XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 16 Mar, 2021 @ 8:31am
Changes to Advent Warlock
- The Advent Warlock has been renamed in all Localizations (not templates, to ensure compatibility) to the Advent Sorcerer so as to better differentiate them from the Chosen Warlock. The M2 variant is called the Advent Sorcerer Adept, and the M3 variant is called the Advent Sorcerer Magus. There are many other minor Localization changes as well.

- All stat changes done to the Advent Warlock in B&T Expanded Enemies Redux have been carried over to Mod Jam's Advent Sorcerers. Some of the equipment values have as well. However, the Advent Sorcerer's Raise Dead ability is back to being a free action.

- The Advent Sorcerer family doesn't have Soulfire anymore, but they do gain Marionette Control at all tiers (for those unfamiliar, this is Mind Control but against a robot, which is mitigated by Hack Defense instead of Will).

- The Advent Sorcerer family gains the Frigid Whisper ability, which, being a free action, they will make the use of a top priority. They prefer to use it on units not already frozen, burning, bound, or panicked.

- The Advent Sorcerer Magus still has access to Void Rift, but it now piggybacks off of the vanilla AI setting for Dimensional Rift.

- The Advent Sorcerer Adept and Magus both gain the Glacial Tomb ability. They can only use this as their second action, and will avoid using it on targets that are already burning, bound or panicked. They like to use it on the highest ranked soldier they can see.

- The Advent Sorcerer Adept and Magus both gain the Polar Ray ability. This piggybacks off of the vanilla AI setting for Null Lance.

- The AI for the Advent Sorcerer has been overhauled. They will try to stay even further away from XCOM than before, and as long as they're not flanked at the start of their turn, they will always try to use Insanity as their first (non-free) action. Just like XCOM's Psions in LWOTC, Insanity is a single-action, non-turn-ending ability for the Sorcerers, and they can use it every turn. If they don't see any good shots to take with their guns, or any clumps of soldiers to grenade or Void Rift, they're very likely to use Marionette Control with their second action if they can see a robot in your squad. They will avoid using Insanity against targets that are already chilled, bitter chilled, frozen, burning, bound or panicked. They also prefer to use it on targets with high HP.

- The Psionic Weapons research in the lab now requires Magnetized Weapons research in addition to the Advent Sorcerer Autopsy. You'll also need 40 Supplies, 4 Alien Alloys, 3 Elerium Dust, 1 Elerium Core, and 1 Advent Sorcerer Corpse to start it, plus 4 Engineers and 4 Scientists on staff. You'll receive one Psionic Reaper when it finishes. Additional Psionic Reapers can then be built in Engineering for 30 Supplies, 5 Alien Alloys, 5 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse each.

- The Psionic Reaper retains its classic unlimited magazine, but does not get (nor can it equip) weapon attachments. It no longer has an innate aim bonus.

- The Psi-infused Grenades project in the Proving Grounds no longer needs Psionic Weapons to be completed first, but it does need the Advent Sorcerer Autopsy and the Plasma Grenade project to be done. Starting the project will cost 30 Supplies, 2 Alien Alloys, 1 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse. You'll also need 4 Engineers and 4 Scientists on staff. You get one Vortex Grenade when the project is done. Additional Vortex Grenades can be built in Engineering for 15 Supplies, 1 Alien Alloy, 1 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse.

- The Psionic Reaper infiltrates a little faster than a typical assault rifle due to being an Advent weapon.

- If you have Psionics Overhaul V3, all soldiers who have The Gift will be able to equip the Psionic Reaper, even if they can't normally equip Assault Rifles (this may break a lot of abilities, particularly on classes that don't normally use primary guns like the Templar or Stormrider). If you don't have that mod, only Psi Operatives will be able to equip them.

- Phantom Slayer Rounds will need to have the Phantom Slayer Rounds project in the Proving Ground completed before you can build them in Engineering. The project costs 20 Supplies, 1 Alien Alloy, 1 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse. You'll also need 2 Scientists and 2 Engineers on staff. You get 1 Phantom Slayer Rounds when the project is done. Building more in Engineering costs 10 Supplies, 1 Elerium Dust, and one Advent Sorcerer Corpse each.

- Phantom Slayer Rounds' Pierce has been reduced to 2, to match LWOTC's AP Rounds. It still deals +3 damage vs Lost and Zombies.
Last edited by Kiruka; 9 May, 2021 @ 8:52am
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Showing 1-15 of 15 comments
cryxalus 19 Mar, 2021 @ 7:56pm 
Hey! I can't figure out how to correctly register the corpse of a warlock in the Extract Corpses WOTC mod so that you can pick it up. "AshAdvWarlockM1" does not allow you to loot the corpse. Whether it's related to Mod Jam, or I'm an idiot ...
Can you tell me how to do it correctly?
Kiruka  [developer] 20 Mar, 2021 @ 5:29am 
Originally posted by cryxalus:
Hey! I can't figure out how to correctly register the corpse of a warlock in the Extract Corpses WOTC mod so that you can pick it up. "AshAdvWarlockM1" does not allow you to loot the corpse. Whether it's related to Mod Jam, or I'm an idiot ...
Can you tell me how to do it correctly?

