XCOM 2
Buildable Units (LWOTC compatible)
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Update: Nov 9, 2020 @ 9:42am

- Adds configuration for a new feature in the latest dev build of LWOTC, found in XComLW_Overhaul.ini. Your Buildable Units no longer take a share of the mission completion XP, which was just going to waste on them anyway. (Remember: take a minimum of 3 soldiers that can rank up with you on each LWOTC mission to ensure you don't lose out on XP.)

Update: Oct 31, 2020 @ 8:31am

- Updated XComWeaponSkinReplacer.ini to remove some schematics from the original Shiv mod that I missed.

Update: Oct 31, 2020 @ 6:59am

- Fixed the Buildable Units' names, hopefully for real this time, through the addition of an extra localization file. (Thanks for the help with that, RustyDios!)
- Fixed missing class icons for SHIVs, Celatid Turrets and Phase Drones.
- Changed up how the two free starting SHIVs work: instead of getting them automatically, there are two new projects that will show up in Research (these projects are completed instantly and have no requirements or cost), one right after the other, that explain where the SHIVs came from, and how XCOM has these two right from the get-go but needs the Proving Ground to make more. This method also makes it easier for players who don't want them (they can just ignore those research projects). These new projects are not required to build SHIVs in the Proving Ground, and you can also hide the projects with WSR if you don't plan to use them and don't want extra clutter. The config to do that is in Buildable Units' own XComWeaponSkinReplacer.ini, commented out by default.

Update: Oct 27, 2020 @ 2:20am

- Fixed the default WSR configs; the original SHIVs, Deployable Celatid Turrets and Deployable Phase Drones should be properly hidden now.

Update: Oct 26, 2020 @ 9:39am

- Fixed a localization problem with the SHIV techs; both should display properly now.

Update: Oct 26, 2020 @ 4:05am

- Commented out a couple of WSR config options that are supposed to be commented out by default.

Update: Oct 26, 2020 @ 1:33am

I hope you like reading.

- Celatid Turrets are now available. You need the [WOTC] Celatid Alien mod to use them, but your game will be fine if you don't want to use them or that mod. They're very different from the classic versions, so be sure to check out the discussion thread. (Thanks RustyDios for the class icon!)
- One brand new ability, which Celatid Turrets get at all tiers. The icon is an unused one from the Celatid Alien mod which I simply needed to use for something. The ability is called Turret Persistence (BU_TurretPersistence in the code), and it works like a reverse Guardian: when on Overwatch, if the unit's shot misses, another shot will be taken at the next eligible target, and the unit will keep making attempts (one attempt per eligible target) until a shot connects. You can put this ability on other classes or even enemies if you want, it'll work just fine.
- Phase Drones are now available. You need the [WOTC] Advent Psi Ops mod to use them, but your game will be fine if you don't want to use them or that mod. They pretty much play the same as what you're used to. (Thanks RustyDios for the class icon!)
- SHIVs are now available. You need a mod that adds SHIVs to use them, such as [WOTC] Shiv Mod, but your game will be fine if you don't want to use them or one of those mods. They're very different from the classic versions, so be sure to check out the discussion thread. (Thanks Ketaros for making the Ketaros 2D package, which I used one of the icons from as a base for the SHIV class icon, and also thanks RustyDios for doing a touch-up to my attempt at said icon!)
- If you have a SHIV mod, you now start with 2 SHIVs in your barracks when you start a new campaign, as a shout out to LW1. You can disable this feature in the configs if you don't want it.
- Added a new feature that requires Iridar's Spark Arsenal and Weapon Skin Replacer: MEC variants and SHIV variants will be easier for the enemies to detect due to how noisy they are. This can be configured, and these mods are not hard requirements.
- Another feature that needs WSR: You can hide the SHIV PG projects if you don't plan to use SHIVs at all. The other new units' projects won't be visible without the corresponding autopsies so no need to worry about those ones.
- The original SHIV PG Projects, as well as the Deployable Celatid Turrets and Deployable Phase Drones, are hidden by default if you have WSR (mainly for balance reasons, since original SHIVs can rank up and the deployable items could be used to go above your max squad size). This is also configurable of course.
- Integrated compatibility with [WOTC] More Target Icons 2020. You still need that mod if you want the new icons. Shivs use the same icon as Junk SPARKs for now; I may change that later.
- Integrated compatibility with [WOTC] Expanded ROBOTICS Repair Bay. You still need that mod if you want to be able to repair your units like SPARKs. You can edit that feature in XComGame.ini. It includes all current BU variants by default other than Celatid Turrets for design reasons.
- New Localization for the Celatid Immunities ability to be a little better written and include a bit more information. (If you don't have Celatid Alien yet but plan on getting it, unsub from Buildable Units, sub to Celatid Alien then resub to Buildable Units so it'll use my version of the Localization. Or, you can just copy and paste my version overtop of the original in Celatid Alien's Localization file.)
- New Localization for Bulwark to make more sense when used on something other than a SPARK.
- New Localization for Mark Target to make more sense when used on something other than an Advent Officer. (This is an old update, but I forgot to mention it until now.)
- New default names for all the Buildable Units, mostly inspired by SHIV names from EU/EW. Should help differentiate them in a list a little more (when sending them for repairs or whatnot).
- Fixed tons of mistakes to do with loadouts and researches, mostly involving neglect or overuse of underscores.

Double check all of your configs, a lot had to change.

Update: Oct 11, 2020 @ 10:20pm

- Fixed a mistake in the configs that caused the Enigma Drone to not have any damage stats on its weapon.
- Added configs to take the MEC Pyroclast's weapon archetype and inventory image from Iridar's Spark Arsenal in case folks want to use that instead of Claus' Spark Flamethrowers. Either will work and configs for both mods are included. The new default is the Tier 2 variant from Spark Arsenal.

XComGameData_WeaponData.ini was reset, so check your configs.

Update: Sep 14, 2020 @ 7:54am

Added a new config option to XComGameData_WeaponData.ini that lets you pick which version of Claus' Spark Flamethrowers you want the MEC Pyroclast to wield, appearance-wise. By default it uses the tier 2 appearance.

Also removed some crud from that same ini from a failed feature.

Check your configs.

Update: Sep 14, 2020 @ 7:32am

Added a new unit to the roster, the MEC Pyroclast. You'll need Claus' Spark Flamethrowers mod in order for its MEC Flame Projector to function properly, but as with the rest of the Buildable Units' gear, this weapon is configured separately from the original that it borrows its archetype from.