XCOM 2
Playable Aliens - (Not LW Compatible)
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Update: 26 Mar, 2016 @ 1:30pm

Release notes for March 26, 2016 release -- more exciting features with !

All aliens
* Sometimes the aliens' armor is replaced with human armor. If the right armor is not available in the loadout locker, use the console command: givealienarmor, then look in the locker again. We are still trying to understand exactly how the armor disappears.
* All aliens can carry bodies, can be carried, and can be revived. Chryssalids cannot carry or be carried; Mecs cannot be carried or revived. Expect the animations to be weird because of the size difference.
* For Mec, Viper and Chryssalid, configured "silent" voice pack by default.

Mec specific
! New ability: Draw Fire, applies "Marked" effect to self to attract enemy fire. Use this to protect exposed squadmates. Does not yet apply proper red diamond target visualization.
! A new schematic Reinforced Mec Armor is available after you research power armor. This armor has a new look, and has a heavy weapon slot. Any heavy weapon can go here.
! Secondary armor color now available. Now you can make that pink and lime green mec you always wanted.
* Changes to top part of tank ability tree: was Shield Wall, Overvolt, Saturation Fire; is now Suppression, Draw Fire, Demolition.
* Decreased damage of tier 2 missiles, but it has very high radius and very high environmental damage. You can configure this in the ini file.
* Tier 1 cannon has one attachment. Tier 2 cannon has two attachments, slightly less damage, and is available with plasma rifle technology (was gauss in previous release).

Viper specific
! Cool squad walk-on, walk-off animations
! Secondary armor color now available
* Added +20 aim to Tongue Pull
* Still looking for feedback on configurable damage of "Enhanced Spit"; see the ini file for available settings
* Still looking for more suggestions for unique abilities

Chryssalid specific
! Cool squad walk-on, walk-off animations
! Primary and secondary armor colors now available
! You can now set any alien voice pack using the AUTOMATIC_VOICE setting in the ini file.
* A burrowed chryssalid will now unburrow and "overwatch" attack any enemy in range. Note, although burrowing does not break concealment, *being* burrowed does not prevent line of sight. That is, while concealed, you can burrow; but if a patrolling enemy passes nearby, the whole team is revealed before the "overwatch" attack.
* Parthenogenic poison is now enabled, but still does not work. Units killed by the poison simply disappear, and no cocoon appears. There is hope, because "dropunit chryssalid 0" creates a friendly chryssalid, which can cause cocoons, and the hatched chryssalids are friendly.

Muton and Berserker
* Sorry, no changes yet..

Update: 26 Mar, 2016 @ 1:26pm

Update: 19 Mar, 2016 @ 6:44pm

Release notes for March 19, 2016 release -- more exciting features with !

All aliens
! By default, new aliens join at a level one lower than your best soldier; change this in the ini file if you prefer rookies.
! Fixed bug(s) where aliens could wear human armor.
! Improved icons by zyxpsilon: full color icons for alien armor; ability buttons; better class icons.
* Cost for the proving ground project is configurable in the ini file, including the required number of corpses.
* Each alien proving ground project can be disabled in the ini file if it doesn't fit your headcanon.
* Raised flanking crit percentage from 33 to 50, matching XCom soldiers.
* Aliens (except Chryssalid) can now pick up and drop bodies. The animations clearly weren't designed for that.

Mec specific
! Primary armor color is now configurable.
* The mec can now speak. You can assign a voice, or set AUTOMATIC_VOICE in the ini file.
* New ability "Regenerate" which is equal to a medikit, plus full armor heal (undoes shred damage).
* Added Shieldwall (high cover) and Overvolt (smaller version of sectopod lightning field)
* More damage output: tier 2 cannon now available at gauss weapon technology; boosted plasma launcher damage
* Damage and aim for each mec weapon is adjustable in the ini file if you want more damage output
* Attachments for nonstandard weapons are challenging, so I removed the attachment slots.

Viper specific
! Primary armor color is now configurable.
* The viper can now speak. You can assign a voice, or set AUTOMATIC_VOICE in the ini file.
* Enhanced spit ability: does extra damage/mobility/aim above normal spit and can disorient
* Tongue aim, normal spit damage, and enhanced spit effects all configurable in the ini file
* Now picks up best XCom weapon and grenade; the Advent custom weapon is not available
* Minor changes to ability tree: remove quickdraw, move implacable to run tree, add guardian in hit tree

Update: 14 Mar, 2016 @ 11:07pm

Update: 14 Mar, 2016 @ 10:48pm

Update: 13 Mar, 2016 @ 8:45pm

Update: 13 Mar, 2016 @ 1:37pm

Update: 13 Mar, 2016 @ 1:28pm

Update: 12 Mar, 2016 @ 2:56pm

Update: 12 Mar, 2016 @ 2:34pm