XCOM 2
Mod Jam for Long War of the Chosen
Kiruka  [developer] 16 Dec, 2021 @ 11:04am
Changes to Rocket Launchers
- The Covert Action to acquire Nuclear Material for the Tactical Nuke is no longer gated behind Improved Rockets (which no longer exists). Instead, you need to research Encrypted Codex Data. Other requirements are the same, including needing a faction soldier to go on the Covert Action.

- Rocket Launchers and Rockets have their own infiltration costs. The Rocket Launchers are about 33% more expensive to infiltrate than a Grenade Launcher, and the Rockets cost about 50% more to infiltrate than Grenades do. The Tactical Nuke costs twice as much to infiltrate as any other Rocket.

- Experimental Rocket and Powered Rocket techs are gone. Rockets are now built one at a time in Engineering, and have a similar cost to grenades for the most part. All tier 2 Rockets and their Launchers are gated behind Gauss Weapons, and tier 3 is gated behind Heavy Plasma. Exotic rocket types are also gated behind autopsies, as follows:
  • White Phosphorus Rockets (tier 2 and 3) need the Viper Autopsy and corpse.
  • Lockon Rockets (tier 2 and 3) need the Advent Robotics research and Drone Wreck.
  • Napalm Rockets (tier 2 and 3) need the Flame Viper Autopsy and corpse.
  • Sabot Rockets (tier 2 and 3) need the Muton Autopsy and corpse.
  • Thermobaric Rockets (tier 2 and 3) need the Advent Turret Breakdown and wreck.
  • Flechette Rockets (tier 2 and 3) need the Faceless Autopsy and corpse.
  • Acid Rockets (tier 3 only) need the Andromedon Autopsy and corpse.
  • Plasma Ejectors (tier 3 only) need the Muton Elite Autopsy and corpse.
  • Tactical Nukes (tier 3 only...or is it tier 4?) are very expensive in terms of resources and require one Nuclear Material each as well, still exclusive to the Covert Action. They also require 9 Engineers, 9 Scientists, and still have to be built in the Proving Grounds every time, not Engineering. Earn your late-game pod-wiping toy.
- Rockets can no longer be given to other soldiers. I may bring this feature back if there's a better way to keep item weight consistent in the future (like if Iridar ends up doing his Inventory Overhaul).

- In the meantime, Rockets no longer have their innate weight feature, and instead use LWOTC's weight, which means the penalty to mobility still applies after you fire them, just like grenades. Each Rocket has a weight of 1, with the exception of the Tactical Nuke which has a weight of 2.

- Higher tier rockets in general do more damage than they did before, which was needed to make them appealing in LWOTC's resource and corpse crunch.

- The Tactical Nuke's shred and pierce values have been messed about a bit, and it can also do some Rupture.

- LWOTC's version of Volatile Mix now also benefits Rocket Launchers (not the Gauntlet's one, only Iridar's).
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Showing 1-5 of 5 comments
CHESTER 4 Jun, 2023 @ 9:08am 
hello, how add the ability to give a rocket
ImReallyCreative 10 Jun, 2023 @ 11:27pm 
I'm having issues with this mod in my game; no class can equip a rocket launcher. From what I understand, it should be equipable on at least technical and grenadier, but its not. The starting rocket launcher shows up in the secondary weapons menu with an infinite quantity, but no matter what class I try to equip it on it always has the "cannot equip" overlay. According to the rocket launcher dev that means the class isnt setup to have a rocket launcher. Is it possible I've missed a config setting or a requirement that enables the rocket launchers for lwotc classes?
Danny - druws 1 Sep, 2023 @ 10:43pm 
Hi, I have a somewhat small problem and that is that some items such as the acid grenade and the acid missile in the rocket launchers mod ask me for an object that is marked as a red "1" but it never tells me the object that is needed
Gerishnakov 27 Apr, 2024 @ 6:52am 
Originally posted by Danny - druws:
the acid grenade and the acid missile in the rocket launchers mod ask me for an object that is marked as a red "1" but it never tells me the object that is needed

Yeah, in the configs they're gated behind BioMecs rather than Andromedons as standard. You need to comment out the BioMec req and un-comment the Andromedon req.
Last edited by Gerishnakov; 27 Apr, 2024 @ 6:53am
Gerishnakov 24 May, 2024 @ 10:44am 
I've just today noticed that Grenadiers' "Heavy Ordnance" perk is not affecting rockets equipped in the dedicated grenade slot. I've asked Iridar and they think the issue must be on the LWOTC/ModJam side of things. Is this a known bug/feature?
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Showing 1-5 of 5 comments
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