XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 26 May, 2021 @ 8:26am
Changes to Frost Legion
AI changes:

Every single enemy in Frost Legion has had its AI changed, either to a standard LWOTC AI, or to a custom AI of mine. This means that as long as you run Frost Legion with Mod Jam, A Better Advent is not a hard requirement. This AI override is done via OPTC, in order to ensure Mod Jam's changes take effect. You can still tweak the contents of the AI trees via XComAI.ini in Mod Jam's Frost Legion folder.

Let's start with the units that use default LWOTC AI.
  • Frost Troopers (including the version that's an Animate Cryolite in disguise) and Frost Droids use Advent Trooper AI.

  • Frost Lancers use Advent Stun Lancer AI. (Frost Psi Lancers do too, but I don't think they officially exist in Frost Legion yet.)

  • Both types of Frost Chryssalid use Chryssalid AI.

  • Frost Mutons use Muton AI.

  • The M1 version of the Frost MEC uses Advent MEC AI. The M2 and M3 versions use Heavy MEC AI.

  • Frost Vipers and Frost Mambas use Viper AI.

  • Frost Andromedons use Andromedon AI.

  • Frost Berserkers use Berserker AI.

  • Mini Frost Keepers use Gatekeeper AI. (I don't think they officially exist in Frost Legion yet.)

  • Frost Captains use Advent Officer AI.

  • Animate Cryolites use Faceless AI.

  • Spectral Frost Zombies use Psi Zombie AI.

  • Frost Shadowbind units use regular Shadowbind AI.

  • Frost Archons use Archon AI.
And now for the units that use custom AI done by me:
  • Frost Adders now have AI to let them use Slug Shot, which they will always try to use with their second action if it's not on cooldown and there are no groups to hit with Frost Spit. They now prefer marking a target or using Frost Spit against a group with their first action rather than immediately going for a Rush And Bind. For their second action, if Frost Spit and Slug Shot are both on cooldown (or there are no clumped groups of 2 or more targets to get with Frost Spit), they're likely to go for Rush And Bind. They won't use Frost Spit against single targets unless they don't have any high priority shots to take. They move aggressively.

  • Frost Cobras' reaction AI, much like that of the Chosen, is much more limited now. Any time they get a reflex action, all they can do is move OR reload their Bolt Caster. They prefer using their reflex actions to move if they're flanked, even if their Bolt Caster needs a reload, but with otherwise prefer reloading. In terms of their new standard AI, they're more liberal with their spit than Frost Adders are, even going after single targets with it if there are no groups and no high priority shots to take. They move defensively.

  • Frost Hardliners no longer attempt to call reinforcements. They do, however, now have the ability to take high priority shots, and will always try to do so if they don't have two or more targets to hit with their micro missiles. They move defensively.

  • Frost Hitmen now like to keep their Lightning Hands and Faceoff abilities for their last action, so they're more likely to be in a better position to land such shots. With their first action, if they're not flanked and don't have a group of targets to grenade, they like to begin by marking a target. They move aggressively.

  • Frost Bombers now have AI to let them use Trench Gun (or Street Sweeper for the M3 version), which uses the same logic as Harbor Wave, i.e. they prefer to use it on multiple targets. They will only ever use this ability with their second action, and consider it their highest priority if they can hit a group. They no longer have AI for using Remote Start. Frost Bombers now don't like being flanked if they don't have to be. They move aggressively.

  • Frost Necromancers now place more importance on making zombies, using Frost Mindspin, and marking targets (first action only), rather than shooting. They move defensively.

  • Frost Brusiers now have AI for throwing their grenade. They'll always reload their weapon with their first action if they need to, and otherwise prioritize marketing targets or grenading. They also have a chance to use melee with their first action (33% chance, same as the Frost Bomber), even before doing a standard move or shooting. For their second action, they like taking high priority shots over using melee. They move aggressively. Note: Frost Shield Droids share AI with Frost Bruisers.

