XCOM 2
Playable XCOM 2 Aliens For LWOTC
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Update: 28 Jan, 2021 @ 11:09am

- Heavy Hitter does not properly stack with the Berserker's armor-granted melee damage bonus, so it has been replaced in the Berserker's T3 XCOM deck with Rush Of Battle.

Update: 20 Jan, 2021 @ 5:43pm

Reverting ability to disable specific alien species until I figure out why the fuck this stupid feature is being so difficult.

Update: 20 Jan, 2021 @ 9:29am

- Additional chunks of code have been associated with the series of "Enable" options in XComGame.ini (thank you RustyDios for helping check my code!). The alien disabling option should work now.
- I've left an additional note in XComGame.ini, instructing users to also comment out lines associated with aliens they don't want in XComMissionSources.ini, just to make sure empty missions aren't coming up.

Let me know if this still doesn't work and I'll do another follow-up.

Update: 18 Jan, 2021 @ 5:16am

- Added an experimental new feature that will allow users to choose which aliens they don't want to appear as alien rescue mission rewards in their campaign. This is controlled through XComGame.ini and all species are enabled by default. Note that regardless of the settings with this feature, all alien species can still be spawned into the barracks with console commands.
- If this doesn't work or otherwise has unintended effects on your game, let me know.

Update: 17 Jan, 2021 @ 11:26pm

Doing a balance pass. More changes may come based on feedback.

Archon changes:
- Turbo Boost is now a baseline ability, to help with the flying movement type's slowness over anything other than perfectly flat terrain.
- Ever Vigilant replaces Turbo Boost at CPL.
- Zero In (Shadow Ops) replaces Ever Vigilant in T1 XCOM deck.
- Archons can now be deployed regardless of injuries, just like Berserkers.
- Archon staff blaster damage and environmental damage has been increased from Assault Rifle levels to Cannon levels.

Berserker changes:
- Lightfoot replaces Bare Knuckle in the T4 XCOM deck.
- The Alloy Berserker Carapace now includes the Alloy Knuckle Guards ability, increasing the Berserker's melee damage by 3.
- The Elerium-coated Berserker Carapace now includes the Elerium Knuckle Guards ability, increasing the Berserker's melee damage by 6.

Muton Hunter/Prowler changes:
- The Refined Muton Stalker Rifle and Perfected Muton Stalker Rifle have both had their damage spread increased by 1.

Update: 17 Jan, 2021 @ 9:35pm

- Potential fix for floating xpads on Najas and Sidewinders. This fix relies on Viper Class Overhaul. Note that it will only apply to Najas and Sidewinders acquired AFTER you've gotten this update. There's no practical way to apply it to existing ones, so use console commands to replace your existing ones if you really want this fix.

Update: 13 Jan, 2021 @ 7:22am

- One more fix for the Sectoid: Mitzruti's Perk Pack has an XComAbilityToSlotReassignment.ini set up that locks all of the Psi skills from that mod to the psiamp and replace_psiamp (No More Psi Amps mod) categories. I've updated Playable Aliens' config of the same name to also include the sectoidpsiamp category.

Update: 12 Jan, 2021 @ 1:04am

- Added compatibility with Ability To Slot Reassignment through a new XComAbilityToSlotReassignment.ini file. Notably this will fix the previously reported issue about a lot of Sectoids' Psi abilities not working.

Update: 11 Jan, 2021 @ 10:44am

- One new feature: aliens no longer show up in the ant farm view of the base due to jank caused by missing animations. If you miss the jank, you can go into XComPlayableAdvent.ini, find the variable ALIENS_APPEAR_IN_BASE and change it from false to true.

Update: 10 Jan, 2021 @ 11:32am

- Fixed Naja Sniper Rifles being able to fire for 1 action.