XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
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Update: 18 Jul, 2021 @ 5:57am

- The Frost Mark Target ability can no longer be used while burning or disoriented (this will also affect the Frost Adder, Frost Bomber, and Frost Necromancer in Playable XCOM 2 Aliens For LWOTC if you have it).

Update: 14 Jul, 2021 @ 9:08am

- Added some extra weapon categories to the Ability To Slot Reassignment config.

Update: 12 Jul, 2021 @ 10:49pm

- The Shield Bash ability (Ballistic Shields) can now only be used once per turn in the case of SPARKs and MEC Troopers. This is due to the fact that their version of Shield Bash deals a 2-action stun instead of a disorient, and will be prevent such shenanigans as using Overdrive to stun an entire enemy pod in a single turn. The specific length of the cooldown can be changed in XComShields.ini in the Ballistic Shields folder. Change it to 0 if you want no cooldown. The function that handles this checks for either the MecTrooperImmunities ability or the Overdrive ability on the unit in question when deciding whether to add a cooldown, so if you have a SPARK or MEC Trooper that doesn't have either of those abilities, the cooldown will not apply regardless of the config setting.

Update: 12 Jul, 2021 @ 9:44pm

- Added support for the Muton Destroyer mod. See the Discussion thread for more details.

- Added support for the Wrecking Ball by Iridar mod. See the Discussion thread for more details.

Update: 12 Jul, 2021 @ 4:46am

- The basic attacks and basic Overwatch of all tiers of Immolator (human soldier primary flamethrower) and Incinerator (SPARK and MEC Trooper primary flamethrower), as well as Flame Canister attacks and Blast Canister attacks, now destroy loot/corpses on a killing blow. DoT burning effects should still not do this. Cryolators are not affected by this change, nor are the more exotic Chemthrower abilities such as Pressure Blast. You can turn this feature off if you want to, via Mod Jam's main XComGame.ini file.

Update: 10 Jul, 2021 @ 6:44am

- Frost Necromancers can no longer use Frost Corress as a scamper action, but they now put higher priority on using it as their first action (even before moving away from a flank) since it's a free action anyway.

- Frost Andromedons have been re-enabled, as the latest Frost Legion update apparently fixes the issue regarding hacking them. Let me know if the issue persists.

Update: 8 Jul, 2021 @ 10:32am

- Frost Necromancers and Frost Sectoids now have the KillSiredZombies ability, which means that any of their Frost Zombies will die if the associated summoner dies.

- The Frost Corress ability now has a global cooldown of 1, which means that only one Frost Necromancer can use it per turn. Note that there are 3 versions of this ability, so if you encounter multiple tiers of Frost Necromancer in the same turn, you can still see multiple casts of Frost Corress within that turn. Also note that global cooldowns do not apply to the XCOM side, so playable Frost Necromancers (from Playable XCOM 2 Aliens For LWOTC) will not be affected by this change.

Update: 7 Jul, 2021 @ 6:29am

- Added some new lines to the Disposable Rocket Launcher folder's XComWeaponSkinReplacer.ini to make sure the original stealth/mobility penalties are removed in favor of LWOTC's weight.

Update: 5 Jul, 2021 @ 12:17pm

- Support for the Disposable Rocket Launchers mod has been added. See the Discussion thread for more details.
- The Hunter Rifle (CV tier), Rocket Launcher (CV tier), standard Rocket, standard Shredder Rocket, and Whippit Shotgun have all been added to the UnlimitedItemsAdded array, letting them properly appear in XCOM HQ's inventory when added to an existing campaign.

Update: 2 Jul, 2021 @ 12:32am

- Removed RunAfter=AbilityToSlotReassignment from the CHDLC Run Order for Dual Wielded Pistols in Mod Jam's XComGame.ini which was causing a cyclic run order error.