XCOM 2
Mod Jam for Long War of the Chosen
Kiruka  [開發人員] 2021 年 12 月 16 日 上午 11:27
Changes to Bio Division
The changes I've done to Bio Division honestly made me consider doing a separate release due to the sheer SCOPE of it, but when it comes right down to it, the Mod Jam train has no brakes. Stick with me while I go through all this.

Enemy Changes:

- All stat buffs for Bio Division from B&T Expanded Enemies Redux Failsafe have been kept intact here. There are a LOT of them, so many that I'm not going to list them all.

- The Bio Assault Trooper with a shotgun and shield has been rebranded as the Bio Barrier Trooper (and the Heavy Bio Barrier Trooper). They no longer regenerate health, but now equip Bubble Weave (from Additional Vest Types mod) instead, which gives them a 2 HP shield that can regenerate 2 points per turn, up to a maximum of 6 overall. Their Shotguns now use the same range table as XCOM's Shotguns in LWOTC and do a bit of environmental damage. The Heavy Bio Barrier Trooper now carries a more powerful shotgun than the standard variant in terms of both damage and shred.

- The Advanced Bio Trooper has a Gas Grenade instead of an Acid Grenade, and the Elite Bio Trooper has a Gas Bomb instead of an Acid Bomb. This is mainly due to their AI never using the Acid variant as a result of their tiny AoE in LWOTC.

- The Bio Officer (M1) now carries a Bio Saber with lower damage than the Advanced Bio Officer's, and their own version of Toxin Slash. The M1's Toxin Slash is almost the same as the classic one, but its unconscious chance has been replaced by a 3-action stun. The Advanced Bio Officer and Elite Bio Officer no longer have Bladestorm. All 3 of them now have Reflex Slash, which is a Bladestorm variant that can only proc once per turn, but can poison their target as well as having a chance of a disorient, a 1-action stun OR a 3-action stun. All Bio Officers now carry Neurotoxin Grenades (Neurotoxin Bomb for Elite) in place of their old grenades. More on those in the New Items section. Their SMGs now use the same range table as XCOM's SMGs in LWOTC and they do a little bit of environmental damage.

- Both Bio Viper variants now carry Acid Bombs instead of Acid Grenades, and have the Volatile Mix ability for +1 grenade radius. Note that they never actually THROW these grenades, they are only used for their death explosion. Additionally, their Bio Viper Rifles now use the same range table as XCOM's Assault Rifles in LWOTC.

- Bio Lost Bleeders can no longer summon reinforcements.

- Bio Rocket Troopers (both variants) now carry two rockets instead of one. Their rockets do less environmental damage than before, and it now shreds a little armor.

- Bio Faceless do less environmental damage than before. It's still pretty dangerous to typical half cover, though.

- Bio Generals' orbital strikes do less environmental damage than before. The M3 version that carries a Shotgun now has a better one, and all variants that carried grenades now carry Neurotoxin Grenades/Bombs instead.

- Bio MECs now carry two shots for their Bio Blaster Launchers instead of one, but it does less environmental damage than before.

- Bio MEC Troopers do less environmental damage with their Rifle, Shotgun and Plasmathrower than before. Their Rifle now uses XCOM's Assault Rifle range table from LWOTC, and their Shotgun now uses XCOM's Shotgun range table from LWOTC. Their Shotgun does a bit more damage than before. Their Rifle's magazine size is reduced by 1. They will now generally try to get closer to use their Shotgun by way of an ideal range change for the weapon (to 2 tiles).

Loot Table Changes:

- All Bio Division enemies only drop corpses/wrecks as their guaranteed loot now, with the exception of the BioZerker which is guaranteed to drop both their corpse as well as one Bio Canister. No more Alien Alloys, Elerium Dust, Elerium Cores, Datapads, free grenades/vests/PCSs or other such things. Timed loot is unchanged.

- Bio Troopers now have their own corpse instead of using the standard trooper one.

- Bio Officers now have their own corpse instead of using the standard officer one.

- Bio Barrier Troopers now have their own corpse instead of sharing with the Bio Assault Trooper.

