XCOM 2
Buildable Units (LWOTC compatible)
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Update: Apr 3, 2023 @ 1:43am

- Added missing Localization for MEC variants' armors. Credit to Verrithas for putting together the DLC_3.int file for that.

Update: Mar 8, 2023 @ 1:42am

- Added the missing GatlingSweep tag to the Gatling Cannon damage values. Gatling Sweep should now deal its proper base damage.

Update: Jan 30, 2023 @ 12:02pm

Little bit of prep work for a small new mod I'm releasing soon.

- Resistance MECs (haven ones) now have their loadouts changed so that they get a copy of the Buildable Units' Resistance MEC's armor item in addition to their weapons. This gives them some ablative, and also ensures that abilities that require a SPARK-type armor present to provide numbers (i.e. punching abilities, Intimidate, Reactive Armor, etc.).

- Resistance Sectopods from the Fuller Override mod also get a similar loadout change, but with a brand-new armor item in addition to their weapons. It's considered powered-tier and provides the Carapace Plating ablative. (This armor item will NOT be created unless you're running Fuller Override in your mod list.)

- Resistance Sectopods from the Fuller Override mod have been added to the IncludedTemplates list in XComGame.ini, which will allow them to benefit from Buildable Units upgrades (although what abilities they're getting is not defined in Buildable Units).

Update: Dec 28, 2022 @ 9:20am

- One new unit in the roster: the Chryssalid Hound.

  • They start with the following abilities: Hound Slash (a Chryssalid Slash that deals poison and bleeding, but no Chryssalid poison), Burrow, Snarl (this works like Brandish Claws on the playable Faceless, but enemy Chryssalids are immune), Bio-Electric Skin, Unstoppable (Mobility cannot be lowered below 7 under any circumstances), and Chryssalid Immunities.

  • Base stats with no upgrades: 12 HP, 2 Armor, 15 Mobility, 75 Aim, 60 Will, 10 Defense, 20 Dodge, and 15 Critical Chance.

  • Their infiltration time is faster than a Frost Droid, but slower than a Celatid Turret. Their armor is considered Plated tier for the purposes of abilities that need that. Since they are fully biological, they heal like regular soldiers rather than in Engineering, and can get tired. Like the Celatid Turrets, they don't ignore injuries like the fully mechanical units do.

  • Making one requires 30 Supplies, 1 Elerium Core, 1 Chryssalid Corpse, and 9 days in an unstaffed Proving Ground. They unlock with the Chryssalid Autopsy.

  • They benefit from many of the abilities in the Project BU techs (check the Google Doc for the specifics, although the techs in-game have also been updated to reflect this addition), and also have one bonus Project BU tech of their own, Chryssalid Hound Modifications. It costs 35 Supplies, 4 Alien Alloys, 3 Elerium Dust, and requires the Chryssalid Autopsy to unlock. It gives all Chryssalid Hounds access to Salt In The Wound, Adaptive Bone Marrow, Social Dynamo, and Thrash (their version of Thrash inflicts poison and bleeding on the target).
- The Junk SPARK's build cost has been increased by 5 Supplies.

- All SHIV variants' build costs have been increased by 10 Supplies.

(Also, make sure you grab Surplus Class Icons Pack for the Chryssalid Hound's class icon.)

Update: Dec 16, 2022 @ 4:57am

- Added native Intimidate strength and Strike damage configs to XComGameData.ini, which will fix the Buildable Units not actually having those values properly defined (i.e., your Junk SPARKs and Advent MEC variants will actually do damage with Strike abilities now). The default values are the same as the default values used by LWOTC.

Update: Dec 14, 2022 @ 4:55pm

- Bandolier and its associated research is gone. Units were getting the ammo slot even without doing the research. Ammo slots may come back in the future with some other method, but it's not a priority.

- Basic Firepower has had its cost upped to 25 Supplies, 3 Alloys, and 3 Dust, the same as the other Basic tier upgrades. Concentration has been added to the list of Basic Firepower abilities.

- Advanced Firepower no longer has Concentration, and in its place is a new ability, Soften Up (make sure your ABB Perk Pack is up to date for this one). Soften Up grants +2 damage to any attacks directed at a target that has full HP. The entire Buildable Units roster benefits from this ability once you acquire the Advanced Firepower upgrade.

- All research requirements for the upgrades are now added through WSR, since Template Master didn't want to add them for some reason. Let me know if they're still not working.

Update: Dec 13, 2022 @ 7:52pm

- Fixed up the abilities on the Resistance MECs that live in the havens.

Update: Dec 13, 2022 @ 7:22pm

- A real, tested fix for the upgrades. Me and RustyDios made this fix together. In addition to the units now only getting their upgrade abilities when the appropriate techs are purchased, the upgrade abilities will now be visible on the units in the armory.

Note: any Buildable Units already in your barracks in your existing campaign when you get this update must be respec'd in order for them to get the fix. New campaigns won't require this step.

Update: Dec 12, 2022 @ 5:46pm

Potential fixes for upgrades being unlocked immediately.

- Change one of the Template Master headers to load last.

- Re-arranged the order of two lines of code in the PurePassiveLockedBehindTech ability template, to ensure that the requirement loads before the additional ability does.

Update: Dec 11, 2022 @ 11:31pm

- The Resistance MECs that are native to LWOTC (the ones acquired from POIs, Covert Actions, and Full Override) can now gain all of the same abilities that Resistance MECs native to Buildable Units can get via Tygan's upgrades, other than Exotic Munitions (the ammo slot would be useless since you can't give those Resistance MECs equipment anyway). I've also given them the extra animations necessary to use all of the potential abilities.