XCOM 2
1,331 voti
[WOTC] Jet Packs
2
3
6
3
5
2
   
Premio
Aggiungi ai preferiti
Preferito
Rimuovi dai preferiti
Dimensioni del file
Pubblicato in data
Aggiornato in data
70.330 MB
28 nov 2018, ore 9:01
13 dic 2023, ore 5:51
45 note di rilascio ( visualizza )
Devi possedere i contenuti scaricabili per acquistare questo contenuto.

Sottoscrivi per scaricare
[WOTC] Jet Packs

Descrizione
Adds two tiers of Booster Jets utility items that can be built in Proving Grounds and a few cosmetic Jet Packs to go along with them.

COSMETIC JET PACKS
  • Torso Deco Jet Packs: 4
  • Waist Deco Jet Pack: 1
  • Shin Deco Jet Pack: 1
  • Right Arm Deco Booster: 1 (used for Rocket Punch)

When you equip Booster Jets, a cosmetic Jet Pack will be automatically equipped on your soldier, but you are free to replace it, or even take it off, although in that case Booster Jets' abilities will not look right.
In other words, if your equip Booster Jets without also equipping one or several cosmetic Jet Packs, your soldier will fly around like a Superman.
Similarly, you can equip a cosmetic Jet Pack without also equipping Booster Jets, but then the Jet Pack will not do anything.

BOOSTER JETS

Booster Jets require ADVENT Mec Autopsy and provide these abilities:
  • Vault - allow jumping over walls and rooftops, just like Alien Hunters' Icarus Suit.
  • Jet Shot (light and medium armor) - explained below.
  • Emergency Evac (light and medium armor) - evac from any point on the map, as long as you have clear sky above your head.
  • Rocket Punch (heavy armor) - standard running melee attack.
  • Rocket Pound (heavy armor) - standard running melee attack that deals secondary damage to enemies around the primary target.

ELERIUM JETS

Elerium Jets require Archon Autopsy and grant the same abilities as Booster Jets, plus:
  • Icarus Jump (light and medium armor) - "teleport" to any visible tile, just like Alien Hunters' Icarus Suit.
  • Rocket Punch MK2 (heavy armor, replaces Rocket Punch) - deals more damage.
  • Crater (heavy armor, replaces Rocket Pound) - "teleport" to target location, damaging all enemies near the landing tile.

JET SHOT

This is a toggle ability. You can freely enable and disable it during your turn. While Jet Shot is active, you will gain guaranteed Height Advantage against any enemy, which grants +20 Aim bonus and enables other abilities that require height advantage, such as Damn Good Ground and Death From Above (all mod-added abilities should be automatically supported). However, there are several restrictions:

1) The soldier must have a compatible weapon equipped. The list of compatible weapons can be configured in the .ini.
2) The soldier must have clear sky above their head.
3) The target must be visible from the sky. This part of functionality in particular can be a bit buggy sometimes.

Jet Shot will automatically deactivate itself at the end of your turn, so you can't use it with Overwatch. This is intentional, to prevent weird visualizations when your soldier flies away from an enemy that tries to melee them.

You can take a limited amount of shots with Jet Shot active, as relayed by Jet Shot's Charges indicator.

DYNAMIC DEPLOYMENT

After the Archon Autopsy you can unlock Dynamic Deployment in Guerilla Tactics School. It provides the ability to dynamically deploy soldiers equipped with Booster Jets directly from Avenger's barracks.

By default, the total number of soldiers on mission cannot exceed maximum squad size. This means that to be able to dynamically deploy soldiers, the mission must be started without a full squad. See the attached video for a demonstration. Due to balancing concerns you are limited to deploying 3 soldiers per turn by default.

The only way you can "choose" who gets Dynamically Deployed and who isn't is by equipping Booster Jets on them and leaving them in the barracks.

Dynamic Deployment works with SPARKs and MEC Troopers, but they do not gain any other abilities from Booster Jets.

