XCOM 2
Expanded Playable Aliens - LWOTC
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更新于:10 月 8 日 上午 7:43
作者:Mrvecz

- Fixed melee predator armor not giving out +3 melee damage
- Some localization and config cleanup done

更新于:10 月 7 日 上午 11:39
作者:Mrvecz

- Cleaned up some config files of redundant lines, removed blank weapon categories
- Removed requirements from PA - mods like Sensible Mission Penalties and Viper Class can be tossed out
- Added a warning on start up for the main trio of gameplay distrupting mods - Project Dollhouse (causes crashing when switching armor), Vipers Redux (causes issues) and Viper Animation Depository (causes CTD's and fucks up EPA's viper animations)

更新于:10 月 6 日 上午 10:07
作者:Mrvecz

Muton Trooper:
- Changed bayonet damage, has less of a massive damage roll and now punches through armor 1/2/3
Its now 5-7, 8-10, 11-14

Perks:
- Stim Bite is buffed now and removes panic on application, given aliens can use medikits now

Muton Hunters/Prowlers
- New synergy weapon - the railgun, heavy anti-armor weapon, comes with X-Ray shot, letting Muton Hunters hit squadsight spotted targets even through terrain, AKA inside buildings or behing mountains

Alien infantry:
- New synergy armor - needs a sectoid, or abjurer or Wraith on board, usable by most aliens - Quantum Skip Armor, provides wall phasing and moving target, turn any city map in to a nightmare fuel for Advent, has NO bonus stats besides +15 dodge, so beware explosives and other guaranteed damage types, you have a monstrous hit and run potential here, but you better ensure nobody has a crank at shooting your alien that lacks the raw HP for late game damage numbers.

All melee:
- Due to TJ changes to melee weapons, ALL melee weapons no longer require corpses. Just main weapon research.
- NERF: Archons no longer get lightning strike at T5 melee wand cuz you dont need Sectopods anymore and you are already getting nice damage

Titan Armors:
- Is now generic for everyone but Faceless, Berserker, Andromedon and Wraith, price remained lowered due to lack of the free dash melee XCOM version has.
- NERF: All Titans lost their defensive perk they had as a compensation for their lack of the titan strike, to curb power abit and also due to increased interchangeability for most units. Sort of redundant now given the generificication
- Wraith has its titan armor disabled entirely, as Sparks/MEC troopers dont have an equivalent, they will get Gat'Dam equivalent in future instead.
- Currently existing Titans will still be possible to use, you just cant build more of them.

Armor consodilation:
- The other half of aliens that have melee damage boosters on their armor share armor type - Alien Predator Melee Armor/Alien Warden Melee Armor
- So Berserkers, Faceless, Andromedons count as here

Frost Boys:
- Frost Adder - Lost Tis But a Scratch baseline
- Frost Bomber - Lost Tis But a Scratch baseline
These two, albeit this perk did archive what i wanted, of frontline units that dont get auto benched from a paper cut, it has lead to them being too good early in the game, instead both of them gain Frost Vanguard Armor, giving them +1 ablative and 10% crit resistance.

Frost Necromancer:
- Swapped the duplicate xcom row with Winter Vanguard armor (10 xcom ap)

Seraphim:
- Lost turbo boost (didnt need it, was a leftover of ye olde times when Archons would break concealment on movement)

Bugfixes:
- Frost Adder should now properly spawn with his gun, as i possibly found issues with the config

更新于:9 月 22 日 上午 3:28
作者:Mrvecz

- Fixed Archons and Seraphims -> was impossible to use revival on them, also fixed Seraphims not being eligible for infirmary for negative trait removal
- Alien medikits are now redundant, they will still work but you cant make more of them anymore as ALL ALIENS CAN NOW USE XCOM MEDIKITS, so that means all 4 medikits
- Replaced bunch of broken scripts that never worked in the original with new lines provided by Merist - mainly grenade restricting script actually works, Zerkers and Faceless cannot use grenades, originally Archons couldnt either but their grenade animations look fine actually so i let them.
- Added C4 to the forbidden items for aliens, what is that item you say ? A good question ! As most of us probably hasnt use this thing beyond curiosity.

