XCOM 2
Mod Jam for Long War of the Chosen
Kiruka  [udvikler] 16. dec. 2021 kl. 12:05
Changes to Advent Warlock
- The Advent Warlock has been renamed in all Localizations (not templates, to ensure compatibility) to the Advent Sorcerer so as to better differentiate them from the Chosen Warlock. The M2 variant is called the Advent Sorcerer Adept, and the M3 variant is called the Advent Sorcerer Magus. There are many other minor Localization changes as well.

- All stat changes done to the Advent Warlock in B&T Expanded Enemies Redux have been carried over to Mod Jam's Advent Sorcerers. Some of the equipment values have as well. However, the Advent Sorcerer's Raise Dead ability is back to being a free action.

- The Advent Sorcerer family doesn't have Soulfire anymore, but they do gain Marionette Control at all tiers (for those unfamiliar, this is Mind Control but against a robot, which is mitigated by Hack Defense instead of Will).

- The Advent Sorcerer family gains the Frigid Whisper ability, which, being a free action, they will make the use of a top priority. They prefer to use it on units not already frozen, burning, bound, or panicked.

- The Advent Sorcerer Magus still has access to Void Rift, but it now piggybacks off of the vanilla AI setting for Dimensional Rift.

- The Advent Sorcerer Adept and Magus both gain the Glacial Tomb ability. They can only use this as their second action, and will avoid using it on targets that are already burning, bound or panicked. They like to use it on the highest ranked soldier they can see.

- The Advent Sorcerer Adept and Magus both gain the Polar Ray ability. This piggybacks off of the vanilla AI setting for Null Lance.

- The AI for the Advent Sorcerer has been overhauled. They will try to stay even further away from XCOM than before, and as long as they're not flanked at the start of their turn, they will always try to use Insanity as their first (non-free) action. Just like XCOM's Psions in LWOTC, Insanity is a single-action, non-turn-ending ability for the Sorcerers, and they can use it every turn. If they don't see any good shots to take with their guns, or any clumps of soldiers to grenade or Void Rift, they're very likely to use Marionette Control with their second action if they can see a robot in your squad. They will avoid using Insanity against targets that are already chilled, bitter chilled, frozen, burning, bound or panicked. They also prefer to use it on targets with high HP.

- The Psionic Weapons research in the lab now requires Magnetized Weapons research in addition to the Advent Sorcerer Autopsy. You'll also need 40 Supplies, 4 Alien Alloys, 3 Elerium Dust, 1 Elerium Core, and 1 Advent Sorcerer Corpse to start it, plus 4 Engineers and 4 Scientists on staff. You'll receive one Psionic Reaper when it finishes. Additional Psionic Reapers can then be built in Engineering for 30 Supplies, 5 Alien Alloys, 5 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse each.

- The Psionic Reaper retains its classic unlimited magazine, but does not get (nor can it equip) weapon attachments. It no longer has an innate aim bonus.

- The Psi-infused Grenades project in the Proving Grounds no longer needs Psionic Weapons to be completed first, but it does need the Advent Sorcerer Autopsy and the Plasma Grenade project to be done. Starting the project will cost 30 Supplies, 2 Alien Alloys, 1 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse. You'll also need 4 Engineers and 4 Scientists on staff. You get one Vortex Grenade when the project is done. Additional Vortex Grenades can be built in Engineering for 15 Supplies, 1 Alien Alloy, 1 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse.

- The Psionic Reaper infiltrates a little faster than a typical assault rifle due to being an Advent weapon.

- If you have Psionics Overhaul V3, all soldiers who have The Gift will be able to equip the Psionic Reaper, even if they can't normally equip Assault Rifles (this may break a lot of abilities, particularly on classes that don't normally use primary guns like the Templar or Stormrider). If you don't have that mod, only Psi Operatives will be able to equip them.

- Phantom Slayer Rounds will need to have the Phantom Slayer Rounds project in the Proving Ground completed before you can build them in Engineering. The project costs 20 Supplies, 1 Alien Alloy, 1 Elerium Dust, 1 Elerium Core and 1 Advent Sorcerer Corpse. You'll also need 2 Scientists and 2 Engineers on staff. You get 1 Phantom Slayer Rounds when the project is done. Building more in Engineering costs 10 Supplies, 1 Elerium Dust, and one Advent Sorcerer Corpse each.

- Phantom Slayer Rounds' Pierce has been reduced to 2, to match LWOTC's AP Rounds. It still deals +3 damage vs Lost and Zombies.