XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 30 Mar, 2021 @ 7:15am
Changes to Muton Harriers
- All changes to Muton Harriers from B&T Expanded Enemies Redux have been carried over to Mod Jam, in terms of things like base stats and follower lists, as well as the Muton Devastator dropping a Muton Elite Corpse rather than a standard Muton Corpse.

- The Muton Harrier Captain's rocket launcher radius has been reduced by 1.

- The Muton Beleaguer's rifle now has the Russian Roulette ability, allowing them to take another Overwatch shot each time they miss with an Overwatch shot within a given turn. They can only shoot at each target once per turn, and they still need ammo to take the shot(s). They can also still be knocked out of Overwatch by damage or have it removed by things like Suppression or disorient, but Lightning Reflexes or other similar bait tactics won't be sufficient to waste their Overwatch. Note that this version of Russian Roulette is native to Mod Jam; you won't need my Battle Rifles and Strike Rifles mod for it. It has a new template name to avoid conflicting with the original, MutonHarrier_RussianRoulette, so you can also mess with the two versions of the ability separately with things like Ability Editor.

- The Muton Beleaguer has a slightly tweaked AI. Since they have Russian Roulette now, if at any time their magazine isn't full and they're not flanked, they will prefer reloading rather than moving before following up with Overwatch.

- The Black Flame Grenade has a new Proving Grounds project, which is non-repeatable, to replace the old one (the old one has been disabled via XComLW_Overhaul.ini). To unlock it, you'll need the Alien Black Flame Grenade Analysis (its "autopsy"), Advanced Grenades project, and the Psionics research. Starting the project costs 40 Supplies, 5 Alien Alloys, 2 Elerium Dust, 1 Elerium Core, and 1 Black Flame Grenade Remains. You'll also need 6 Scientists and 6 Engineers on staff. You get one Black Flame Grenade when the project finishes. More can be built in Engineering afterward. They cost 30 Supplies, 3 Alien Alloys, 3 Elerium Dust, 1 Elerium Core, and 1 Alien Black Flame Grenade Remains each.

- New item: Ripple Rounds. They allow your firearms to deal 2 extra Psi-type damage, and also inflict the Psionic Rippling effect. Getting these starts with the Proving Grounds project. To unlock it, you need Hybrid Materials, Alien Black Flame Grenade Analysis, and Psionics research. Starting the project costs 30 Supplies, 3 Alien Alloys, 1 Elerium Core and 1 Alien Black Flame Grenade Remains. You'll also need 6 Scientists and 6 Engineers on staff. You get one Ripple Rounds when the project is done. More can be built in Engineering after; they cost 10 Supplies, 1 Alien Alloy, 1 Elerium Dust, and 1 Alien Black Flame Grenade Remains each. Note that you'll also need Mitzruti's Additional Ammo Types mod for their inventory image.

- Many Localization changes, some to correct typos, others to reduce confusion as to what each template is.
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Showing 1-7 of 7 comments
dukeblue512 8 Apr, 2021 @ 5:33pm 
are the Beleaguer Captains supposed to be able to do their cone attack while burning?
Kiruka  [developer] 8 Apr, 2021 @ 7:37pm 
Originally posted by dukeblue512:
are the Beleaguer Captains supposed to be able to do their cone attack while burning?

That's not something I messed with at all. I'll see about preventing them from being able to do that.
dukeblue512 24 Jun, 2021 @ 5:59pm 
FYI, ripple rounds do not appear to do anything other than a particle effect when you shoot.
Kiruka  [developer] 24 Jun, 2021 @ 8:01pm 
Originally posted by dukeblue512:
FYI, ripple rounds do not appear to do anything other than a particle effect when you shoot.

Well, that's cursed. I'll take a look at that tomorrow.
Kiruka  [developer] 25 Jun, 2021 @ 8:16am 
Originally posted by dukeblue512:
FYI, ripple rounds do not appear to do anything other than a particle effect when you shoot.

I just dropped a potential fix for this, let me know if it solves the issue for you.
dukeblue512 25 Jun, 2021 @ 6:31pm 
nope, still no effect. isn't even showing damage in the item description.
Kiruka  [developer] 1 Jul, 2021 @ 9:07pm 
Originally posted by dukeblue512:
nope, still no effect. isn't even showing damage in the item description.

I figured out the issue at least for the upfront damage. It turns out I forgot to define RIPPLEROUNDS_DMGMOD in XComMutonHarrier.ini. I've dropped an update with that value added.
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Showing 1-7 of 7 comments
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