XCOM 2
Mod Jam for Long War of the Chosen
Kiruka  [developer] 16 Dec, 2021 @ 11:46am
Changes to Advent Medic
- All stat changes from B&T Expanded Enemies Redux have been carried over to Mod Jam, with a couple of extra adjustments: Elite Medics on Veteran difficulty have had their HP bumped up to 10 (from 8), and all Medics have one extra point of Mobility to compensate for the fact that Smoke Grenades have SmallItemWeight now.

- The basic Medic has the following new abilities: Smoke and Mirrors and Disabling Shot (Favid's Extended Perk Pack version, which does not allow for crits).

- The Advanced Medic has the following new abilities on top of the basic Medic's: Combat Drugs (Shadow Ops version) and Expanded Smoke.

- The Elite Medic has the following new abilities on top of the basic Medic's and Advanced Medic's: Dense Smoke and Quick Patch.

- Medics no longer drop Medikits or Smoke Grenades on death. The basic versions are already unlimited in LWOTC anyway.

- Medics' AI has had some adjustments.
  • Disabling Shot behaviors have been added in, and they typically prefer using this ability over standard shots unless they have a flank or a kill shot. Medics prefer using this on units not already burning, panicked, bound, chilled, bitter chilled, or frozen, and they like going after your highest ranked visible soldier with it.

  • Since they have an extra Smoke Grenade now and using it doesn't end their turn, Medics will be more liberal with them. If they're not flanked and none of their allies are injured or impaired, they will always use a Smoke Grenade with their first action if they can cover at least 2 units on their side with it. As with other grenade throws, they can only throw a Smoke Grenade once every other turn due to the cooldown.

  • Medics put more emphasis on taking high priority shots than they did before, but will still consider medical duties to be the most important if they're needed.
Last edited by Kiruka; 16 Dec, 2021 @ 11:46am