XCOM 2
Experimental Unofficial MJ-LWOTC mod
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Update: 13 Apr, 2024 @ 2:13am

First update

- Added Sonic Weapons, these are tier 4.5 weapons locked behind their own research after coil guns, these use Iridars ghost assets (MJ already uses these, but not all of it)
- They exist as assault rifle and cannon only
- They do same damage as coil guns, but instead of armor penetration, they do +1 shred and +1 rupture and have high enviromental damage
- All sonic weapons have 30% chance to stun on hit for 1 action point (aka taxing the enemy by taking 1 AP from their turn - use this to manipulate their AI)
- They are loud
- They can accept weapon mods - though at this point they are invisible on the gun itself, but gameplay wise they are functional.
- Muton Sapper has more hack growth
- Fixed stat gain on Taipans, they should get some stats they didnt get due to broken config
- Thanks to the the_nocturni, we now have force level requirements for Archons, Berserkers and Andromedons
Sorry, but this teeth had to be pulled at some point, rng rolling a zerker at fl 3 and then roll every mission possible isnt very healthy for the game.
Zerker has fl req of 8, Andy 7 and Archon of 6

Update: 9 Apr, 2024 @ 10:04am