XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
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Update: 16 Aug, 2021 @ 1:19pm

- The Bitterfrost Blood Gene Mod now costs 2 Cryolite instead of 1 Advent Cryo Priest Corpse. Additionally, you just need Bitterfrost Protocol project completed rather than Advent Cryo Priest Autopsy.

Update: 16 Aug, 2021 @ 1:07pm

- Added missing weight to Insulated Weave.

Update: 16 Aug, 2021 @ 1:05pm

- Added a new item, "Insulated Weave". Available from the start of the campaign, buildable in Engineering for 5 Supplies each. You need Frost Legion and Additional Vest Types active in order for this item to generate. This is a Vest item that grants immunity to Frost, but no other effects.

Update: 16 Aug, 2021 @ 11:43am

- Removed regenerating shield ability from Animate Cryolite (it can't benefit from this without Ice Shield anyway).

Update: 16 Aug, 2021 @ 8:58am

- Another fix for Assault Trooper AI.

Update: 16 Aug, 2021 @ 7:35am

- RAPTOR_PSISTRIKE_DISORIENTED_DURATION has now been set to 2 (setting it to 1 made the disorient end as soon as XCOM's turn started, for some reason).

Update: 16 Aug, 2021 @ 6:40am

- All tiers of Ballistic Shield (for Hoplite and Stormrider as well as SPARKs and MEC Troopers) have the Taunt ability. This will allow Hoplites, Stormriders and MEC Protectors to do their jobs even with Shield Rework's changes to Shields' Defense mechanics.

- En Garde now requires Taunt to be activated instead of Shield Wall.

Update: 16 Aug, 2021 @ 5:02am

- Iridar's Advent Arsenal cosmetics have been added to many LWOTC native enemies. Check the Discussion thread for more details.

- Advanced Gunners and Elite Gunners gain the Improved Suppression ability.

Update: 16 Aug, 2021 @ 2:20am

- Tweaked Localizations for autopistols to reflect Mod Jam's changes to them.

Update: 14 Aug, 2021 @ 12:45pm

- Another potential fix for broken Frost Hitman animations.