- Bio MECs now have their own wreck instead of using the standard MEC one.

- Bio MEC Troopers now use the Bio MEC Wreck instead of the standard MEC one.

Long War of the Chosen Item Changes:

- Nanomedikits now require a Viper Corpse to build in Engineering on top of their old costs.

- The Gas Grenade/Bomb and their respective Proving Grounds projects now require Bio Trooper Corpses instead of Viper Corpses. The Gas Grenade project now requires only 1 Engineer and 1 Scientist. Other costs and requirements are unchanged.

- The Acid Grenade and its respective Proving Grounds project now require Bio Viper Corpses instead of Spectre Corpses. The Acid Bomb and its respective Proving Grounds project now require Elite Bio Viper Corpses instead of Spectre Corpses. Building an Acid Bomb in Engineering only needs 1 Elite Bio Viper Corpse rather than 2.

Bio Division Item Changes:

- The Bio Nanoscale Vest has been completely reworked. It no longer offers bonus health or armor. Instead, it grants the wearer the same health regen that the Bio Assault Trooper gets (2 HP per turn by default), which has no limit on how much it can heal the soldier per mission. Additionally, it grants immunity to poison, acid, and Chryssalid poison. To unlock them, you need to do the Bio Nanoscale Vest Project in the Proving Grounds, which requires Hybrid Materials Research, the Bio Assault Trooper Autopsy, plus 25 Supplies, 3 Alien Alloys and 1 Bio Assault Trooper Corpse. You also need 2 Engineers and 2 Scientists on staff. You'll get one Bio Nanoscale Vest from that project; more can then be built in Engineering for 20 Supplies, 1 Alien Alloy and 1 Bio Assault Trooper Corpse.

- The Bio Viper Scale Vest now grants +5 Defense, +1 Mobility and has no Weight, in addition to granting the wearer immunity to poison, acid and Viper Bind. To unlock them, you need to do the Bio Viper Scale Vest Project in the Proving Grounds, which requires Hybrid Materials Research, the Bio Viper Autopsy, plus 30 Supplies, 4 Alien Alloys, 1 Elerium Dust, 1 Elerium Core and 1 Bio Viper Corpse. You also need 3 Engineers and 3 Scientists on staff. You'll get one Bio Viper Scale Vest from that project; more can then be built in Engineering for 25 Supplies, 3 Alien Alloys, 3 Elerium Dust and 1 Bio Viper Corpse.

- The Advanced Bio Viper Scale Vest now grants +5 Defense, +2 Mobility, +1 HP and has no Weight, in addition to granting the wearer immunity to poison, acid and Viper Bind. To unlock them, you need to do the Advanced Bio Viper Scale Vest Project in the Proving Grounds, which requires Hybrid Materials Research, the Elite Bio Viper Autopsy, plus 40 Supplies, 5 Alien Alloys, 2 Elerium Dust, 1 Elerium Core and 1 Elite Bio Viper Corpse. You also need 4 Engineers and 4 Scientists on staff. You'll get one Advanced Bio Viper Scale Vest from that project; more can then be built in Engineering for 35 Supplies, 4 Alien Alloys, 5 Elerium Dust and 1 Elite Bio Viper Corpse.

- The Bio Medikit's function is unchanged. The Advanced Battlefield Medicine Project now costs 40 Supplies, 1 Elerium Core and 1 Bio Faceless Corpse to start, in addition to 3 Engineers and 3 Scientists on staff, and grants a Bio Medikit on completion. Bio Faceless Autopsy and Battlefield Medicine are both still prerequisites. Additional Bio Medikits can be built in Engineering after for 20 Supplies, 2 Elerium Dust and 1 Bio Faceless Corpse.

- Elerium Rounds' function is unchanged. To unlock them, you need to do the Elerium Rounds Project in the Proving Grounds, which requires Hybrid Materials research, the BioZerker Autopsy, plus 30 Supplies, 4 Alien Alloys, 1 Elerium Core and 1 Bio Canister. You also need 4 Engineers and 4 Scientists on staff. You'll get one Elerium Rounds from that project; more can then be built in Engineering for 20 Supplies, 1 Alien Alloy, 2 Elerium Dust and 1 Bio Canister.

