XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
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Update: 17 Apr, 2021 @ 10:36am

- More Sorcerer AI tweaks to hopefully get rid of that cursed crash bug.

Update: 15 Apr, 2021 @ 1:47pm

- Overhauled the Advent Sorcerer again, this time due to reports of Raise Dead freezing the game (at least in LWOTC). Raise Dead has been removed from all tiers of Sorcerer for now. If/when this bug is fixed I'll likely bring it back, but it's not something I have any idea how to fix.
- All tiers of Sorcerer gain the Frigid Whisper ability, which is a free action chill against a single target. They will always prioritize using this if it's not on cooldown.
- The Sorcerer Adept and Sorcerer Magus gain Polar Ray, which does frost damage and chill to targets in a line. The Magus does more damage, crit damage and pierce with this than the Adept does. They won't use this ability unless they can hit 2 or more targets with it, and will avoid friendly fire. The Magus always prefers to use Void Rift rather than Polar Ray if both skills are available.

Update: 12 Apr, 2021 @ 4:41am

- Updated the XComMZChemthrower.ini following the recent update to the Immolator + Chemthrower abilities mod. What this means for Mod Jam users in terms of changes is that Chemthrowers use a new range table which is better all around (they still suffer an aim penalty at point blank range, and are most accurate with a bit of breathing room between you and your target).

Update: 11 Apr, 2021 @ 12:19pm

100th Mod Jam update!

- Fixed Neurotoxin Grenades/Bombs not working properly.

Update: 6 Apr, 2021 @ 8:13am

- Exalted Purge Archbishops no longer have the Energy Resistance ability, and instead have Sustain.

Update: 4 Apr, 2021 @ 10:44am

- Added the missing TryReload Behavior for the Muton Beleaguer's new AI tree. They should now properly reload their gun as their first action, as long as their gun's magazine isn't full and they're not being flanked.

Update: 3 Apr, 2021 @ 9:43am

- The ability for a soldier to hack an adjacent Advent security tower from the Proficiency Reaper mod has (with shiremct's green light) been integrated into Mod Jam. It still uses the template name WOTC_APA_ReaperHack so you won't need to change any configs. It's still, by default, granted to the Hacker's Laptop item from Iridar's System Infiltration 2.1 mod. You will no longer need to be subbed to the Proficiency Reaper mod for any Mod Jam features.

Update: 30 Mar, 2021 @ 9:58am

- Added the Alien Black Flame Grenade Remains to the Explosives Destroy Corpses config.

Update: 30 Mar, 2021 @ 7:15am

- Added support for the Muton Harriers mod. Check the Discussion thread for more details.
- Updated the files that originate from B&T Expanded Enemies Redux, mainly for Muton Harriers compatibility. I've also added the XComLW_AlienPack.ini from there for additional War Cry (LWOTC's Muton Centurion skill) support for more enemy types (although if you run my Playable XCOM 2 Aliens For LWOTC, you likely were already good on that front).
- Added an XComWeaponSkinReplacer.ini to the Additional Ammo Types folder, to swap the inventory image for the AntiViolet Rounds to the version nelVleSiS made. The version that Mitzruti made is now used for the Ripple Rounds (new item added by Mod Jam alongside Muton Harriers support).
- Elerium SHIVs from Buildable Units have been added to Airdrop's blacklist.

Update: 29 Mar, 2021 @ 6:01am

- Fixed Ballistic Shields having no mod slots. They now are back to having 1/2/3 based on tier.
- Added some extra config for Rocket Launchers to try to make sure Mod Jam properly disables Thermobaric/Plasma Ejector to prevent startup crashes.