Reflexes replaces Shredder in the Tier 3 XCOM deck.
  • Bull Rush replaces Serial in the Tier 3 XCOM deck.
Sidewinder:
  • Gains Stock Bash at Squaddie.
  • Executioner and Impulse trade places.
  • Maim replaces Salvo at LCPL.
  • Bull Rush replaces Maim at CPL.
  • Aggression replaces Death Adder at SSGT.
  • Lockjaw replaces Aggression at TSGT.
  • Vicious Bite replaces Speed Shift at MSGT.
  • Speed Shift replaces On The Move at MSGT.
  • Salvo replaces Blend in the Tier 1 XCOM deck.
Naja:
  • Gains Stock Bash at Squaddie.
  • Lockjaw replaces HEAT Ammo at SGT.
  • HEAT Ammo replaces No Scope at SSGT.
  • No Scope replaces Shiver at SSGT.
  • Shiver and Bull Rush replace Aim Assist and Ambush in the Tier 2 XCOM deck.
  • Vicious Bite replaces Zone Of Control (Shadow Ops) in the Tier 4 XCOM deck.
- New Viper melee animations have been added courtesy of Knight of NSFW. There are 5 in total, although only 2 are in use right now. These may still need tweaking, (particularly the one used for Stock Bash and Bull Rush), so let me know if they seem a bit off.

- Fixed bugs relating to the cooldowns of Mindspin, Mass Mindspin, Psi Reanimation (both versions), Mass Reanimation, Cover Me, and Throw Grenade that were caused by typos in headers.

- Tweaked a few Localizations.

Update: 19 May, 2021 @ 6:53am

- Added a fix by Knight of NSFW for anyone who runs Even More Robots, in case that mod's custom schedules try to mess with Playable Aliens' ones. It will ensure any alien rescue mission that spawns is quick response, so you can dump the mission if it doesn't load for you.

(Alternatively, just don't run Even More Robots until later on down the road when it gets the Mod Jam treatment.)