  • Frost Spectres now can take high priority shots, but still prefer to use Freezing Field or Frost Shadowbind if those abilities are available. They move defensively.

  • Frost Priests no longer have the AI to use the SmokeScreen item, but now have the AI to take priority shots. They still prefer using their Psi abilities with either action. They move defensively.

  • Frost Purifiers are less liberal with their grenade than before. They move very aggressively, just as LWOTC's Purifiers do, but are more likely to go on Overwatch with their second action rather than double move.

  • Frost Technicians no longer have AI for using the SmokeScreen item or the Remote Start or Aid Protocol abilities. They have been changed the most in terms of AI, behaving much like LWOTC's Najas in terms of movement and shooting. They now have AI for the Spaghetti Code ability and the Containment Field ability (the latter only being available for the M3 version). Additionally, they have AI for the new Technician Scan (which is Scanning Protocol + the All Seeing effect, which will reveal any concealed XCOM unit on the map) ability, and will always prioritize using it as their very first action (even before moving away from a flank). M3s, after using Technician Scan, will always try to use Containment Field with their first action if they're not flanked.

  • Frost Codices now have AI for taking priority shots. They move aggressively.
Ability changes:
  • ALL Frost Legion units no longer have Ice Shield. This will apply to the Playable Aliens' Frost Necromancer zombies as well.

  • ALL Frost Legion "leader" units are no longer immune to mental effects.

  • Frost Cobras gain the Blurred and Open Fire (LWOTC) abilities, as well as the Avenger (LWOTC) ability on their primary weapon.

  • Frost Priests gain the Focused Defense ability.

  • Frost Mambas gain the Zero In and Sixth Sense abilities, and lose the Finish Him ability on their primary weapon.

  • Frost Adders gain the Slug Shot ability on their primary weapon.

  • Frost Bombers lose the Remote Start ability on their primary weapon, but gain either the Trench Gun (M1, M2) or Street Sweeper (M3) ability.

  • Frost Technicians lose the Remote Start ability on their primary weapon, but gain Snap Shot. They also lose Aid Protocol on their GREMLIN, but gain the Spaghetti Code, Scanning Protocol, and Containment Field (M3 only) abilities.

  • Frost Codices gain the Reposition (LWOTC) ability on their primary weapon.

  • Frost Archons gain the Ready For Anything (LWOTC) ability on their primary weapon.

  • Frost Spectres gain ShadowboundLink and KillShadowboundLinkedUnits, which will mean their Shadowbind units will die when the Frost Spectre itself dies.

  • Frost MECs gain Shivering Suppression at all ranks, and Impact Compensation at M3.

  • Frost Hitmen lose Hitman Return Fire, and gain Return Fire and Avenger. This will limit their ability to fire back to only 2 shots per turn (once against an attack at them, and once against an attack at one of their allies).

  • Spectral Frost Zombies gain Flail at all ranks. This is a Bladestorm-like attack which inflicts bitterfrost on a hit but can only proc once per turn, hit or miss. This also applies to the Playable Aliens' Frost Necromancer's zombies if you have that mod.

  • The Frost Corress, Spectral Frost Reanimation and Frost Mark Target abilities can no longer be used while disoriented or burning. This applies to the relevant Frost Legion aliens in Playable Aliens as well if you have that mod.
Other combat-related changes:
  • All changes to Frost Legion's character and weapon stats, as well as encounter lists, follower lists etc., from B&T Expanded Enemies Redux have carried over to Mod Jam.

  • Technician Scan has been added to OffensiveReflexAbilities and DefensiveReflexAbilities, letting Frost Technicians use it with green alert or yellow alert reflex actions.

  • Frost Technicians' rifles now require two actions to fire by default (keep in mind they have Snap Shot).

  • Frost Technicians and Frost Priests no longer carry the SmokeScreen item.
Loot-related changes (all of these are subject to change as Mitzruti updates Frost Legion):
  • Frost Hardliners now drop Cryo Rocketeer Corpses instead of Advent Officer Corpses.

