XCOM 2
Experimental Unofficial MJ-LWOTC mod
Showing 1-10 of 12 entries
< 1  2 >
Update: 11 Jul, 2024 @ 10:34am

MAINTANANCE
- Nuked localization of extended playable aliens as it was competing with the actual mod.

Update: 9 Jun, 2024 @ 5:54am

- Removed all playable alien content - makes mod smaller slightly, for continued functionality, download mine Expanded Playable Aliens mod.
- This means that Experimental MJ mod and Expanded playable Aliens can be now played together as all conflicting script files are gone !.
- There is an in game warning message about this, so this wont be a sneak attack as much¨


Sorry it had to be done this way, but i rather play it safe, these arent config files that are dime a dozen and without any impact on the game, script files are much different beasts for the game.

Update: 21 May, 2024 @ 10:02am

New playable alien - Floater from Requiem Legion, yes he has fully functional flight capabilities, can be rewarded from FL5 and up.
Also fixed detonation shot being a free action
Also fixed broken reward system for aliens, now its actually possible to get more than Taipans, Sappers and Mambas from the covert ops.

Update: 16 May, 2024 @ 1:04am

Commando has fixed and reworked XCOM row
Warmaster has fixed pistol row
Some minor fixes i forgot

Update: 12 May, 2024 @ 5:24am

- Added Warmaster (FL11)
- Buffed Viper Commando Pistol
- Swapped DGG with Airdrop on Mamba (nobody would pick DGG when Lone Wolf is presented)
- Winter Sentinel has +10 aim baseline
- Fixed broken mission reward for Sentinel, you couldn't get him but nobody noticed XD

Update: 3 May, 2024 @ 2:07am

-Mutons, Archons and Frost Bombers have tier 3 melee weapon, normally they were stuck with tier 1 weapon till late game, no more !
-Harbinger rifle now has 2 weapon mod lots, like other Advent weapons, it also now has an upgrade to coil tier.
-New synergy weapon - Viper Stalker Rifle, requires Muton Sapper and Frost Mamba on board of Avenger to make, this is a semi-auto sniper rifle that also holotargets whoever it hits
-New playable Alien, Viper Commando, this unit starts with 3 action points and its a medium to short range fighter armed with a pistol, pistol has extra short range requirements (worse than standard pistol), most perks float around the pistol weapon, this is Bio Viper so she shares immunities with that class of alien, can coil around enemy units if a stunlock is required.
-Reworked Winter Sentinel, can be recruited (for now, till i get around to making the covert op that would gate them) since FL11.

Update: 23 Apr, 2024 @ 9:58am

- Shredder guns are no longer infinite and starting item, they are locked behind officer autopsy and cost 20 supplies and 1 alloy a pop
- BITs are now a starting item
- Some localization fixes
- Insulated weave and heated chassis is now a starting item, wrapping a tin foil around a vest isnt a rocket science Shen, soldiers can do it in the barracks themselves.
- New tier 3 armor for Vipers, it requires a Taipan on board of the Avenger to unlock, but is otherwise usable by all snakes, this armor is warden-level protection that gives tis but a scratch (4 HP wound threshold) and Requiem Legion Magna Reaction, this will be a janky and unpredictable ability given it causes the unit to act on its own. USE AT YOUR OWN RISK, NO REFUNDS !
- This also introduces an alien synergy mechanic - if you have a certain combination of alien units, you can unlock special cross-class weapons or armors.
- New synergy armor - If you have a Muton Sapper on board, you can make Muton Blast armor, this tier 3 armor gives 50% DR against explosives and gives Damage Control (+2 armor on hit for a turn), it has weaker HP gain than Warden.
- Shimmer weave now gives +1 HP and +15 dodge on top of moving target, but now requires a proving ground project (remember that this is still a mob neutral vest, also the bonus does not display in armory because this is already existing item to which i added a new ability that carries the stat).
- Removed call for fire from specialist xcom row, cuz he has it in main perk tree.
- Scrubbed XCOM rows of Taipans and Mambas (no longer missing xcom row perks), thanks Tedster for finding out what tf i was doing wrong and thanks for The_Nocturni for doing some house cleaning in the config file

Update: 14 Apr, 2024 @ 7:11am

Fixed a glitch with Shadow Ops classes, that would display a promotion beyond Master Sergeant, this was caused because i forgot to purge the perk rows before re-adding them, which resulted in to Recons and Combat Engineers having 16 ranks, which of course the class menu wont support.

Update: 13 Apr, 2024 @ 4:54am

Sonic weapons now are fixed and have proper tech requirements
If you made some, uh...wait till you can legit use them or Advent is in for a really bad time.

Update: 13 Apr, 2024 @ 4:33am

reverting back because for some reason, sonic weapons ignore their tech requirements