Is the mod asking you to enter enemy character template names, or corpse item template names?
cryxalus 21 Mar, 2021 @ 5:16am 
Chances are characters, corpse names don't work. I just can't find these templates ...
Kiruka  [developer] 21 Mar, 2021 @ 5:55am 
Originally posted by cryxalus:
Chances are characters, corpse names don't work. I just can't find these templates ...

I took a look in the mod description for Extract Corpses, and it looks like it can take character group names or character template names. The relevant character group name in this case would be AdventWarlock, and the relevant character template names would be AshAdvWarlockM1, AshAdvWarlockM2 and AshAdvWarlockM3.

Mod Jam doesn't change any of the template names or character group names, only Localization stuff here, so Mod Jam shouldn't be causing an incompatibility in this case.
cryxalus 21 Mar, 2021 @ 6:50am 
Ok, I'll try to prescribe, I just thought Mod jam somehow affects the names of the templates, so I can't loot the corpses of warlocks. Thanks for the answer I will try
cryxalus 27 Mar, 2021 @ 6:39pm 
Hello again! I figured out the corpses, I messed up somewhere when I was writing the template. Now there is another problem: in the game, when you cast Some Advent Warlock ability, the game crashes and shows an error: * Error detected attempting load of package; PerkLibrary_MW *. I ask here, because earlier, before this mod was added to Mod Jam, there was no such error .... I asked the guys on the LWOTC forum, but no one answered there. Do you know what could be the reason?
live laugh love 4 Apr, 2021 @ 12:44pm 
I also have crashes relate to Advent Warlock, the game just crash when they do anything except movement. My latest crash is the warlock ran into my overwatch, took damage, make dying sound then BAM! CRASH... This is the "Critical" I found in the log:

Critical: appError called: Assertion failed: appErrorf [File:G:\BuildAgent\work\9a884cb2af69f6ff\main\XCOM2\Development\Src\Core\Src\UnLinker.cpp] [Line: 4629]
Linker object AkBank AdventMale1_Bank0_SF.WwiseDefaultBank_SoundAdventFX mislinked!

The error detected message also show up like yours, except it show different ability each time. This time was some Frost related ability that i can't remember the name of. I don't think they have Frost ability as far as i know of because i usually kill them before they act or the game would just crash.

The way to prevent the crash for now is to kill/stun them before they do anything at all.
mcslave198 24 Apr, 2021 @ 1:59am 
I just ran into the same crash as the others above. The error popup window said something about Hunter Tracking Shot lol. I checked the crash log and I'm seeing the exact same critical error as above. There's also a regular error right before that might be relevant:

Error: (AddNetObject) Objects SoundCue SoundX2CharacterFX.PsiOp_Ability_Solace_On_Cue and SoundCue SoundX2CharacterFX.PsiOp_Ability_Soulfire_Impact_Cue have duplicate NetIndex 171
Kiruka  [developer] 26 Apr, 2021 @ 2:32am 
I just dropped another update that reworks their abilities/AI again. Let me know if crashes still happen and if so, if the errors in the logs are different.
cryxalus 4 Jun, 2021 @ 12:48pm 
The question is off-topic, but how now to take out the corpses of warlocks from the task, if they now stand up in the form of zombies with a 100% chance?
Kiruka  [developer] 8 Jun, 2021 @ 9:30am 
Originally posted by cryxalus:
The question is off-topic, but how now to take out the corpses of warlocks from the task, if they now stand up in the form of zombies with a 100% chance?

They should still drop their corpse when they die, even though they get right back up as a zombie. It doesn't make much sense but you'll still get the corpse if it's a full salvage mission type.
Bill 24 Jul, 2021 @ 9:10am 
For some reason I'm not able to equip the Psi rifle on any of my soldiers with the gift. I was able to equip it once when I first researched the tech but after removing it from that soldier none of my other soldiers can use it.
Kiruka  [developer] 24 Jul, 2021 @ 10:11am 
Originally posted by Bill:
For some reason I'm not able to equip the Psi rifle on any of my soldiers with the gift. I was able to equip it once when I first researched the tech but after removing it from that soldier none of my other soldiers can use it.

Make sure your Mod Jam is up to date as of today, then let me know if the problem's still happening.
Bill 25 Jul, 2021 @ 3:27pm 
That fixed it. Thanks
AranBlack 8 Aug, 2021 @ 3:24pm 
Some times the turn of the Warlock Advent just soft lock the game, it does not crash, but the game stop working, start to reduce the usage of memory and never returns.
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