XCOM 2
Expanded Playable Aliens - LWOTC
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Update: 8 Mar @ 4:26am

- Mini patch to fix Ghillie armor localization in the workshop

Update: 6 Mar @ 10:50am

- Fixed bloodthirst being double applied for certain perks
- New synergy armor - viper ghillie armor, provides no health or armour, but gives Phantom, Covert and Moving target.

Update: 6 Mar @ 3:41am

- Fixed dogpile on Bomber no longer working, it worked in the past, but it doesnt for some forsaken reason now, had to fix it with my own ATSR config lines
- Fixed Archon perks not being able to build up Bloodlust

Update: 5 Mar @ 7:53am

- Fixed Wraith having wrong perk (had target down, should have priority target)
- Frost Mamba rework, heavily based on what Merist proposed, this rework is mainly done because Naja was overhauled some times ago, so this blue flak jacket boy stops eating her playstyle, now leaning more in protocols than ever before and now has more aggresive frontline kit for its reaction shots, Mamba can still fire from squadsight, though wont excell at it just as Naja
- Mamba can now hack shit as well if you pick Haywire at SGT.
- Some minor localization fixes

Update: 2 Mar @ 5:22am

Update
- All aliens that dont have it in their class perks at squaddie, will now display their immunities in the armory, this armory only perks dont clutter tactical layer
- All aliens with non standard movement like Archons or the Wraith now display it in the armory
- Lowered psi offense baseline of Wraith by 10 points
- I overhauled the Wraith considerably, reset its tree via console command
- Improved the central tree abit on Frost Necromancer, a slight rework
- Switched all Recharge perks with Dervish
- Some localization changes i cant remember
- Updated the script to the viper binding as Merist provided me with improved files.
- C.A.W, Microwave Rifle, Psi Uplink armor now all have infiltration penalties

BIG CHANGE THOUGH - MOST ALIENS CAN NOW BOND
All Vipers
All Mutons besides Berserker
All Sectoids besides the Wraith
Both Andromedons

LET THE JANK FLOOD GATES OPEN

TLDR - The bonds will show in campaign that is already in progress, but your aliens wont have compability build up, but gaining new soldiers will let them bond naturally, maybe just running missions will make the bonding compability start working, i dunno, best results will be in a new campaign, but you can finish the current one just fine.

Update: 16 Feb @ 4:58am

- Fixed broken Infiltrator alien entirely
- Fixed Seraphim melee not having proper aim bonuses
- Fixed Python magma rifle lacking the armour shredding its suppose to have
- Some minor localization fixes
- New synergy armor - psi uplink armor for sneks, requires Taipan and Sectoid, but all snakes can use it, passively boosts all XCOM units in the field with +1 mobility and +5 psi offense, penalizes the user by -1 mobility, has predator armor stats and requires a Codex brain to make.

Update: 14 Feb @ 10:06am

Massive patch, mostly done by Merist re-writing so many internal parts of my mod
- Over hundreds of new lines of config for ALL weapons and armour
- Weapon stats and price tags are properly split in the configs instead of being bundled in a singular file anymore
- Various further internal file changes
- MASSIVE internal change to Synergy weapons, now more customizable than ever before
- ALL synergy WEAPONS are 1 piece only now, you cannot mass produce them
- Synergy weapons that are multi-tier are upgradable via schematic method Merist dredged up from Alien Hunter weapons
- Fixed Muton Sapper having duplicate xcom row with main perk lines
- Buffed Liquidator with +1 clip size and damage
- All bayonets now display their proc chances in the armory, all bayonets can dash melee with their status effects (normally this was only possible at tier 3)
- Toxiblade can only rupture units that are poison vulnerable and deals less damage (2 rupture is still ultra good)
- Tesla bayonet has 100% chance to disorient on hit and 25% to stun on hit
- Various localization changes i cant remember
- Various internal changes to viper animations
- 2 new Synergy weapons
1) Hellfire Microwave Rifle
- Requires a Python and some rifle snake on board, this a coil tier rifle, cannot be weapon modded, 25% chance to ignite on hit, 5 clip magazine, provides detonation beam perk
2) Sonic C.A.W. (Close Assault Weapon)
- Requires a Sapper and Frost Adder, this is a freakishly weird weapon is based on C.A.Ws from X-Com Files mod if you played it for the the first XCOM game, this hybrid between an assault rifle and shotgun uses a special range table, favouring short ranges but does not punish as severly as a shotgun, this CAW can use both rifle and shotgun perks and each shot has 40% chance to stun for 1 action point on hit. Comes with suppression and a perk that drastically boosts all reaction fire on the Viper.
- Fixed Taipan missile launchers at T3 not being able to actually use tier 3 missiles
- Probably more than i can remember

Update: 2 Feb @ 10:35am

- Advanced Cryo Rifle is now actually buildable
- Hopefully a fix for Viper King having broken animations of binding
- Two brand perks for sneks
Zephyr Serum bite gives +4 mobility and +15 dodge for 2 turns to a friendly bio unit
Slayer Serum gives +15 aim and crit for 2 turns to a friendly bio unit
Unlike Stim-Bite, these have a cooldown and are not charge based, making them quite handy on big missions
- These master bite level perks entered xcom rows of all female snakes besides Taipan
- Its now impossible to get the whole Heeler family on Avenger, ever again as i send the POI dishing them out to config gulag, POI recycler is still a mysterious mod with probably more unintended interactions hidden when used in TJ collection, but there is no harm in adding this precaution regardless.

Update: 29 Jan @ 6:55am

- Possibly a fix for adders and sentinel letting go of binding if they get damaged, thanks to Merist for quick patch

Update: 29 Jan @ 6:35am

- Fixed shotgun perks for Frost Adder not working properly due to wrong weapon cats