XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 26 Nov, 2020 @ 10:38am
Changes to Bayonets
- Claus' Hunter Rifles, whether you use them standalone or with the Pathfinders mod, can now equip bayonets. Classic Bayonets can go on all tiers, while Powered Bayonets can go on Beam tier only.

- LWOTC's Laser-tier assault rifle, shotgun, SMG, and bullpup can equip Classic Bayonets. They get the Mag tier version.

- LWOTC's Coil-tier assault rifle, shotgun, SMG, and bullpup can equip Classic Bayonets. They get the Beam tier version.

- LWOTC's Coil-tier assault rifle and shotgun can equip Powered Bayonets. They get the Beam tier version.

- Psi Bayonets have been disabled. Enabling them can let enemies get them, which can lead to some unintended behavior. Psi Operatives are already plenty strong in LWOTC anyway, and they can still use regular bayonet types.

- LWOTC's Cutthroat ability and Coup De Grace ability now work with both bayonet types. Coup De Grace will benefit them regardless of whether it's bound to secondary weapon (Shinobi and Gunner can get this version) or primary weapon (other classes can get this version).

- This may be present in the original mod too, but I've disabled building both bayonet types in engineering. Loot drops for them work fine now, even in LWOTC.

- Bayonets now have a small infiltration cost. They do make your weapon chunkier after all, far more than something like an expanded mag or a scope would.
Last edited by Kiruka; 26 Nov, 2020 @ 10:39am