XCOM 2
Playable XCOM 2 Aliens For LWOTC
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Update: 16 May, 2022 @ 4:56am

- Added animations for Hellish Rebuke and Soul Mania to the Sectoid Psi Amps.

Update: 10 May, 2022 @ 11:33am

- Archons, Berserkers and Faceless can no longer equip grenade-like (yet non-grenade) items (i.e. Battle Scanners, Mimic Beacons).

Update: 1 May, 2022 @ 1:20pm

- Fixed Frost Blob using the wrong visuals.

Update: 1 May, 2022 @ 8:17am

- Frost Bombers should actually have their PA_FrostBlob weapon now.

Update: 1 May, 2022 @ 5:13am

- Frost Bomber's Frost Blob weapon has now been correctly slotted as a tertiary weapon. After this update, if your Frost Bombers still can't use Frost Blob, try respecing them again.

Update: 18 Apr, 2022 @ 6:39am

- Vicious Bite can no longer target environmental objects. Its Localization has been updated to reflect this as well.

Update: 17 Apr, 2022 @ 10:59am

- Added extra bits of config/code to make sure the Frost Blob weapon has its own category, and also that the Frost Bomber can equip it properly.

Update: 17 Apr, 2022 @ 10:22am

Frost Bomber AND Archon reworks today!

- One new ability: Burning Pinions. This allows Blazing Pinions to inflict burning on any targets it hits, as well as to ignite any terrain in its area of effect.

- Hazardous Cascade now increases the radius of Cryogenic Bomb by 2 and makes it non-turn-ending, just as it does to Acid Blob.

- Frost Bomber changes:

  • Frost Bombers now have a "PA_FrostBlob" weapon in their default loadout, which allows them to use the Cryogenic Bomb attack just like enemy Frost Bombers can. Compared to the playable Andromedon's Acid Blob, it does 2 less max damage, 2 less shred, has 3 pierce, and inflicts bitterfrost instead of acid burning. Base radius and cooldown are the same. Make sure that if you're in an existing campaign with a Frost Bomber when you get this update, that you respec any Frost Bomber you have in your barracks (there's no other way to manually add the new weapon to them). New campaigns won't need to do this.
  • Taunt at Squaddie has been replaced by Deadly Haze.
  • Frost Counterattack at Squaddie has been replaced by Bayonet Counterattack (the former was not working properly according to reports).
  • Fastball has moved down from TSGT to CPL, filling Deadly Haze's old spot.
  • Anatomy has moved down from GSGT to SGT, replacing Shock Fang.
  • Hazardous Cascade takes Fastball's old spot at TSGT.
  • Rush Of Battle at TSGT has been replaced by Burial Blade.
  • Devastation at GSGT has been replaced by Ventilate.
  • Fearsome takes Anatomy's old spot at GSGT.
  • Taunt has replaced Scout in the Tier 1 XCOM deck.
  • Cool Under Pressure has replaced Unload in the Tier 3 XCOM deck.
  • Lightfoot has replaced Ready For Anything in the Tier 4 XCOM deck.
- Archon changes:
  • Take Under at SGT has been replaced by Survival Instinct.
  • Serious Bomber has moved down from GSGT to TSGT, replacing Flame Fang.
  • Burning Pinions takes Serious Bomber's old spot at GSGT.
  • Lightning Fang at GSGT has been replaced by Blood Thirst (this is the version XCOM gets on their version of the Chosen Assassin's Katana weapon).
  • Benkei's Swiftness at MSGT has been replaced by Strafing Fang.
  • Lightning Fang has entered the Tier 4 XCOM deck, replacing Reaper.
  • Unstoppable has replaced Zero In in the Tier 1 XCOM deck.
  • Triangluate has replaced Holo Targeting in the Tier 2 XCOM deck.
  • Synaptic Booster has replaced Forward Operator in the Tier 4 XCOM deck.
  • Survival Instinct and Synaptic Booster's old spots in the Tier 3 XCOM deck have been filled by Reaper and Flame Fang.

Update: 16 Apr, 2022 @ 5:57am

- Aliens will now die if they are captured, much like Sparks do. This was a change that came about as a result of alien captures causing weird bugs (i.e. bugging out other prisoners, or randomly showing back up in your barracks and yet starting unconscious in certain missions after). You can choose to re-enable them surviving when captured if you want, via the ALIENS_DIE_WHEN_CAPTURED variable in XComPlayableAdvent.ini. It's set to true by default.

- If ALIENS_DIE_WHEN_CAPTURED is set to true, the Chosen's Kidnap ability will be unable to target aliens. If it's set to false, the Chosen will be able to use Kidnap on them as normal.

- The ALIENS_APPEAR_IN_BASE variable may actually do something now (I had forgotten to point its code at the correct config file, this is now fixed).

Side note: since LWOTC does away with Covert Action based capture, and the Chosen cannot target aliens for capture with ALIENS_DIE_WHEN_CAPTURED set to true, the only time they can actually be captured is by leaving them unconscious on the ground in a mission that you evac from. So maybe don't do that.

Update: 14 Apr, 2022 @ 8:48am

- Added extra code and config for the Bungee Slime ability, to be used with enemy units for an update that's coming to my Dark Events mod.