  • Frost Hitmen now drop Advent Duelist Corpses instead of Advent Trooper Corpses.

  • Frost Purifiers now drop Cryo Priest Corpses instead of Advent Purifier Corpses.

  • M3 Frost Bombers and M3 Frost Mutons now drop Muton Elite Corpses instead of Muton Corpses.

  • Frost Technicians now drop Advent Trooper Corpses AND Drone Wrecks instead of Advent Shieldbearer Corpses.
Cosmetic changes
  • Frost Technicians now use the Frost Trooper skin instead of the Frost Shieldbearer skin. This is done through the Enemy Reskinner mod.

  • Frost Bombers and Frost Mutons now have a mag-tier Bayonet from Iridar's Bayonets mod on their primary weapons. This is done through WSR. The Bayonet has been scaled up and positioned properly, and added to an additional socket, which is also done through WSR. If you don't have the Bayonets mod, this won't do anything.

You'll notice that I did not create any new loot or corpses for the Frost Legion. This is because I want to wait and see what Mitzruti does on that front, as Frost Legion is still very new. Chances are I will tweak those if they end up happening.
Last edited by Kiruka; 26 Jul, 2021 @ 2:16am
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Showing 1-15 of 27 comments
MILI 26 May, 2021 @ 11:59am 
still want to download Primary Secondaries?Primary Secondaries compatible LWOTC?
Kiruka  [developer] 26 May, 2021 @ 6:44pm 
Originally posted by MILI:
still want to download Primary Secondaries?Primary Secondaries compatible LWOTC?

Use True Primary Secondaries instead.
Crescent 1 Jun, 2021 @ 5:54pm 
Recently played a mission with a frost necromancer, and while they did place emphasis on raising zombies, they did so a little too much, to the point that they never moved even though I was flanking them the whole time, at one point with an assault ~3 tiles away. So whatever defensive movement they are supposed to do is possibly not working.

Also, just to clarify, they did also do a frost mindspin at one point, still while flanked.
Kiruka  [developer] 1 Jun, 2021 @ 7:40pm 
Originally posted by Floor Deli:
Recently played a mission with a frost necromancer, and while they did place emphasis on raising zombies, they did so a little too much, to the point that they never moved even though I was flanking them the whole time, at one point with an assault ~3 tiles away. So whatever defensive movement they are supposed to do is possibly not working.

Also, just to clarify, they did also do a frost mindspin at one point, still while flanked.

Thanks for this report. I found the problem, and I'll try to remember to put out a fix tomorrow.
mcslave198 21 Jun, 2021 @ 2:21pm 
Yea necromancers are super obnoxious, especially compared to standard Sectoids (which they seem to be equivalent to). They get to raise a zombie every single turn (including on activation) and the zombies don't dissipate when the necromancer is flashed/killed? Ugh.

In any case, I tried putting a gunner with combatives near a zombie to bait its attack, but I didn't get a parry. I believe combatives works on standard zombies, right? So I imagine it should work on the spectral zombies too.
Last edited by mcslave198; 21 Jun, 2021 @ 2:38pm
Kiruka  [developer] 22 Jun, 2021 @ 12:40am 
Originally posted by mcslave198:
Yea necromancers are super obnoxious, especially compared to standard Sectoids (which they seem to be equivalent to). They get to raise a zombie every single turn (including on activation) and the zombies don't dissipate when the necromancer is flashed/killed? Ugh.

In any case, I tried putting a gunner with combatives near a zombie to bait its attack, but I didn't get a parry. I believe combatives works on standard zombies, right? So I imagine it should work on the spectral zombies too.

Was your Gunner affected by any chill effects at the time? Combatives needs the incoming melee attack to miss or graze in order to work, and chill effects have a heavy penalty to the affected unit's total amount of Dodge.
mcslave198 22 Jun, 2021 @ 1:04am 
Oh, I see. I thought it always parried melee attacks. I don't think she was chilled, so I just got unlucky.

