XCOM 2
Mod Jam for Long War of the Chosen
Kiruka  [developer] 16 Dec, 2021 @ 11:59am
Changes to Advent Assault Troopers
- All of the Assault Troopers units have had their AI tweaked. The 3 tiers of Trooper are very aggressive now, almost as much as LWOTC's Purifiers are. They are more than willing to leave the safety of cover to get close to your soldiers and shoot, assuming they don't have a grenade opportunity (which they will prefer to stay in cover for), and generally give no ♥♥♥♥♥ about being flanked. The Captains aren't quite as aggressive as their subordinates, but will still generally prefer to be at the front. All of them can take High Priority Shots now. Although the Troopers will move very aggressively with their first action, they'll go back to cover with their second action if they don't end up attacking for whatever reason.

- All four of them gain Close And Personal and Fire Control (25). The Advanced, Elite, and Captain units gain Close Encounters, the Elite gains Lightning Reflexes (LWOTC edition) and the Captain also gets Breach (with which he will use the same targeting logic as with a grenade, i.e. only going after groups). None of them have Untouchable anymore, the Elite no longer has Rapid Fire, and the Captain no longer has Covering Fire. Above all: do not let these guys get within 4 tiles of your soldiers or you will be in a lot of pain.

- Their shotgun range tables have been adjusted to LWOTC shotgun values. Damage and crit damage for all tiers of their shotguns has gone up (particularly the Elite's as he no longer has Rapid Fire). Environmental damage has been lowered.

- XCOM's Laser Grenade has had its damage increased and its environmental damage decreased. It no longer destroys loot.

- XCOM's Magnetic Grenade has had its damage increased and its environmental damage and shred decreased. It also deals Magnetic damage now rather than Explosive and no longer destroys loot.

- All of the utility items from the Assault Troopers now have Proving Grounds projects associated with them that must be completed before being able to build them in Engineering:

  • Magnetic Grenades' Proving Grounds project requires Hybrid Materials, the Advent Assault Trooper Autopsy, 2 Engineers and 2 Scientists to unlock. Starting it costs 20 Supplies, 2 Alien Alloys, 1 Elerium Core and 1 Advent Assault Trooper Corpse, and gives you a Magnetic Grenade on completion. Building them in Engineering afterward costs 10 Supplies, 1 Alien Alloy, 1 Elerium Core and 1 Advent Assault Trooper Corpse each.

  • Laser Grenades' Proving Grounds project requires Hybrid Materials, the Advent Advanced Assault Trooper Autopsy, 4 Engineers and 4 Scientists to unlock. Starting it costs 20 Supplies, 3 Alien Alloys, 2 Elerium Dust, 1 Elerium Core and 1 Advent Advanced Assault Trooper Corpse, and gives you a Laser Grenade on completion. Building them in Engineering afterward costs 10 Supplies, 1 Alien Alloy, 2 Elerium Dust, 1 Elerium Core and 1 Advent Advanced Assault Trooper Corpse each.

  • Radiation Grenades' Proving Grounds project requires Advanced Grenades, the Advent Assault Trooper Captain Autopsy, 7 Engineers and 7 Scientists to unlock. Starting it costs 30 Supplies, 4 Alien Alloys, 5 Elerium Dust, 1 Elerium Core and 1 Advent Assault Trooper Captain Corpse, and gives you a Radiation Grenade on completion. Building them in Engineering afterward costs 20 Supplies, 2 Alien Alloy, 4 Elerium Dust, 1 Elerium Core and 1 Advent Assault Trooper Captain Corpse each.

  • Radiation Rounds' Proving Grounds project requires Hybrid Materials, the Advent Elite Assault Trooper Autopsy, 6 Engineers and 6 Scientists to unlock. Starting it costs 20 Supplies, 2 Alien Alloys, 1 Elerium Core and 1 Advent Elite Assault Trooper Corpse, and gives you a Radiation Rounds on completion. Building them in Engineering afterward costs 10 Supplies, 1 Alien Alloy, 1 Eleruim Dust, and 1 Advent Elite Assault Trooper Corpse each.

  • Lead Vests' Proving Grounds project requires Hybrid Materials, the Advent Advanced Assault Trooper Autopsy, 3 Engineers and 3 Scientists to unlock. Starting it costs 20 Supplies, 4 Alien Alloys, 1 Elerium Dust, 1 Elerium Core and 1 Advent Advanced Assault Trooper Corpse, and gives you a Lead Vest on completion. Building them in Engineering afterward costs 20 Supplies, 2 Alien Alloys, and 1 Advent Advanced Assault Trooper Corpse each.

  • Lead Hazmat Vests' Proving Grounds project requires Hybrid Materials, the Advent Elite Assault Trooper Autopsy, 6 Engineers and 6 Scientists to unlock. Starting it costs 50 Supplies, 7 Alien Alloys, 4 Elerium Dust, 1 Elerium Core and 1 Advent Elite Assault Trooper Corpse, and gives you a Lead Hazmat Vest on completion. Building them in Engineering afterward costs 40 Supplies, 5 Alien Alloys, 3 Eleruim Dust, and 1 Advent Elite Assault Trooper Corpse each.
< >
Showing 1-1 of 1 comments
turtledactyl 9 Nov, 2023 @ 1:35pm 
I think there's a problem here. The Assault Shotguns have been given the abilities "ShortShot" and "AssaultShot", but I'm not sure where these abilities come from? They're not in any of the 3 perk packs, base WOTC, or LWOTC; they don't seem to exist. I only noticed with the M3 Assault Trooper because he doesn't get Standard Shot and Mod Jam takes away Rapid Fire, rendering the M3 unable to fire his shotgun. I think this problem messes up the new AI trees too.

For now I've just used WeaponSkinReplacer.ini to give the M3 shotgun StandardShot.
Last edited by turtledactyl; 9 Nov, 2023 @ 1:42pm
< >
Showing 1-1 of 1 comments
Per page: 1530 50