XCOM 2
Playable XCOM 2 Aliens For LWOTC
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Update: 14 Mar, 2021 @ 7:36pm

- More changes by Knight of NSFW. The Resistance Operatives that spawn in the alien rescue mission have been replaced by aliens (they still help you, but cannot be recruited, you can still only recruit the VIP). Additionally, Rogue XCOM can spawn in the mission if you have the Rogue XCOM mod.

Update: 13 Mar, 2021 @ 7:12am

- New feature for the Tongue Pull ability: when you pull an ally with it, the ability will prefer to drop the ally onto a tile that has some form of cover on it, assuming there is such a tile available directly adjacent to the snake that used Tongue Pull. (Thanks to Iridar for writing the code for the Effect used to make this feature work!)

Update: 12 Mar, 2021 @ 11:16am

- Potential fix by Knight of NSFW for slowdown and log spam during the alien rescue mission and when playing with an alien in general. This fix is done through XComWeaponSkinReplacer.ini. It's still in the testing stages, but at the very least it shouldn't cause any problems.

Update: 10 Mar, 2021 @ 9:06am

More alien rescue mission updates from Knight of NSFW.

- The Lost no longer start with pods already on the map, but they can still show up with enough noise made.

- The Lost can once again not show up at all unless you're at least at Force Level 5.

Update: 9 Mar, 2021 @ 6:07pm

- Corrected a typo in the Muton Prowler's Tier 2 XCOM deck. They can now properly roll Bull Rush (Muton edition) from it and won't roll a blank anymore.

Update: 9 Mar, 2021 @ 2:47am

- Some name corrections to the previous update.

Update: 9 Mar, 2021 @ 2:20am

- A fix from Knight of NSFW regarding the alien rescue mission. Specifically, there shouldn't be any more issues regarding Advent or the Lost spawning on the wrong team.

Update: 7 Mar, 2021 @ 10:41pm

- All Playable Aliens' firearms now do Projectile_BeamXCom type damage instead of changing between damage types based on tier. This is because all of their weapons are technically using Beam tech, they're just tuned to different levels of damage output based on how well XCOM understands alien weapon technology. This change is in preparation for Mod Jam's eventual Purge Priests update.

Update: 7 Mar, 2021 @ 9:33pm

- The Lost can now spawn in the alien rescue mission regardless of Force Level (thanks to Knight of NSFW for this one).
- Potential fix for the IsTooHeavyForPull Condition not working properly.

Update: 5 Mar, 2021 @ 11:30am

The latest round of Knight of NSFW's changes to the alien rescue mission.

- XCOM no longer starts with concealment.

- There are more enemies now, both Advent and the Lost.

- If you have the Pathfinders mod, they specifically will spawn on this mission. Muton Hunters/Prowlers, Priests, and Purifiers will be common sights as well. (The mission won't break if you don't have Pathfinders, so don't worry about that.)