XCOM 2
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MEC Troopers For LWOTC
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Dec 8, 2020 @ 8:00am
Apr 7, 2023 @ 5:10am
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MEC Troopers For LWOTC

Description
Here it is: MEC Troopers for Long War of the Chosen. There's more to it than just LWOTC compatibility, though. It's also a full class overhaul and rebalance. You can check out the original mod here to learn more about the classic features. That mod is not required to run this one, though; much like my version of Playable XCOM 2 Aliens, this is an integration. More than it not being required, I advise to definitely NOT run it. Both that one and this one use the same character template names, the same class names and whatnot for compatibility with other mods. Just don't do it, okay?

View the main ability trees for all MEC Trooper variants here.[docs.google.com] (You could even use them to inspire a non-LWOTC version of this mod if you want.)

Let me tell you about its features.
  • In the original mod, each of the available MEC Trooper types had almost exactly the same skill tree and XCOM deck; only one skill each was different at the Squaddie rank. Now, all of them have their own trees and their own XCOM decks.

  • The MEC Hellion and MEC Protector have joined the roster of MEC Trooper types, also with their own skill trees and XCOM decks.

  • The MEC Skirmisher, MEC Reaper, and MEC Templar have been disabled for now, since it's so easy to mass produce them (no limit to the MEC Trooper variations of those units unlike the base versions). They can be re-enabled in XComGameData.ini by uncommenting the commented out +IncludedCharTemplates lines.

  • The purpose of the integration: MEC Troopers no longer level up the way (vanilla) faction soldiers do; instead, you pick one main tree ability per rank up, and you can spend their AP on their XCOM row abilities once the Training Center is built.

  • The Reactive Armor ability's effectiveness is nerfed in half. Trust me, even with the nerf it's still really good. You can config it back if you want.

  • Hammer Protocol's melee resistance is reduced to 50% from its original 75%. This is a hard-coded change, as the original value is hard-coded too. If enough people ♥♥♥♥♥ and moan about it, I might make it configurable.

  • The Quickburn ability used by the Technical and Juggernaut classes now affects the standard attack of the Incinerator primaries from Spark Arsenal.

  • Each MEC Trooper type now has its own Squaddie loadout, based on their specialties (which are generally reflected in their skill trees). All MEC Troopers can still equip whatever weapons and other gear you want them to, though. The default loadouts are just suggestions. Make sure you have Spark Arsenal or some of them may not be equipped right. (You can always switch the loadouts back to all of them using the same one if need be.)

  • By default, MEC Troopers no longer have any utility slots. They get the same selection of slots as a SPARK does with the Spark Arsenal mod, such as the auxiliary slot, and the special grenades slots granted by Ordnance Launchers. This feature is configurable, but for the sake of balance I suggest leaving it alone.

  • All original abilities are still in this version, but not all of them make an appearance on the trees. Most notably, MEC Troopers' own version of Kinetic Strike and Self-Defense Protocol are gone. The relevant MEC Trooper classes make use of the equivalent abilities from Mechatronic Warfare.

  • Their initial research project in the Proving Grounds is 30 Supplies, the MEC Trooper Foundry add-on for the Proving Ground is 40 Supplies and 1 Power (and no upkeep), and each MEC Trooper costs 70 Supplies and 1 Elerium Core to create. They also require 40 Meld if you have a Meld mod installed.

  • Basic LWOTC compatibility stuff, like barring MEC Troopers from the pistol slot and (theoretically) enabling NCE for them (if NCE doesn't in fact work, I'm not going to try to fix it, it's not that important).

Click here for a brief rundown of each class. (You may recognize some of the specializations from the original Long War.)

Requirements
In addition to the listed ones, you'll need Long War of the Chosen. Although not a strict requirement, I also recommend grabbing my Inventory Slot Weight Toggler mod so things like grenades don't weigh down MEC Troopers.

Known Issues
If you augment a soldier who is using one of the TLP attitudes, the resulting MEC Trooper will have a wonky pretzel-like pose in specific armory screens (this won't affect them in tactical at all). To avoid this, make sure you change their attitude to a vanilla one before making them a MEC Trooper. This bug is present in the original version of this mod as well.

Compatbility and Conflicts
  • Nothing really to mention that wasn't also in the original MEC Troopers mod. Just absolutely do NOT sub to the original MEC Troopers mod and this one at the same time. I can only imagine it'll probably destroy the galaxy or something and I'm not helping you clean it up.
  • I also changed a bunch of localizations for things.
Let me know if you find bugs or whatnot, I'll do my best to fix them in a timely manner. Balance feedback is welcome as well.

Credits
  • RealityMachina for both making the original MEC Troopers mod, and for giving me permission on Discord to release this version.
  • All the folks who created the required mods: Iridar, Favid, Mitzruti, and again RealityMachina.
If you don't see your name in the credits and think you should be there, let me know and I'll add you ASAP.
Popular Discussions View All (2)
0
Nov 11, 2023 @ 6:26am
Russian Localization UPDATE!
Aks
0
Jun 22, 2021 @ 7:19am
MEC Trooper classes
Kiruka
183 Comments
FAT WANZER Mar 2 @ 11:54pm 
Reactive Targeting Sensor not activating if ally return fire is activated
Karnich Dec 10, 2023 @ 7:19am 
Is it possible to enable abilities to be purchasable with AP? In the ini files or something
Anubis_Rose Dec 8, 2023 @ 5:28pm 
@WmD CallMeSarge did you figure it out you seamed to have the same problem
Anubis_Rose Dec 7, 2023 @ 11:58pm 
hay i have the research and the proving grounds projects done and the upgrade built and the resources to make a mec but for some reason its blank and it just says i dont have enough resources
SutiituS Oct 30, 2023 @ 4:31pm 
Hey Kiruka, I'm working on trying to get the reworked psiMEC class working for my personal game. LWOTC and ModJam, just wondering if you'd know anything about how compatible it would be and anything else possibly. : )
hermes Oct 26, 2023 @ 6:47pm 
Also it appears when the mec conversion is complete the only things which remain from their pre-mec state are the combat intelligence and unspent AP. Other things (aim, speed, etc) are all re-rolled. Also as I think is mentioned elsewhere their wounded state is wiped out, but any mental impairments remain.
Lamb Burger Oct 12, 2023 @ 8:12am 
does converting my soldier to MEC remove all the gene mod upgrade if I'm using gene mod?
hermes Sep 28, 2023 @ 4:54pm 
Minor bug: The same character can be loaded into both proving ground mec upgrade slots at once
Shady Suspicious Smiling Man Aug 29, 2023 @ 9:50am 
Is my game bugged or are the MEC's hp not doubling in beta strike? I'm playing beta strike and my MECs still have 12 hp, I apologize in advance if I remembered the base hp of the MECs wrong.

Edit: Oddly enough the Hp growth is doubled, its just the base hp.
Kaliope Jul 23, 2023 @ 2:56am 
I have loaded all mods necessary for JAM and Long War wotc. Right now I am getting an error when trying to start the game.

"error detected attempting load of package: MEC Troopers LWOTC"

Any ideas?