CONFIGURATION

This mod is highly configurable. I have left extensive instructions in the ReadMe.txt.
..\steamapps\workshop\content\268500\1576958692\Config\

REQUIREMENTS

COMPANION MODS
These mods add cosmetic jet packs that are compatible with this mod:
INFORMATION FOR MODDERS

Are you a modder that makes cosmetic armor that has cosmetic jet packs? Looking at you, Mjolnir Armor! Congratulations, through a simple process of adding FX sockets, you can make YOUR armor compatible with MY Booster Jets!
Socket names: FX_Forearm_R - for rocket punching FX_Ground_Pound - for slamming the ground FX_LShin - shin mounted jets FX_RShin FX_JetPack_R - backpack style jets FX_JetPack_L FX_JumpKit_R - waist-mounted jets FX_JumpKit_L If your cosmetic jet pack has only one engine, use the right (R) socket for it.

CREDITS AND DONATIONS

Two of the Jet Packs I used are ported from PlanetSide 2.
Archangel Jet Pack was originally ported from EW by Team CX for their ADVENT Psi Ops mod.
For this mod I had a lot of help from Ginger, E3245, robojumper and Mr. Nice of Team Creative Xenos, we all owe them a debt of gratitude for helping to make this mod a reality.
Thanks to SchinJammer for his awesome Proving Grounds Tech art.
Thanks to NeIVIeSiS for Dynamic Deployment image.
Credit to XCOMrades for Russian translation.

And as always, huge thanks to my wonderful patrons who helped me produce this mod. You can learn more here: Iridar's Patreon Project[www.patreon.com].
Discussioni più popolari Visualizza tutte (5)
7
2 set 2020, ore 7:58
WOTC Class & "Equip" Expansion.
Novash
6
17 dic 2018, ore 8:00
French translation
zetmerguez
5
29 gen 2019, ore 2:57
Simplified Chinese Translation
zxc2008
722 commenti
Iridar  [autore] 7 mar, ore 1:06 
Same as most of my mods, and most content mods in general, it's not compatible with LWOTC out of the box, and requires Mod Jam.
Underdawg 7 mar, ore 0:42 
I'm not sure if anyone else has posted this, but if anyone is using LWOTC, you have to go to XComJetPacks.ini and add:

+SHOOTING_ABILITIES_ALLOWED_WHILE_FLYING=LightEmUp

Or you won't be able to shoot with your ranger while using Jet Shot. I'm a little embarrassed to say it took me quite some time to realize why my ranger couldn't shoot when he engaged the jets.

Also, if you engage Jet Shot and cancel it as an LWOTC Ranger, I've noticed that Ever Vigilant won't trigger. Is that by design?

(Btw, thanks for the mod Iridar. It's really great work!)
Iridar  [autore] 20 feb, ore 8:28 
@Zarquon
In theory yes, in practice I'm not gonna bother. You can't even purchase DLC separately anyway, and if you don't like the Alien Hunters content, you don't have to engage with it. Just enable the DLC mission and never go on it.
Zarquon 20 feb, ore 7:47 
Would it be possible to make this without the Alien Hunters DLC requirement? That DLC is less that 40% positive with almost everyone saying the game is better without it.
Iridar  [autore] 18 feb, ore 6:04 
@Azeral
You mean Icarus Jump?
Azeral 18 feb, ore 3:24 
Possible to add the Icarus relocate ability for the jetpack?
Iridar  [autore] 11 feb, ore 14:52 
Not practically possible.
Dare Arkin 11 feb, ore 13:40 
Man, so I ADORE this mod but I've been trying to figure out- how hard would it be to "merge" the jetpack with some of the torso gear it replaces, like when you equip it on a Skirmisher? I'd love to have that 'shoulder straps' effect to make it look like say, the type B or type C gear is holding the pack on.
Mcgillis Fareed 15 gen, ore 23:37 
@Iridar
Thank you! I've been reading it from cover to cover for a few days now, but my translation software seems to have missed this phrase.

I'll try to equip the Spark with a jetpack with some mod.
Iridar  [autore] 15 gen, ore 19:36 
@Mcgillis Fareed
Tried everything except one thing the mod's description is telling you is required... Yes, you need to equip booster jets to use dynamic deployment with this mod. Or ise the standalone Dynamic Deployment mod.