XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [Разработчик] 9 мая. 2021 г. в 10:11
Changes to Gene Mods
- All of the Gene Mods from both the original mod as well as Mitzruti's Perk Pack are in Mod Jam. Every Gene Mod has had its Supplies costs and required time reduced, and all Corpse costs have been reduced to 1. Additionally, the following changes have been made to specific Gene Mods:
  • Berserk Genes can no longer co-exist on the same soldier with Mimetic Skin.

  • Tranquil Mind can no longer co-exist on the same soldier with Neural Feedback, Frenzied Adrenal Mendullas, or Mindbreaker.

  • Chaotic Mind can no longer co-exist on the same soldier with Neural Damping.

  • Adaptive Bone Marrow can no longer co-exist on the same soldier with Synaptic Booster. You'll also need the Advent Bio Assault Trooper Corpse/Autopsy instead of the Advent Purifier Corpse/Autopsy.

  • Neural Damping can no longer co-exist on the same soldier with Neural Feedback, Chaotic Mind or Mindbreaker. You'll also need the Advent Priest Corpse/Autopsy instead of the Advent Stun Lancer Corpse/Autopsy.

  • Neural Feedback can no longer co-exist on the same soldier with Tranquil Mind or Neural Damping. You'll also need the Advent Sorcerer (Warlock) Corpse/Autopsy instead of the Sectoid Corpse/Autopsy.

  • Implanted Cyber Lens (previously named Implanted Psyber Lens, renamed because it's not really Psionic at all) now needs the Phase Drone Wreck/Breakdown instead of the Advent MEC Wreck/Breakdown.

  • Depth Perception now needs the Advent Sniper Corpse/Autopsy instead of the Archon Corpse/Autopsy.

  • Bio-Electric Skin can no longer co-exist on the same soldier with Mimetic Skin. You'll also need Advent Robotics research and a Drone Wreck instead of the Advent Officer Corpse/Autopsy.

  • Spider Climb can no longer co-exist on the same soldier with Synaptic Booster. You'll also need the Chryssalid Corpse/Autopsy instead of the Lost Corpse/Autopsy. Spider Climb grants +1 Mobility to the soldier in addition to its original effects.

  • Mimetic Skin can no longer co-exist on the same soldier with Chaotic Mind, Frenzied Adrenal Mendullas, Berserk Genes, Flame Viper Gland, or Bio-Electric Skin. On top of the Spectre Corpse/Autopsy, you'll also need the Bio Faceless Corpse/Autopsy as well as an Elerium Core. Mimetic Skin debuffs the soldier's Will by -10 in addition to its original effects.

  • Synaptic Booster can no longer co-exist on the same soldier with Adaptive Bone Marrow, Spider Climb or Reinforced Leg Muscles. On top of the Sectopod Wreck/Breakdown, you'll also need the Spectre Corpse/Autopsy as well as an Elerium Core.
- Next are the Gene Mods making their debut in Mod Jam. Most use abilities from other mods, but I made sure to only pick abilities not represented in LWOTC's classes or any of my own LWOTC class mods. All of these require the Gene Modding Chamber add-on for the Infirmary just like the previous ones do, and all prices and times are based on Rookie/Veteran difficulty (Commander's are higher, and Legend's are even higher than that).
  • Reinforced Leg Muscles (legs): Grants the Marathon Runner ability, allowing a soldier to spend 2 standard action points to be granted 3 movement-only action points. This can be used every other turn and does not break stealth. It cannot co-exist on the same soldier with Synaptic Booster or Frenzied Adrenal Mendullas. To unlock this Gene Mod, you'll need the Advent Pathfinder Autopsy. Adding it to a soldier will cost 20 Supplies and 1 Advent Pathfinder Corpse, and will take 3 days.

  • Refined Visual Cortex (brain): Grants the Absolutely Critical (Shadow Ops) ability, giving the soldier a passive +25% Critical Chance to shots taken at a flanked target. It cannot co-exist on the same soldier with Frenzied Adrenal Mendullas. To unlock this Gene Mod, you'll need the Advent Pathfinder Hunter Autopsy. Adding it to a soldier will cost 30 Supplies, 2 Elerium Dust and 1 Advent Pathfinder Hunter Corpse, and will take 4 days.

  • Celatid Biomass Infusion (skin): Grants the Celatid Immunities ability, which makes the soldier immune to poison, Chryssalid poison, and stun. It cannot co-exist on the same soldier with Bio Neuroimmunity. To unlock this Gene Mod, you'll need the Celatid Autopsy. Adding it to a soldier will cost 15 Supplies and 1 Celatid Corpse, and will take 3 days.

  • Flame Viper Gland (chest): Grants the Firewall ability, which gives the soldier a flamethrower that can be used once per battle which is guaranteed to ignite every tile it hits. It cannot co-exist on the same soldier with Mimetic Skin. To unlock this Gene Mod, you'll need the Flame Viper Autopsy and the Battle Armor research. Adding it to a soldier will cost 20 Supplies, 1 Flame Viper Corpse, and 3 Alien Alloys, and will take 4 days.

