XCOM 2
Mod Jam for Long War of the Chosen
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Update: May 9, 2023 @ 4:48pm

- Potential fix for the Mag/Beam tier Underbarrel costs not functioning properly. Credit goes to Grizzly for this one.

Update: Apr 3, 2023 @ 7:37pm

- Tweaked some values for Jet Pack related Proving Grounds images, maybe they'll be fixed now (I'm making the assumption they were broken before).

Update: Mar 22, 2023 @ 3:41pm

Iridar's new Dynamic Deployment mod has been added to the roster mod list, make sure you go get it. Among other things, it disables the Dynamic Deployment in the Jet Packs mod, which brings about these changes in Mod Jam:

- Elerium Jets have reduced costs now. The initial PG project now costs 50 Supplies, 6 Alloys, 3 Elerium Dust, 1 Core and 1 Archon Corpse. Building one in Engineering costs 40 Supplies, 5 Alloys, 2 Elerium Dust, 1 Core and 1 Archon Corpse.

- Elerium Jets now have 3 Flight charges (up from 2).

(If you don't have the new Dynamic Deployment mod, I don't want to hear any balance feedback regarding the Dynamic Deployment in Jet Packs in the Mod Jam setting.)

Update: Mar 17, 2023 @ 4:52am

- Removed some garbage config that was breaking Heavy Barrel inventory icons.

Update: Mar 13, 2023 @ 1:42pm

- Unmovable Sovereign (Psi Armor unique ability) has been re-coded. Functionally it should do what it was designed to do before, just in a different manner. Now, using Unmovable Soverign grants a non-movement action point, but reduces the soldier's Mobility to 0 for that turn. It requires the soldier to have 2 actions available, but it doesn't cost any actions. It can still be used once every other turn.

- Mod Jam is now being built against LWOTC, so if for whatever reason you're running Mod Jam without LWOTC, your game will crash on startup. This will allow me to, in future updates, patch things that I previously couldn't.

Update: Mar 4, 2023 @ 2:22pm

- Added the Military Assault MEC's version of Close Combat Specialist, plus the versions used by Advent Smartguns and Semi-Auto Pistols from A Better Barracks Arsenal to a new list of abilities that cannot target a unit that has Shadowstep from any source. This is handled by a new Effect that has been added to Shadowstep via OPTC, so there shouldn't be any conflicts with anything else that changes Shadowstep for whatever reason.

Update: Mar 4, 2023 @ 1:50pm

- Added Sectoid Abjurers to the list of classes not eligible for Gene Mods.

Update: Mar 4, 2023 @ 4:19am

- Added an OPTC file that patches a bunch of grenade/mine abilities. Specifically, it adds the bGuaranteedHit function to them, which makes them never miss (much like Hail Of Bullets).

- Affected abilities include: ThrowGrenade, LaunchGrenade, GrenadeFuse, ProximityMineDetonation (these four are base game abilities), as well as MZThrowGrenadeTrap and MZGrenadeTrapDetonate (these two are from Mitzruti's Perk Pack).

- If this ends up causing some kind of undesired side effect with your setup, you can disable it through Mod Jam's main XComGame.ini file. Look for ENABLE_GRENADE_ACCURACY_FIX and change TRUE to FALSE.

- Buffed the Grenade Trap ability from Mitzruti's Perk Pack. It now throws/launches the grenade at 80% of its original range (up from 50%).

Update: Feb 21, 2023 @ 9:02pm

- Fixed a typo that was preventing the Frost Purifier Death explosion changes from going through. It should no longer destroy loot/corpses.

Update: Feb 21, 2023 @ 2:33am

- Potential fix for Solace (LWOTC version) not being able to target (friendly) alien units, i.e. the ones from Playable Aliens.