XCOM 2
Playable XCOM 2 Aliens For LWOTC
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Update: 3 Mar, 2021 @ 9:10am

- Another overhaul of the alien rescue mission, again courtesy of (and tested by) Knight of NSFW. It now uses the GatherSurvivors mission type from War of the Chosen's Resistance Ops missions. This is a proper Quick Response mission, which uses base game enemy numbers and lets you send up to 10 soldiers. The Lost will also appear if you're at a high enough Force Level to encounter them. The alien is the primary VIP you need to rescue to succeed in the mission (be careful with them, they don't spawn with any plating, although they CAN help fight). There are also a couple of resistance operatives you can find in the mission who you can give orders to, but they do not join your crew as Rebels or Rookies even if you extract them. They have a standard Rookie loadout of Assault Rifle, Ceramic Plating, Frag Grenade and Flashbang. Once you make contact with the VIP, a fixed evac will appear on the map for your squad and rescuee(s) to extract. When the mission spawns, you have 4-5 days to address it or it will disappear, which brings me to the next point...

- [WOTC] Sensible Mission Penalties is now a hard requirement for this mod. Honestly, it's such a great QoL mod that everyone should have it. Note that all of LWOTC's built in mission types will not benefit from it; only the changes to Resistance Ops are going to be relevant, and only with Playable Aliens. Without this mod, NOT doing the alien rescue mission before it disappears will cause you to lose contact with the region it spawned in. Note that you also won't lose any supply income, since the way LWOTC does supply income is completely different from vanilla/WOTC.

- MissionSource_Council's Localization, specifically the MissionExpiredText, has been changed to reflect its association with alien rescues.

- Got rid of the warning Localization about potential region disconnects, as that's no longer an issue with the new mission and Sensible Mission Penalties.

- The old mission type setups are still in XComMissionSources.ini, commented out. Mess with them if you want but don't bug me about them, I'm busy.

Update: 2 Mar, 2021 @ 3:23am

- New ability: Tongue Pull (its template name is GetOverHereAlly and it needs to be bound to the Secondary Weapon Slot). This allows a Viper or similar species to grab a humanoid ally and pull them to an adjacent tile, without binding them after. You can't control which tile the ally lands on, and it has the same range restrictions as Tongue Grab (vanilla Tongue Pull ability, renamed to match its flyover and avoid confusion with this new ability), but it can be used without breaking concealment and doesn't have a cooldown. 1 action, doesn't end the turn. Tongue Pull uses the same icon design as Tongue Grab, but Tongue Pull's is smaller. You'll know it when you see it.

- The Viper gains Tongue Pull at Squaddie.

- The Sidewinder can learn Tongue Pull at LCPL. It replaces Damn Good Ground, which has joined the Tier 1 XCOM deck to replace Covering Fire.

- The Naja can roll Tongue Pull from the Tier 1 XCOM deck. It replaces Ghostwalker.

- The Naja can learn Shiver at SSGT. It replaces Coil, which has joined the Tier 1 XCOM deck to replace Survival Instinct.

- The Naja can learn Nimble Hands at MSGT. It replaces Rapid Reaction, which has taken Nimble Hands' old spot in the Tier 4 XCOM deck.

- A new Condition has been added, X2Condition_IsTooHeavyForPull. This checks units in range for specific abilities, and does not allow units with those abilities to be targeted by "pulling" type abilities. For the purposes of Playable Aliens, the Condition is being added via OPTC to Tongue Grab (vanilla Tongue Pull ability, used by both enemy Vipers and playable Vipers, Sidewinders and Najas), Bind And Crush (ditto on who uses it), and the new Tongue Pull ability. The abilities the condition checks for are MetionBattlesuitStats (XCOM soldiers with Metion Battlesuits), SealedUndersuit (unaltered Custodians), SealedUndersuit_LW (Mod Jam Custodians), and MECTrooperImmunities (MEC Troopers For LWOTC). This same Condition is added to Mod Jam as well, so that players who use Mod Jam but not Playable Aliens, or vice versa, can still benefit from it. The only ability that is messed with via OPTC in both mods is GetOverHere (vanilla Viper Tongue Pull) and Bind (Bind And Crush), and the two functions are identical so there should be no problems. If there are, you can disable one or the other in either mod's XComGame.ini.

