XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
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Update: 27 Sep, 2021 @ 2:49am

- The Frost Codex variants will no longer spawn until you Skulljack an Advent Officer. This will prevent any potential breakage of the Golden Path tech tree.

Update: 26 Sep, 2021 @ 12:39pm

- 1 new item: Thermal Sub-Armor. A new Auxiliary Slot item for SPARKs and MEC Troopers. It provides +2 ablative HP and immunity to Frost. Each one costs 5 Supplies and 1 Alien Alloy, and they can be built after finishing Hybrid Materials.

Update: 25 Sep, 2021 @ 11:13am

- Reflex Slash no longer functions on the user's own turn.

- Bio Barrier Troopers now drop the correct corpse.

Update: 23 Sep, 2021 @ 7:22am

- Another update to Russian Localization courtesy of Aks.

Update: 22 Sep, 2021 @ 1:38pm

- Bio Lost are now disabled due to bleeding on their allies and not having any real purpose to their corpse.

Update: 22 Sep, 2021 @ 9:41am

- Added a line of config to make Mod Jam load after Gun Raise Animation, which should fix things like MEC Troopers using the animation (assuming my OPTC stuff in Mod Jam is working properly).

Update: 22 Sep, 2021 @ 7:22am

- The basic Munitions Mount should now be properly unsellable in Black Market.

Update: 21 Sep, 2021 @ 12:40pm

- Changed Munitions Mount to buildable and free for the time being for mid-campaign.

Update: 21 Sep, 2021 @ 11:58am

- The tier 1 Munitions Mount (SPARK and MEC Trooper secondary) is now properly an infinite item granted after finishing the Experimental Heavy Cannon Shells project.

Update: 21 Sep, 2021 @ 7:58am

- Frost Zombies should now have the same attack range as other types of zombies.