XCOM 2
War Of The Glass - Meta Mod
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Update: 8 Jun @ 11:57pm

A small band aid solution console command to something bad that happens but yet without a known cause. If you get to a point that you start crashing at mission starts, then load the last strategy save, use the console command
Glass_CheckAndFixEffectsOnSoldiers
and retry the mission.

Update: 18 May @ 2:55am

Fixed some bad configs.

Update: 18 May @ 12:19am

The first 3 months should, on average, provide easier missions now. This doesn't include the Scanning Sites mission for which the enemy count is constant.

Update: 17 May @ 7:10am

Fixed the issue where the faction soldiers won't get the ablative vest on Gatecrasher.
Attempt to fix the newly moved autopsies to LaBorkShop not working properly.

Update: 3 May @ 2:15am

Some residual DLC Run Order thingie?

Update: 3 May @ 1:58am

CHONKY UPDATE TIME
:
MOD LIST CHANGES
  • My new mods: Hack Rewards & Text Improvements, and CI Tech Companion are added to the collection.
  • Added SECTOID ABJURER (its port out of LWOTC to the mod list).
  • Switched one version of Hunker Down defense fix to a more modern one (thanks deaconivory!)

FIXES
  • Re-introduced a base game mechanic, where Codexes are much likely to appear on missions when the objective to skulljack one is active. (Some of my changes removed this mechanic)
  • Fix "Auxilary Canister Slot" being on the Hijacker instead of the Toxicologist.
  • 500th attempt to fix the issue of getting multiple of TLP weapons when finishing the MG and BM weapon techs.
  • Fixed MOCX PCS Techs tweaks not working. Now the truly OP pcs won't be available from the techs, but the new normal PCS in the game, will.
  • Now the mechanism that limits Hive Reinforcements spam SHOULD actually work. Only tested a limited amount, so might not be perfect.

NEW FEATURES
  • Sectoid Abjurer enemy is now added to the enemy list.
  • New GTS Unlock: Wet Work comes back to the game. It requires several max rank soldiers, and will help the others to get exp. This is a way of helping your roster catch up to your leading soldiers in the late game.
  • All Chosens will now automatically reveal themselves at FL7. This is to help you with being able to do the Hunting Chains faster.
  • Different Chosens will now have different HP for the Sarcophagus. Assassin: 250, Warlock: 350, Hunter: 500. This should help equalize the difficulty level.
  • It is now possible to evac from the Chosen Stronghold (and from the Sarcophagus room). As usual, this means you forfeit killing this Chosen.
  • MOCX Reinforcements Flares will no longer appear (they still appear for other reinforcements pods).

BALANCE
  • Pistol drops became more common. They also drop from 2 more enemies.
  • MOCX HQ should now give an enormous amount of resources upon completion, to encourage the player to do it, and help with late game resource shortage.
  • The Chosen should no longer spawn on MOCX Storyline missions (but can spawn with MOCX on random missions). This has the funny side effect of these missions having the Sitrep "Unworthy Mission", which is not thematically right.
  • Adjusted Network Tower schedules, should make the mission less scary for a squad of 3 soldiers.
  • Slight tech rework: many autopsies of "variant" enemies has been moved to the LaBorkShop. This allows you, in principle, to get Insights faster.
  • Many covert ops had their duration cut down significantly.
  • Late game Shadow Projects duration was cut to 2/3 of what it was.
  • Avenger Defense (UFO) changes: now reinforcements will start from 5 enemies, and will stop at 15 enemies. However reinforcement pods are now not capped. This should help with making this mission a bit less ridiculous.
  • Dark Event pacing slightly slowed down, you should now only get 1 Dark Event in the second month. Then the base number of Dark Events per month will continue as for the previous regime (with a 1 month delay).
  • (Part of Glass Refinements) MEC Suit costs are tweaked, to be cheaper in the first two tiers, and more expensive in the last tier.

Update: 16 Mar @ 6:06am

SMALL FIXES
-Follow up to a previous update: removed upgrade slots also from CV PsiJack.
-Added all classes that are used to CPS configs, so they are marked as having 3 ability rows. This should prevent the XCOM row from being included into the mutual exclusive lists by accident.