  • Frenzied Adrenal Mendullas (chest): Grants the Enrage ability, which will let the soldier start their turn with Run And Gun activated if they're injured. It cannot co-exist on the same soldier with Tranquil Mind, Reinforced Leg Muscles or Refined Visual Cortex. To unlock this Gene Mod, you'll need the Archon Autopsy. Adding it to a soldier will cost 40 Supplies, 1 Archon Corpse, and 3 Elerium Dust, and will take 4 days.

  • Bio Neuroimmunity (skin): Grants the Bio General Immunities ability, which gives the soldier immunity to poison, Chryssalid poison, acid, and all mental afflictions. It cannot co-exist on the same soldier with Celatid Biomass Infusion. To unlock this Gene Mod, you'll need the Advent Bio General Autopsy. Adding it to a soldier will cost 30 Supplies and 1 Advent Bio General Corpse, and will take 4 days.

  • Mindbreaker (brain): Grants the Unstable ability, which grants the soldier +50% damage with any damaging Psionic ability, but has a 25% chance to panic the soldier whenever they use such an ability. It also passively debuffs the soldier's Will by -10. It cannot co-exist on the same soldier with Tranquil Mind or Neural Damping. To unlock this Gene Mod, you'll need the Gatekeeper Autopsy. Adding it to a soldier will cost 50 Supplies, 1 Gatekeeper Shell, and 1 Elerium Core, and will take 7 days.

  • Assault Charger Alpha (legs): Grants the Charge! ability, which lets the soldier take a non-movement action after dashing. Can be used once per mission. It cannot co-exist on the same soldier with any other Assault Charger Gene Mods. To unlock this Gene Mod, you'll need the Advent Assault Trooper Autopsy. Adding it to a soldier will cost 10 Supplies, 1 Advent Assault Trooper Corpse, and will take 3 days.

  • Assault Charger Beta (legs): Grants the Charge!! ability, which lets the soldier take a non-movement action after dashing. Can be used twice per mission and has a cooldown of 2. It cannot co-exist on the same soldier with any other Assault Charger Gene Mods. To unlock this Gene Mod, you'll need the Advent Advanced Assault Trooper Autopsy. Adding it to a soldier will cost 20 Supplies, 1 Advent Advanced Assault Trooper Corpse, and will take 4 days.

  • Assault Charger Delta (legs): Grants the Charge!!! ability, which lets the soldier take a non-movement action after dashing. Can be used three times per mission and has a cooldown of 3. It cannot co-exist on the same soldier with any other Assault Charger Gene Mods. To unlock this Gene Mod, you'll need the Advent Elite Assault Trooper Autopsy. Adding it to a soldier will cost 30 Supplies, 1 Advent Elite Assault Trooper Corpse, and will take 5 days.

  • Assault Charger Gamma (legs): Grants the Charge!!!! ability, which lets the soldier take a non-movement action after dashing. Can be used four times per mission and has a cooldown of 4. It cannot co-exist on the same soldier with any other Assault Charger Gene Mods. To unlock this Gene Mod, you'll need the Advent Assault Trooper Captain Autopsy. Adding it to a soldier will cost 40 Supplies, 1 Advent Assault Trooper Captain Corpse, and will take 6 days.
- The Gene Modding Chamber now costs only 40 Supplies to build and consumes only 1 Power. It no longer has a Supply upkeep cost, just like everything else in LWOTC.

- Localizations have been updated on many Gene Mods to give them more flavor.
Отредактировано Kiruka; 8 авг. 2021 г. в 13:32
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Сообщения 14 из 4
Chaotic Mind doesnt register LW2 Solace as valid "solace" ability to stop the psienergy blasts. I am 99% sure the mod wants the "Aura Solace" and not the direct, 1 AP mind cleaning energy blast that is in LW2.

I am playing with the standard LW2 Psiops as they are. So for now the only way to stop my squad from being obliterated is to get them mind shields.
Отредактировано Mrvecz; 20 июл. 2021 г. в 8:38
Kiruka  [Разработчик] 20 июл. 2021 г. в 9:29 
Автор сообщения: Mrvecz
Chaotic Mind doesnt register LW2 Solace as valid "solace" ability to stop the psienergy blasts. I am 99% sure the mod wants the "Aura Solace" and not the direct, 1 AP mind cleaning energy blast that is in LW2.

I am playing with the standard LW2 Psiops as they are. So for now the only way to stop my squad from being obliterated is to get them mind shields.

Yeah, that seems like it makes sense.
Can the interface for selecting soldiers for genetic modification be changed to no drop-down lists? Otherwise, the soldiers in a row don't know what their occupation is and what kind of genetic modification they want.
Автор сообщения: MILI
Can the interface for selecting soldiers for genetic modification be changed to no drop-down lists? Otherwise, the soldiers in a row don't know what their occupation is and what kind of genetic modification they want.

I wanted such thing too, but alas, this is something outside of Kiruka's scope given gene mods are not his mod in the first place. So posting this in the original mods place should have better odds for something to happen.

If only atleast nicknames would show up, given i use "classes" as nicknames and it would really speed up gene editing, so every soldier with Pyro (Arsonist) class would get the viper reflexes mod etc...
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Сообщения 14 из 4
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