- Fixed an old change having been reverted as a result of that damn system restore I did a while back. No Scope is properly on the Naja's ability tree at SSGT instead of Ever Vigilant (which doesn't work with them anyway).

Update: 25 Feb, 2021 @ 9:54am

- All aliens now have a starting Psi Offense stat of 20, for the purposes of NCE and Combat Intelligence in one of the recent LWOTC Dev Builds.
- The Sectoid, since it used to have 60 starting Psi Offense and now has 20 like the other aliens, now gets 40 more Psi Offense at Squaddie than it did before. Functionally this should mean they have the same Psi Offense in the end. Note that if you have a Sectoid that you acquired BEFORE this update, and you respec it AFTER this update, they'll have both their old starting Psi Offense stat AND the new Squaddie rank value for Psi Offense, putting them at 40 Psi Offense higher than they should be. You can either dismiss your Sectoid and console in a new one, or use the console to manually adjust its Psi Offense stat. Don't report this as a "bug", I can't fix it for you, and it won't affect new campaigns started after this update anyway.

Update: 22 Feb, 2021 @ 12:44am

- Nerfed Sectoid Psi Offense stat gain at later ranks; they now gain exactly 5 Psi Offense per rank, and will have 100 Psi Offense at MSGT (down from 120) assuming a neutral NCE roll (this is without factoring in any equipment that adds more).

Update: 16 Feb, 2021 @ 10:29pm

- Added Neurotoxin Grenades and Neurotoxin Bombs from Mod Jam to the WSR list for Muton/Andromedon grenade throwing animations.

Update: 15 Feb, 2021 @ 6:48am

- Added a bunch of requirements configs to XComGame.ini.

Update: 15 Feb, 2021 @ 6:14am

- Updated localizations to contain a warning about a potential issue that can happen with the covert action alien rescue missions.

Update: 14 Feb, 2021 @ 11:38am

- Added ode's Sectoid grenade throwing animations, based on Chimera Squad's. As a result, Sectoids are no longer barred from equipping grenades.
- Alien Rescue missions now use standard LWOTC mission types (Rescue_LW and Extract_LW) and can be infiltrated. They have shorter durations than a typical mission (anywhere from 4.5 to 5 days), necessitating a small squad or an intel boost. Thanks to Knight of NSFW for coming up with this feature and its implementation!
- With much help from RustyDios, Puppet Show has been fixed and now does what it's supposed to. It now also grants a cooldown reduction of 1 to Mass Mindspin and Mass Reanimation (so a player Sectoid will have a 4 turn cooldown with those abilities if they take Puppet Show, and an enemy Sectoid Commander will have a 1 turn cooldown with them if you're running my Tactical Dark Events mod and the Puppet Show Dark Event is active).
- Pumped Up and Wired Up have been reworked again. They now only last until the end of XCOM's next turn, but they can stack with themselves indefinitely via refreshing the duration of any existing buff from them. However, they can now ONLY be used when the Andromedon/Berserker is concealed.
- Void Flood has been fixed, it properly grants the Void Rift ability now.
- Abductor is now called "Abduction" (template name has not changed, still PAAbductor) and is effectively a cloned version of Domination with a longer cooldown, 2 charges, and making its cooldown kick in regardless of success or fail. This means that Domination no longer has to be messed with by this mod, and Abduction can be configured separately (via Ability Editor for example). From a player perspective the ability is unchanged. You MIGHT have to respec your Sectoid(s) if they already had this ability and you find it not working.
- Null Lance is gone from the Sectoid's T3 XCOM deck (they can't learn it anyway because of prerequisites), and replaced by Full Kit. A few other abilities in the decks were removed and replaced with grenade-related abilities.
- Fixed a typo in the Muton Hunter's classdata. Their Bull Rush ability should properly appear now.

Update: 11 Feb, 2021 @ 11:20am

- Fixed the Ability To Slot Reassignment config, your Sectoid abilities from Mitzruti's perk mods should all be good to go again.

Update: 11 Feb, 2021 @ 7:01am

- Updated XComAbilityToSlotReassignment.ini to match Mod Jam's and prevent potential conflicts.