更新于:9 月 14 日 上午 8:23
作者:Mrvecz

- Potentially fixed Frost Adder loadout being broken (spawning without a shotgun)
- Potentially fixed liquidator animation being broken
- Potentially fixed stalker rifle not being usable with many perks
- Removed Whirlwind from Desolator, more tunedown is in order in future + some streamlining of its abilities
- Info perks are now purely information and dont serve as a trojan horse for extra perks anymore, added a config toggle (true/false) that lets you disable them outright if you are familiar with them already. New perks added to those affected that serve as the vessel for extra perks (As i am slowly curbing the 6 perk squaddie monstrosities).
- Added tier skipping for marauder cryo rifle
- Added alien medikits, usable only by aliens, functionally identical, unlocked by alien faction contact, though prob needs a new campaign to get the tier 1 medikit, otherwise you can buy nano-medikit after you do nano medicine for your ayys. Medikits use 2D image of the healing pack from Iridars SPARK arsenal in case you are seeing errors as i couldnt really find anything else that would resemble it.
- Fixed Naja not being able to make bonds
- All aliens except those that have melee damage scaling tied to their armor now share the same armor type, Titan is still unique (specie to specie basis) and so are the synergy armors, but predator and warden can now be swapped between sneks, mutons, sectoids and archons. Armor price increased to match XCOM's armor.
- The rest of the aliens retain their specific armors with the discount
- Old armors can no longer be build, you can still use what you have.
- Various minor localization things i cant remember
- Exotic armory is now locked behind predator armor, as it has no benefits prior to this point.

NOTE - FROST ADDER, WARMASTER AND MUTON SAPPER NEEDS TO GET THEIR TREES RESET TO GET THE PERKS PROPERLY. So console away to respec their trees.

更新于:9 月 1 日 上午 5:32
作者:Mrvecz

- Removed Mamba and Sapper from gatecrasher due to a discovery that if a hacking unit fails a hack on gatecrasher and gets any of the negative stat effects as punishment, it will 100% brick your campaign and permamently corrupts it before it even started.
- Replaced duplicated xcom row perk lone wolf from Necromancer
- Muton Sapper has now the info perk, also he lost the whole radiation focus, instead he becomes immune to electricity and comes with a tesla grenade, this is a custom, otherwise unobtainable grenade based on EMP and Electroshock (MZ), which deals electrical damage to both living and mechanical, shreds shields and has 80% chance to deplete ammo, forcing a reload, deals frag grenade range but penetrates all armor.
- Reworded or updated some localization lines
- Added a FL gate for Muton Trooper so you cannot accidentally roll for him b4 you do the resistance contact research (FL3)
- Added tesla and sonic grenadier perks and tesla trooper perks to some of the xcom rows.

更新于:8 月 21 日 上午 9:12
作者:Mrvecz

Schematic Conversions:
- Muton Sapper
- Floater
- Frost Bomber blob

Warmaster:
- Lance pistol is now a real weapon that can be upgraded
- Change to how weapons behave:
-> Lance Pistol has bonus accuracy (0/5/10) and lost its armor shredding entirely
-> Ripple Rifle now shreds armor for +2 on hit and lost its ability to rupture
- Added info perk on Warmaster
- Fall Back is moved to xcom row, lost from baseline
- Lightning claw now uses ripjack picture
YOU MUST RESPEC YOUR WARMASTER TO GET THE PISTOL WORKING AGAIN

Toxiblade:
- Fixed it not giving rupture +2 by removing the perk that was suppose to function for it.

Taipan:
- Removed return fire from the rifle as Taipan has it baseline
- Swapped animation for taipan cannot to bolt caster one, supposedly it looks better.

更新于:8 月 11 日 下午 3:04
作者:Mrvecz

- A small bug fix that caused plasma tier Python rifle upgrade to CTD the game

更新于:8 月 10 日 上午 6:38
作者:Mrvecz

Commando
- Acid ammo is now tied to primary

Infiltrator:
- Fixed wrong schematic item and cost

Taipan:
- Converted to schematics

Python
- Converted to schematics
- Fixed name generation using Muton names instead of female viper's one

Frost Adder:
- Added the info perk, condensed the perk tree so its not a giant list of perks, perks still exist gameplay wise

Synergy armory:
- Apothecary Gremlin, after like half a year finally returns from stasis, can be upgraded to tier 2 after you do Elerium, you only need Frost Mamba on board, but this is an item that any gremlin user can use and comes with some nifty perks, though its crap at hacking and fighting.

Localization:
- Various minor changes i cant remember

更新于:8 月 7 日 上午 2:57
作者:Mrvecz

Harrier:
- Nerfed Sonic Grenadier, only gives 1 charge now, at lcpl this is still a good grenade.

Synergy Weapons:
- Sonic Grenade can be now made if you have Harrier, this grenade is usable by all XCOM units, not just the Harrier, this can be loaded in to grenade launchers and ordanance launchers.

Internal functions:
- Cleaned up more files that could be possibly breaking psi ops anims

Colour schemes:
- Swapped dark cyan for more brighter colour

Taipan:
- Renamed the SMG to Rifle due to its new range table

Gatecrasher and aliens:
- All aliens that can spawn as something you can rescue, or those that can appear on gatecrasher will now spawn with ceramic plating, frag and flash grenade. Well, lets see if it works that is...

Commando:
- Allow tier skips for its weapon upgrades

Muton Infiltrator:
- Schematics conversion for his equipment