NEW CLASSES
Exclusive to ANGUISH, I have reworked several of the non-ANGUISH classes that were used. The result are NEW CLASS TEMPLATES, and the old mods are no longer necessary.
-Agent: New class: AbiziAgent. THE AGENT PORTED BACK MOD IS REMOVED FROM THE COLLECTION.
Main differences: mostly did not change the class, just adapted support for a mobile snapshot sniper build for the Agent, which it didn't have before.
-Hoplite: New class: AbiziHoplite. THE HOPLITE PORTED BACK MOD IS REMOVED FROM THE COLLECTION.
Main differences: some facelift to the class to have it a distinct identity that separates it from the Phalanx. It now has some builds that involve reaction fire (return fire, close combat specialist, Focus).
-Hijacker: New class: AbiziHijacker. THE HIJACKER PORTED BACK MOD IS REMOVED FROM THE COLLECTION.
Main diffeences: Instead of being a sneaky hacker class, this class is now a dedicated robot killer, with either shooting abilities, or Gremlin offensive abilities. It can still be used as a stealth support unit.
-Toxicologist: New class: AbiziToxicologist. THE TOXICOLOGIST CLASS MOD IS REMOVED FROM THE COLLECTION.
Main differences: removed Grenades row. In an attempt to make it feel different than the Alchemist, the Toxicologist has elemental Gremlin protocols, in addition to Chemthrower abilities.
-Fuze: New class: AbiziFuze. Replaces Alpha's Fuze class.
Main differences: removed Shield from the class. The main difference between this class and the ANGUISH Engineer is that it focuses more on debuffing the enemy with DOT grenades, rather than raw damage. It also keeps some of its Shotgun shenanigans.
-Sentry: New class: AbiziSentry. Replaces Alpha's Heavy Gunner class.
Main differences: the old heavy gunner was a clone of the ANGUISH gunner. This class has a unique ideneity of using a cannon and a holotargeter, and instead of using a direct fire approach, this class is a reactive class that is based more on setting up Overwatch in creative ways. It also borrows the Brace mechanic from Proficiency Marksman.

ALPHA'S CLASS PACK IS STILL USED IN THE COLLECTION - other classes in Alpha's pack were not changed.

I've only tested that the class trees are in tact, and that basic ability interactions are not broken. But not anything beyond that.

Update: 9 Feb @ 9:19am

Updated Frost Legion Director to use the same summoning scheme as the rest of the summoning strengths (summons 1/2/2/3 enemies).
Removed increased HP on the data tap evices, since now indeed only one enemy attacks it per turn. This migt get fine tuned later, based on feedback. New values are 32/48/72 (increases at FL7 and 13).
Re-enabled the "bug" that made reward soldiers get double the AP.
Psijacks should no longer have attachment slots on them.

Update: 26 Jan @ 10:21am

1. Attempt to make Rulers show up more often. They now should have 100% to show up on the next mission they are eligible to show up on. Remember that Rulers should not show up on Guerilla ops, since those don't have Boss pods.
2. Removed all Mitzruti abilities from being cross class eligible. This should only affect more or less Alpha's classes for which a true random xcom row is used.
3. All Chosen weaknesses have been nomalized to only be 25% damage increase (down from 50 for most and 100 for shell shocked).
4. All Chosen summoning strengths have been normalized: the Chosen will now summon 1/2/2/3 enemies based on tier (earlier there was a difference between General strength and the rest of the summoning strengths).
5. Removed Tracer Ammo upgrade from TLM, as it doesn't work with ABW's changes to Tracer Rounds.

Update: 25 Jan @ 8:46am

This is the start of a series of small tweaks update that will get increasingly more significant as time goes, for the sake of a better future.

In today's batch:
1. Balance pass on Stukov DE: not too deep, but tweaked some numbers, and removed some abilities.
2. Band-aid fix to primary melee units (e.g., Urban Warrior and Bucaneer) dealing ridiculous damage from Rage Strike.
3. Removed a Vozati map with a large prison cell, I decided I really hate this map. This might break missions with this map that are on the map. In this case you should temporarily re-enable the map in the config. (Missions\XComPlots)
4. Supply Extractions with Lost will now have 2 less Lost Pods on them (this mission is supposed to have reduced enemy count...)
5. Fixed T3 Sabot Rockets using T1 Explosives resource.
6. Fixed incorrect config for Muton Skull gene mod.
7. Tesla Sparks will no longer spawn on Ambush missions.
8. Incorporated a fix from BlackDog to make it so enemies should only attack the device once per turn, fixing a problem of A Stronger ADVENT.
9. Added base game/lwotc .umap files to the mod, so now the configs that call for some larger plots should work. Hopefully this means you'll see more variety in UFO/Facility and some other maps!