XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 17 Dec, 2020 @ 8:58am
Changes to Jet Packs
- The Jet Packs' original Proving Grounds projects have been hidden and replaced with new LWOTC ones which must be completed prior to being able to build them in Engineering.

- The Booster Jets project is unlocked by the Advent MEC Breakdown. It costs 30 Supplies, 4 Alien Alloys, 1 Elerium Core, and 1 Advent MEC Wreck to start. You'll also need 2 Engineers and 2 Scientists. You get one Booster Jets when it finishes.

- Booster Jets cost 20 Supplies, 3 Alien Alloys, and 1 Advent MEC Wreck to build in Engineering. They can no longer use Dynamic Deployment. That is now exclusive to Elerium Jets. The Booster Jets also have 1 Weight.

- The Elerium Jets project is unlocked by the Archon Autopsy and the Elerium research. It costs 100 Supplies, 15 Alien Alloys, 5 Elerium Dust, 3 Elerium Cores, and 1 Archon Corpse to start. You'll also need 7 Engineers and 7 Scientists. You get one Elerium Jets when it finishes.

- Elerium Jets cost 80 Supplies, 10 Alien Alloys, 10 Elerium Crystals, 2 Elerium Cores, and 1 Archon Corpse to build in Engineering. Their high price is necessary due to how powerful Dynamic Deployment is in LWOTC (even with all of my nerfs to it). The Elerium Jets also have 1 Weight.

- Infiltration values have been added to both Jet Packs. Both are faster to infiltrate with than most other utility items, and the Elerium Jets infiltrate even faster than the Booster Jets do.

- Dynamic Deployment has been nerfed in the following ways (its cost and requirements are unchanged):
  • As mentioned prior, only Elerium Jets will work with Dynamic Deployment. Booster Jets are no longer eligible.
  • You can call in only 1 soldier per use, down from 3.
  • Its cast range has been reduced to a third of its original value.
  • Using it is no longer a free action; it costs 1 action and ends the turn of the soldier that uses it.
  • The ability now has a 7 turn cooldown. On a typical timed mission, you won't have time to call in more than a single extra soldier (or 2 if you're willing to dump your concealment or didn't start the mission concealed).
  • A soldier called in with Dynamic Deployment no longer gets 2 standard action points immediately. They will only get 1 movement-only action point for that turn.
- The Emergency Evac ability now requires 2 actions to use instead of just 1. This is to make it harder to do easy smash and grabs on hacking missions. It's still quite useful for evacuating an isolated Sharpshooter.
Last edited by Kiruka; 23 Feb, 2021 @ 4:42am