- The Bio Damage Control PCS, since it no longer drops randomly from the BioZerker, is now built in Engineering. To unlock them, you need the BioZerker Autopsy and 6 Engineers on staff. Building one costs 30 Supplies, 5 Alien Alloys, 2 Elerium Dust, 1 Elerium Core and 1 Bio Canister.

- The Bio Rocket Launcher now functions just like the enemy version; it does less damage, less environmental damage, and has a smaller radius, but also carries 2 rockets instead of 1. To unlock them, you need to do the Bio Rocket Launcher Project in the Proving Grounds, which requires the Plasma Grenade Project, the Bio Rocket Trooper Autopsy, and the Battle Armor Research plus 30 Supplies, 4 Alien Alloys, 2 Elerium Dust, 1 Elerium Core and 1 Bio Rocket Trooper Corpse. You also need 4 Engineers and 4 Scientists on staff. You'll get one Bio Rocket Launcher from that project; more can then be built in Engineering for 40 Supplies, 2 Alien Alloys, 3 Elerium Dust, 1 Elerium Core and 1 Bio Rocket Trooper Corpse.

- The Bio Blaster Launcher now functions just like the enemy version; it does less damage, less environmental damage, and has a smaller radius, but also carries 2 shots instead of 1. Since it no longer drops randomly from the Bio MEC, it's now built in Engineering. To unlock them, you need to do the Bio Blaster Launcher Project in the Proving Grounds, which requires the Heavy Plasma Research, the Bio MEC Breakdown, and the Battlesuits Research plus 60 Supplies, 6 Alien Alloys, 6 Elerium Dust, 1 Elerium Core and 1 Bio MEC Wreck. You also need 7 Engineers and 7 Scientists on staff. You'll get one Bio Blaster Launcher from that project; more can then be built in Engineering for 80 Supplies, 4 Alien Alloys, 5 Elerium Dust, 1 Elerium Core and 1 Bio MEC Wreck.

- The Sat Strike Module is unchanged in its function. Since it no longer drops randomly from the Bio General, it's now built in Engineering. To unlock them, you need to do the Bio General Autopsy. You also need 8 Engineers on staff. Each ones costs 120 Supplies, 15 Alien Alloys, 5 Elerium Dust, 2 Elerium Cores, and 1 Bio General Corpse.

New Items:

- The Bio Alloy Plating is a new plating item which offers 3 shield points in addition to immunity to poison, acid, and Chryssalid poison. To unlock them, you need to do the Bio Alloy Plating Project in the Proving Grounds, which requires the Alloy Plating Project and the Bio Trooper Autopsy, plus 15 Supplies, 4 Alien Alloys and 1 Bio Trooper Corpse. You also need 3 Engineers and 3 Scientists on staff. You'll get one Bio Alloy Plating from that project; more can then be built in Engineering for 10 Supplies, 1 Alien Alloy, 1 Elerium Dust and 1 Bio Trooper Corpse.

- The Bio Saber is a new Sword weapon which does more damage than a standard Sword but less than an Arc Blade. It comes with the Toxin Slash and Reflex Slash abilities. To unlock them, you need the Bio Officer Autopsy and 2 Engineers on staff. Each one costs 15 Supplies, 2 Alien Alloys and 1 Bio Officer Corpse to build.

- The Bio Stun Lance is a new Combat Knife weapon (can be changed to Baton in XComBDData.ini) which does good damage and offers the Assault Stun ability which can disorient, stun for 2 actions or stun for 4 actions, but takes as long to infiltrate as a Sword does. To unlock them, you need the Bio Assault Trooper Autopsy, Hybrid Materials Research and 3 Engineers on staff. Each one costs 20 Supplies, 2 Alien Alloys, 3 Elerium Dust and 1 Bio Assault Trooper Corpse to build.

