XCOM 2
Playable XCOM 2 Aliens For LWOTC
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Update: 7 Jan, 2021 @ 10:59am

- Fixed a typo with the Pain Train ability (Andromedon version) that was causing it to not show up in-game.

Update: 6 Jan, 2021 @ 11:12am

- Added compatibility with an upcoming LWOTC feature that allows specific classes to be barred from becoming Officers. All alien classes, by default, will not be eligible for Officer training (this is partially due to them not having proper animations for certain Officer abilities).

Update: 4 Jan, 2021 @ 2:00am

Made some changes to the Berserker's Pumped Up ability and the Andromedon's Wired Up ability. The following things affect them both:
- They actually work now.
- Mobility bonus is now 2, up from 1.
- Buffs now last 3 turns, up from 2.
- The abilities are now turn-ending.

Update: 18 Dec, 2020 @ 9:43am

- The GTS unlock for the Viper (from Viper Class Overhaul) will now be disabled if you're running Long War of the Chosen Dev Build 22.2 or later. That unlock didn't benefit LWOTC's Viper anyway. If for whatever reason you don't want it disabled, you can comment out the line +GTSUnlocksToRemove="ViperThermalSenseUnlock" in this mod's XComLW_Overhaul.ini.

Update: 17 Dec, 2020 @ 7:21pm

- Fixed a couple errors in the Ability Editor config.

Update: 17 Dec, 2020 @ 7:15am

- Replaced Ever Vigilant on the Naja (which did not actually work) with the No Scope ability, originally from Battle Rifles and Strike Rifles For LWOTC (that mod is NOT required for this change, though, as Playable Aliens uses its own template for it). For those unfamiliar: No Scope lets you fire a standard shot for one action that doesn't end the turn, but can't use Squadsight or get critical hits. It can be used once per turn.

Update: 7 Dec, 2020 @ 4:03am

- Properly implemented equipment restrictions for all alien classes. No Medikits, Nanomedikits, Biomedikits, Skulljacks, Overdrive Serum or Hacker Laptops for any of them. This feature is configurable, though, if you don't mind janky animations or potential crashes (seriously, don't have your alien Skulljack an enemy, and definitely don't come complaining to me about your game crashing if you do that exact thing). It can be configured in XComGame.ini. This feature has been tested and does not have the global missing primary weapons bug that the previous implementation had.
- Note that only the restrictions for the above mentioned items can be configured. Grenades being limited to Muton variants and Andromedons only, and Berserkers being unable to equip ammo is hardcoded.

Update: 3 Dec, 2020 @ 6:37am

- All "Refined" (coil) tier alien guns now have their weapon tech name correctly set as 'coilgun_lw' instead of 'coilgun'.

Update: 25 Nov, 2020 @ 5:51am

- I just found out on the LWOTC Discord that the LWOTC's version of the Apex Predator skill only affects the primary weapon, so I'm replacing all instances of it with Fearsome from Shadow Ops. The two skills have a similar function, but Fearsome affects ANY attack made by the soldier as long as it's a crit.

Update: 24 Nov, 2020 @ 12:47pm

Another compatibility update for this mod and Viper Class Overhaul.

- I had to change the Viper's character template name to PA_Viper2 in order to prevent a hardcoded feature in Viper Class Overhaul from trying to change the Viper's class here.
- Updated the Viper's archetype to the one from Viper Class Overhaul. Let me know if there are any visual problems with your Vipers and if so I'll put it back.
- Added compatibility for Archons and Berserkers with that alien capture feature that involves stunning one and then fultoning it out. I don't use that feature myself though, so I don't know how well it works and it's certainly not balanced for LWOTC.

Edit: This fix will only fix Vipers acquired AFTER the fix was deployed. If you have existing Vipers that aren't doing what you want them to do, your best bet is to console command however many replacements you need; there aren't any console commands, as far as I know, that allow you to swap a unit's character template out.