Edit: I see now that combatives is supposed to give +90 dodge against the first melee attack in a turn. So I'm probably misremembering the situation.

Another question: It seems like the zombies can use their flail reaction at two tile range. Is that intentional?
Last edited by mcslave198; 22 Jun, 2021 @ 1:14am
Kiruka  [developer] 22 Jun, 2021 @ 1:15am 
Originally posted by mcslave198:
Oh, I see. I thought it always parried melee attacks. I don't think she was chilled, so I just got unlucky.

Another question: It seems like the zombies can use their flail reaction at two tile range. Is that intentional?

Not intentional, I have no idea what could cause that but I do have a fix I can do. Will get that updated shortly.
mcslave198 23 Jun, 2021 @ 11:27am 
Hey, appreciate the quick turnaround. Unfortunately, I still encountered a spectral zombie who flailed me at 2 tile range. Here's some screenshots of what I saw: https://imgur.com/a/lPXBwuJ

All I do is move into a tile 2 spaces away from the zombie, and it gets a reaction attack as I step into the tile.

Dunno if you can replicate this on your end or not - I have a ton of other mods installed, so who knows. Thanks in advance!
Mrvecz 10 Jul, 2021 @ 2:38am 
Cryo Necromancer needs to be toned down to not be able to conjure a zombie as reflex action, or atleast the zombie shouldnt have a free movement.

Also i noticed that this bladestorm spectral zombie doesnt die when sectoid is flashbanged, though the regular cryozombos he conjures die as intended.
Kiruka  [developer] 10 Jul, 2021 @ 6:22am 
Originally posted by Mrvecz:
Cryo Necromancer needs to be toned down to not be able to conjure a zombie as reflex action, or atleast the zombie shouldnt have a free movement.

Also i noticed that this bladestorm spectral zombie doesnt die when sectoid is flashbanged, though the regular cryozombos he conjures die as intended.

I believe all Frost Legion "leader" types (Frost Necromancer being one of them) are immune to Mental effects. Does the disoriented status still take effect after the flashbang?
Mrvecz 10 Jul, 2021 @ 6:24am 
Originally posted by Kiruka:
Originally posted by Mrvecz:
Cryo Necromancer needs to be toned down to not be able to conjure a zombie as reflex action, or atleast the zombie shouldnt have a free movement.

Also i noticed that this bladestorm spectral zombie doesnt die when sectoid is flashbanged, though the regular cryozombos he conjures die as intended.

I believe all Frost Legion "leader" types (Frost Necromancer being one of them) are immune to Mental effects. Does the disoriented status still take effect after the flashbang?

Disorientation stopped all of his abilities so he couldnt summon more and he happily waited for the double barreled shotgun application to the forehead.
Kiruka  [developer] 10 Jul, 2021 @ 6:31am 
Originally posted by Mrvecz:
Originally posted by Kiruka:

I believe all Frost Legion "leader" types (Frost Necromancer being one of them) are immune to Mental effects. Does the disoriented status still take effect after the flashbang?

Disorientation stopped all of his abilities so he couldnt summon more and he happily waited for the double barreled shotgun application to the forehead.

Ah okay, that's good to know.

Regarding the Spectral Frost Zombies dying when flashbanged, I have no idea how to make that work, so you may have to bring that up with Mitzruti.

I can, however, remove Frost Corress as a scamper action from the Frost Necromancer and I'll roll that out with the next Mod Jam update.
Mrvecz 10 Jul, 2021 @ 6:39am 
Originally posted by Kiruka:
Originally posted by Mrvecz:

.


I can, however, remove Frost Corress as a scamper action from the Frost Necromancer and I'll roll that out with the next Mod Jam update.

That would be nice, i'll post a comment on the Legions discussion right away.
mcslave198 17 Jul, 2021 @ 4:08pm 
Units that have the Frost Mark ability are able to use it while burning. I feel like this should not be the case since standard Officers can't mark while burning. It's bad enough that it chills you automatically, but not being able to shut down its usage is really rough.
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