- The Bio Shield is a new Shield weapon (you'll need a class that uses Shields, i.e. Stormrider and/or Hoplite) that does much higher damage than other Shields and comes with the Shield Deflect ability, but does not grant any Armor or Dodge to the wielder and can only Shield Bash every other turn. To unlock them, you need the Bio Barrier Trooper Autopsy, Plated Armor Research and 4 Engineers on staff. Each one costs 25 Supplies, 4 Alien Alloys, 1 Elerium Dust and 1 Bio Barrier Trooper Corpse to build.

- The Bio MEC Sub-Armor is a new defense item that goes in the Auxiliary Slot (you'll need Spark Arsenal to unlock this for SPARKs, as well as MEC Troopers if you have them). It grants 4 bonus HP as well as immunity to poison, acid, Chryssalid poison, Elerium poisoning, fire, panic, and unconscious. To unlock them, you need the Mechanized Warfare Project (or beat Lost Toweers mission), Bio MEC Breakdown and 4 Engineers on staff. Each one costs 30 Supplies, 3 Alien Alloys, 2 Elerium Dust and 1 Bio MEC Wreck to build.

- The Neurotoxin Grenade is a new grenade that functions very similarly to a Gas Grenade with a smaller radius (same as a Frag Grenade), but also disorients targets in the initial radius (not those who wander into the lingering poison cloud later). To unlock them, you need to do the Neurotoxin Grenade Project in the Proving Grounds, which requires the Hybrid Materials Research and the Bio Officer Autopsy plus 20 Supplies, 2 Alien Alloys, 1 Elerium Core and 1 Bio Officer Corpse. You also need 3 Engineers and 3 Scientists on staff. You'll get one Neurotoxin Grenade from that project; more can then be built in Engineering for 10 Supplies, 1 Alien Alloy, 1 Elerium Core and 1 Bio Officer Corpse.

- The Neurotoxin Bomb is a new grenade that functions very similarly to a Gas Bomb with a smaller radius (1 more radius than a Frag Grenade), but also disorients targets in the initial radius (not those who wander into the lingering poison cloud later). To unlock them, you need to do the Neurotoxin Bomb Project in the Proving Grounds, which requires the Neurotoxin Grenade Project and the Advanced Grenades Project plus 30 Supplies, 4 Alien Alloys, 3 Elerium Dust, 1 Elerium Core and 1 Bio Officer Corpse. You also need 5 Engineers and 5 Scientists on staff. You'll get one Neurotoxin Bomb from that project; more can then be built in Engineering for 20 Supplies, 1 Alien Alloy, 2 Elerium Dust, 1 Elerium Core and 2 Bio Officer Corpses.

- The Bio Cyanea Suit is a new vest item that offers the infiltration bonus of a Chameleon Suit, in addition to immunity to poison, acid, Chryssalid poison, Elerium poisoning and knockback. To unlock them, you need to do the Bio Cyanea Suit Project in the Proving Grounds, which requires the Chameleon Suit Project and the Bio Faceless Autopsy plus 50 Supplies, 3 Alien Alloys, 1 Elerium Core and 1 Bio Faceless Corpse. You also need 3 Engineers and 3 Scientists on staff. You'll get one Bio Cyanea Suit from that project; more can then be built in Engineering for 40 Supplies, 3 Elerium Dust, and 1 Bio Faceless Corpse.

- The Bio Demonweave is a new vest item that offers 6 extra HP to the wearer in addition to the Bio Damage Control ability. To unlock them, you need to do the Bio Demonweave Project in the Proving Grounds, which requires the Hybrid Materials Research and the BioZerker Autopsy plus 30 Supplies, 4 Alien Alloys, 1 Elerium Core and 1 BioZerker Corpse. You also need 4 Engineers and 4 Scientists on staff. You'll get one Bio Demonweave from that project; more can then be built in Engineering for 30 Supplies, 3 Alien Alloys, 3 Elerium Dust, and 1 BioZerker Corpse.

Miscellaneous Changes:

- Both versions of the Toxin Slash ability have a new icon, which requires Ketaros 2D Package.

- Corpses have had their supply values adjusted.