XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
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Update: 23 Feb, 2021 @ 5:05am

- Added a new Sabot Rounds project to the Proving Grounds that will need to be completed before being able to build them in Engineering.

Update: 23 Feb, 2021 @ 4:28am

- Fixed some Additional Vest Types economy stuff.

Update: 23 Feb, 2021 @ 4:09am

- Hid the Metion_Shotgun tech with XComLW_Overhaul.ini, as the Metion Auto Shotgun is just unlocked by the Custodian Autopsy and Gauss Weapons research now.

Update: 23 Feb, 2021 @ 4:04am

- Added support for Claus' Custodian Pack. Check the Discussion thread for details; there are a LOT of changes and new features.

- Underbarrel Weapons changes:

  • Underbarrel Shotguns now use SMG range tables up close, and shotgun range tables at mid to long range.
  • The conventional Underbarrel Shotgun now does 1 less maximum damage, and the magnetic and beam ones now do 2 less maximum damage.
  • Underbarrel Flamethrowers have had their AoE reduced. The conventional one has a range of 5 tiles and a radius of 2 tiles, and the magnetic and beam ones have a range of 7 tiles and a radius of 4 tiles.
  • Underbarrel Flamethrowers now have only a single charge, and the Underbarrrel Flamethrower Tank utility item now only grants one additional charge.
- Psionics Overhaul V3 changes:
  • Psions can no longer train an additional ability after hitting max rank, reducing the total number of abilities they can acquire by 1.
  • Psions only get 3 choices of abilities per rank now rather than 4.
- The Automend Weave from Additional Vest Types has been unlocked, and attached to the Custodian Autopsy/Corpse.

- Many new Proving Grounds projects have been added as prerequisites for building things in Engineering. The items that have projects new to this update are the Jump Jets, Booster Jets, Elerium Jets, Micro Rounds, Scramble Rounds, Enervative Rounds, and AntiViolet Rounds.

- Jump Jets' Supplies cost in Engineering is now only 5, down from 10. You still need a Celatid Corpse and an Alien Alloy in addition to the Supplies.

- The XComModJamThingReplacer.ini files have been removed from Mod Jam, and the XComABetterDLCToggler.ini file has also been removed. These files' functions are now handled by new code provided to me by RustyDios, that allows Mod Jam to automatically detect which mods you have in your load order. It will only create new templates for mods that you have, and in the case of M1 Advent Cryo Priests and all tiers of Advent Cryo Rocketeer, will assign them an archetype based on whether you're using Advent Cryo Priest Standalone or A Better DLC (or not create them at all if you're using neither). Note that you will still have to manually tweak (or just delete altogether) the XComLW_Overhaul.ini files in each mod's folder if you want to remove references to corpses/researches etc. from mods that you're not using.

- The Bio General Corpse and Autopsy now use the same images as the Bio Officer Corpse and Autopsy.

- Beam-tier Combat Knives and Sawed-Off Shotguns now have proper inventory images.

- Lots more Localization changes for accuracy.

Update: 14 Feb, 2021 @ 9:34pm

- Added support for Team CX's Playable Titan Armor mod. Check the Discussion thread for more details.

Update: 14 Feb, 2021 @ 8:00pm

- Adds an XComTemplateEditor.ini file to the Bio Division folder, containing a configuration intended to prevent Nanomedkits from being unobtainable after researching Advanced Battlefield Medicine.

Update: 14 Feb, 2021 @ 12:12pm

- Bio Vipers now carry Acid Bombs, rather than the classic Acid Grenades. Note that they never throw these; they are only used as part of their death explosion.
- Bio Vipers now have the Volatile Mix ability to make their death explosion more dangerous.

Update: 14 Feb, 2021 @ 11:14am

- Another round of XComTemplateEditor.ini fixes by Knight of NSFW.
- Changed the default configs for which Playable Aliens units are eligible to be targeted by Airdrop, in preparation for today's big Playable Aliens update.

Update: 13 Feb, 2021 @ 6:29pm

- More fixes for the XComTemplateEditor.ini file for Iridar's Laser/Coil weapons (thanks Knight of NSFW for your contributions on that front!).
- XCOM's Bio Saber now uses the Arc Blade inventory image. I'm calling it a placeholder, but I have no plans to make a replacement inventory image myself, at least in the forseeable future. If someone else wants to provide me one, I will use it and give credit.
- I found some unused strategy layer images in Bio Division's Content folder: autopsy AND corpse images for the Bio Trooper, Bio Officer, and Bio MEC. I have updated the respective autopsies and corpses in Mod Jam to use these images.
- Fixed the Advent Bio Barrier Trooper Autopsy's localization.

Update: 12 Feb, 2021 @ 11:56am

- Updated almost all of the XComGameData_CharacterStats.ini files in Mod Jam (only the Celatid Alien one was unchanged). These updated files feature changes from InterventoR's latest incarnation of B&T Expanded Enemies Redux, and notably include some nerfs to some M1 enemies' stats (such as Pathfinder HP) to make them more in line with LWOTC's other early game enemies.