XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
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Update: 12 Mar, 2021 @ 11:18am

- Added infiltration values to some "paired" templates for Rocket Launchers. This should get rid of some log spam.

Update: 10 Mar, 2021 @ 7:18pm

- All of the improved heavy targeting options are now set to FALSE by default. They all have unintended side effects. I've left them intact if you want to mess with them, but don't report any bugs to me. If Knight of NSFW fixes them at some point I may re-enable them.

Update: 9 Mar, 2021 @ 11:05am

- Apparently the XComSchedules.ini file in the Bio Division mod was causing the Chosen to show up in missions that they should not be in with LWOTC. I've copied this file to Mod Jam's Bio Division folder and replaced the Chosen's entries with standard Bio Division 3-unit pods. Mod Jam's version of the file SHOULD override Bio Division's.

Update: 9 Mar, 2021 @ 9:51am

- Corrected the inventory icons for XCOM's Purge Gun and Exalted Purge Gun.

Update: 9 Mar, 2021 @ 7:05am

- Added the missing new loot table stuff for Purge Priests.

Update: 9 Mar, 2021 @ 6:31am

- The Purge Priests mod is now supported. Check the Discussion thread for more details. Note that Dragon Rounds and their accompanying Proving Grounds project have been moved to the Purge Priest Autopsy/Corpse.

- The Scouting Protocol mod is now supported. Check the Discussion thread for more details.

- USE_ACTION_ICON_COLORS has been set to FALSE in the Mod Jam's Rocket Launchers folder's XComLW_Overhaul.ini to help reduce random crashes people might get when using that mod with LWOTC and doing certain melee attacks. If you still want colored icons, you should grab Cost-Based Ability Colors by shiremct. Also remember to activate the "Use base game ability icon HUD" in-game option to go with the disabled icon colors option for maximum crash reduction.

- Advent Psi Ops' Destroyer Commandos now use the same kind of aim roll as Justice uses for their Psi Pull ability, which means they can actually miss now, particularly against soldiers in high cover. This is done via OPTC. (Let me know if it doesn't work.)

- Another potential fix for the Whippit Shotgun not properly showing its negative Pierce in the armory UI.

Update: 7 Mar, 2021 @ 9:21pm

- Added some new features by Knight of NSFW, which can be toggled on/off in the XComImprovedHeavyTargeting.ini in the main Mod Jam Config folder.

  • PATCH_LWOTC_ROCKET, when set to TRUE, will allow the Launch Rocket, Concussion Rocket and Bunker Buster abilities to use Iridar's Rocket Launchers style targeting, in terms of there being fewer obstructing obstacles and also showing you the highest maximum scatter distance. Note that there is a hard check for Iridar's Rocket Launchers mod for this to work, even if set to TRUE, so that nothing weird will happen to anyone who doesn't have that mod. It's set to TRUE by default.
  • PATCH_MZ_CHEMTHROWERTARGETING, when set to TRUE, will allow active, offensive Chemthrower abilities to use LW-style flamethrower targeting, in terms of not being blocked by as many kinds of terrain features. Note that they will not be able to get units behind full cover like the Gauntlet Flamethrower does. This will also let those abilities proc Burnout. It's set to TRUE by default.
  • PATCH_MZ_OWTARGETING, when set to TRUE, does the same as the above feature, but for reaction-type Chemthrower abilities. It's set to FALSE by default.
  • PATCH_MZ_CANISTERTARGETING, when set to TRUE, does the same as the above feature, but for Canister abilities. It's set to TRUE by default.
  • PATCH_SPARKARSENAL, when set to TRUE, does the same as the above feature, but for SPARK Incinerators from Spark Arsenal. It's set to TRUE by default.
- Updated the code for the IsTooHeavyForPull Condition, as it wasn't working properly with my last test (Viper was still able to Tongue Pull a MEC Trooper).

- The B&T Expanded Enemies Redux Failsafe folder is gone, and its files have been moved into the main Mod Jam Config folder instead, so people don't see that folder and assume that they need B&T for those features to work. None of the B&T mods are necessary for any part of Mod Jam to function properly.

Update: 6 Mar, 2021 @ 7:45am

- The Whippit Shotgun's negative armor pierce is now transparent to the player via Localization and armory stats.

Update: 5 Mar, 2021 @ 7:29am

- Another attempt at adding range tables for the Laser/Coil tier guns. This time I set up each weapon with its own table instead of attempting to piggyback on another template's table. Let me know if this still doesn't work and I'll set it up with WSR instead.
- The Laser and Coil Sawed-Off Shotguns now properly have 15% innate crit chance, and a hard range cap of 9 tiles just like the other tiers do.

Update: 2 Mar, 2021 @ 2:35am

- Updated Bind and Crush's Localization to be transparent about the new Condition.