XCOM 2
Allies Unknown Redux² – LWOTC Compatible
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Update: 13 Jan @ 7:30am

- New Species Fix: Changing the backend hit calc for the Vipers Ally Tongue Pull if you have the config flag set for it to never fail on allies (default is true); it should make it so that your templars can't parry being pulled away by an ally.
- Now the UI counter in the recruits screen doesn't show up if LWOTC isn't active.
- The command ForceRefreshAlienRecruitsAUSquared finally works as intended.

Update: 12 Jan @ 5:20am

Massive LWOTC Compatibility update:
- Recruit Cost scaled down to 30% of the default value (used to be 40%) and now the cost is properly displayed on the UI.
- Recruiting now "consumes" one of your available human recruits--this way you can't get more recruits than what LWOTC provides through its recruiting mechanics.
- Added a counter for the number of human recruits available in the Non-Humans Recruit Screen, as well as some minor localization changes to reflect the new recruiting behavior.

Update: 10 Jan @ 8:28am

- Fixed the issue that resulted in alien recruits generated at campaign start not having NCE stat generation when LWOTC is active.
- Gives Twi'Leks a hacking stat of 5 to match that of humans, if you have that module installed. Critically this discrepancy resulted in Twi'Leks with negative hacking stat when playing with LWOTC active.

Update: 6 Jan @ 8:06am

Fixed the issue that resulted in aliens being generated with negative will when playing with LWOTC active.

Update: 31 Dec, 2024 @ 7:26am

Finally managed a fix for Aliens whose HealingProjects don't get created properly.
- You can use console commands to signup one such Alien to have their Will-Recovery and Healing Projects manually created to ensure they don't glitch out. Alternatively, there's a config flag in XComAlliesUnknownSquared.ini to do that to every single Alien after every mission--it's off by default because, as you can imagine, it is unecessary and more resource-intensive than just singling out the aliens you notice are glitched.

As usual, you can see what console commands this mod adds by checking the ReadMe.txt file or through the ReadMe tab in AML.

Update: 25 Dec, 2024 @ 8:51am

- Due to an oversight the ToSaveManking Resistance Cards didn't properly apply their bonus on brand new saves. If you used any of the cards before enabling this mod, all should function fine.

If you have one of those cards active a the moment of this update, you should probably run the command ReloadActiveResistanceCard ResCard_ToSaveMankindI (or II) so the discount is applied at all. If you don't do so and remove the resistance card on the next EndOfMonth, its discount will be "unapplied" resulting in recruits more expensive then their base value.

Update: 23 Dec, 2024 @ 4:32am

Turns out the Stats were working fine, the problem was the IsModLoaded check that detects if LWOTC is active =_=
Anyway, now it should be working--I even launched the game with LWOTC to check; tho it is worth mentioning that any already-generated aliens won't have their stats updated.

Update: 22 Dec, 2024 @ 12:38pm

  • Changed how the stats get updated if LWOTC is active--now changing the templates directly instead of their default values. Hopefully this fixes it.

Update: 20 Dec, 2024 @ 9:58am

  • Added a check to OnExitPostMissionSequence to manually check for Aliens in Healing Limbo and properly remove them. Unsure if my tentative fix works and ensures no aliens will be stuck on Healing Limbo, but, with this update, if any aliens are already glitched they will get fixed.
  • Altered AU's rewards to call for the new Character Pool Selection Mode. Now all the soldiers generated for the Gray Market, AU's POIs, or AU's covert actions will obey the new custom CPSM.

Update: 19 Dec, 2024 @ 5:33am

A lot of tidying up the code, as well as:

  • Tentative fix for the Non-Human Healing Limbo--hopefully this solves the issue that some aliens' healing project never gets created.
  • Added MCM override for the Alien Character Pool Selection Mode.