XCOM 2
Mod Jam for Long War of the Chosen
Kiruka  [developer] 16 Dec, 2021 @ 11:25am
Changes to Additional Vest Types
- The new vests are now buildable in Engineering only after finishing their associated Proving Grounds projects.

- The Scab Weave Project requires Hybrid Materials Research and the Celatid Autopsy plus 15 Supplies, 1 Alien Alloy, 2 Elerium Dust and 1 Celatid Corpse. You need 1 Scientist and 1 Engineer on staff. You get one Scab Weave when you finish the project.

- Building Scab Weave in Engineering costs 10 Supplies, 1 Elerium Dust and 1 Celatid Corpse.

- Bubble Weave no longer regenerates indefinitely, instead being capped at 6 regen per mission. Regen per turn has been increased from 1 to 2.

- The Bubble Weave Project requires Hybrid Materials Research and the Bio Barrier Trooper Autopsy plus 25 Supplies, 4 Alien Alloys, 1 Elerium Core and 1 Bio Barrier Trooper Corpse. You need 3 Scientists and 3 Engineers on staff. You get one Bubble Weave when you finish the project.

- Building Bubble Weave in Engineering costs 20 Supplies, 2 Alien Alloys, 1 Elerium Dust and 1 Bio Barrier Trooper Corpse.

- Automend Weave max armor regen is nerfed to 4 (from 6) and its base armor has been nerfed to 2 (from 3).

- The Automend Weave Project requires Hybrid Materials Research and the Custodian Autopsy plus 35 Supplies, 5 Alien Alloys, 1 Elerium Core and 1 Custodian Corpse. You need 5 Scientists and 5 Engineers on staff. You get one Automend Weave when you finish the project.

- Building Automend Weave in Engineering costs 25 Supplies, 3 Alien Alloys, 2 Elerium Dust and 1 Custodian Corpse.

- Mind Weave has been completely changed. It no longer grants HP. The original 10 Psi Offense bonus has been replaced with Psionic Atrophy from Bstar's Perk Pack. It grants 20 Psi Offense and makes the wearer immune to mental ailments and all sources of Psionic damage, but the wearer takes 33% more damage from everything else. I wanted to make sure it didn't just end up being a better version of the Amp Booster and was more interesting.

- The Mind Weave Project requires Hybrid Materials Research and the Advent Sorcerer Autopsy plus 20 Supplies, 2 Alien Alloys, 2 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse. You need 4 Scientists and 4 Engineers on staff. You get one Mind Weave when you finish the project.

- Building Mind Weave in Engineering costs 15 Supplies, 1 Alien Alloy, 1 Elerium Dust and 1 Advent Sorcerer Corpse.

- Blast Weave and Regen Weave have been disabled.

- Spectral Weave, Flux Weave, Shimmer Weave, and Mach Weave are disabled only temporarily, they'll be added back in future Mod Jam updates once I add more enemy mods.
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MaxMNG 19 Jun, 2022 @ 12:46pm 
Hi Kiruka!

I tried to add vests : MZMachWeave and MZFluxWeave using your ModJam config file. I turned off the lines where you made them impossible to produce, and added 2 lines for each vest 100% similar to your code for other vests above. I added 2 projects of these vests and added the vests themselves. I checked everything many times, everything is absolutely correct. But for some reason, in the company, these vests are available from the beginning (not after studying the projects).

Do I need to write something else somewhere for it to work correctly (so that they would be available only after projects, like other vests)?

p.s
Modjam works fine, it overrides the original MZ mod (all other vests are fine, and even the prices of the vests I added are taken from the ModJam config)

p.s 2
If the answer to this question bothers you a lot, please don't answer. I don't want anyone to get too stressed out because of me :)
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