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Expanded Playable Aliens - LWOTC
   
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5 maj, 2024 @ 7:21
17 okt @ 6:04
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Expanded Playable Aliens - LWOTC

Beskrivning
As of 23.11.2024, this mod is now part of the official Ted Jam collection

This is a mod for Kirukas Playable Aliens for LWOTC, think of this as fan made extension of it.

This was originally part of my Experimental MJ mod and as of 9.6.2024, Expanded Playable Aliens and Experimental Mod Jam mod are now fully compabile with each other. As content about PAs has been removed from experimental and moved here.
Your aliens shouldnt cease to exist if you add this mod to your current campaign you had EMJ active.
DO NOT TAKE ANY ALIEN TO SHENS TOWER AS THEY CANNOT USE THE ELEVATOR TUBE
ALSO THEY CANNOT PICK UP BLACKSITE VIAL OR OPEN THE STASIS TUBE AT FORGE.
Now with that out of the way to cover my ass, lets continue

Here is excel with all the new stuff
https://docs.google.com/spreadsheets/d/1AN0Ubxli0rSSEpPmDCkdaW0EASx0aUUyWVAfCg9bmss/edit?usp=sharing

Currently, it adds 9 + 3 new playable aliens and changes some internal mechanics and minor balance tweaks

So far, what i have

- You start with Playable Alien at gatecrasher (Multiple, configurable, not every alien can roll on gatecrasher)
- Aliens now have force level gates, no more Berserkers at FL2, this is not a healthy unit design and its essentially a free "I win and let the snowballing begin" unit just out of dumb RNG.
- Vipers can now use more weapons of their kind
- Scramgun is now an actual flanking weapon with high damage range and juicy crit damage.
- Almost everything is open to config, so users can change things around, though be wary that i can update the mod at ANY TIME, without warning !
- For added replayability, Weapon Synergy mechanic now exists, these are specialized equipment pieces that require certain playable alien class combinations on Avenger to unlock, these provide unique sidegrades of weapons and armor, variety will grow as time goes on.
- Alien Defector Radio Tech, this one gives you a Muton Trooper, it also serves to flesh out Alien Defectors as a faction, it also sets in stone their leader.
- Bunch of stuff for the old guard (Like tier 2 bayonets for Mutons)
- Overhauled multiple original Aliens
- Tier 4 armor for all aliens

This mod is obviously in early stages of devolepment, so bugs, broken XCOM rows and funky animations are completely expected



Currently i made 9 standard aliens and 3 Heroic ones

1) Taipan Hussar (Requiem Snake)

2) Viper Commando (Bio Viper)

3) Muton Sapper

4) Frost Mamba

5) Floater

6) Seraphim (Requiem Archon)

7) Python

8) Muton Infiltrator (Requiem Muton)

9) Andromedon Desolator (Drome dome fire Andromedon)


And 3 new heroic aliens that come with their covert operation

All new aliens have their own steam discussion where i go abit more in depth with them

Plus a alien you can get via POI only


Requirements:

Functional LWOTC
Preferably, Mod Jam (Or TedJam) and its collection - i have no idea if it works without it
Well, what i listed as requirements on steam bruh, you miss something and you miss content
Requiem Legion is not mandatory unless you want those requiem legion defectors EPA offers, mod has failsafes in case you dont use it for it curb stomping you too much and will dynamically adjust its content so you are not robbed in game by getting like blank reward or anything like that, Wraith as heroic alien is replaced by Desolator instead.
Otherwise, get these two if you want Taipan,Floater, Infiltrator, Seraphim, Wraith and bunch of new gear for your alien troops.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2867288932&searchtext=requiem+legion
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3010467224
HOW TO ADD ALIENS MANUALLY VIA CHEATS:
Open console and type:
AddAlienRecruit PA_ALIENINTERNALNAMEHERE

My aliens are the following
AddAlienRecruit PA_FrostMamba
AddAlienRecruit PA_MutonSapper
AddAlienRecruit PA_ViperCommando
AddAlienRecruit PA_BossMuton
AddAlienRecruit PA_BossSectoid
AddAlienRecruit PA_BossSnake
AddAlienRecruit PA_Seraphim
AddAlienRecruit PA_Desolator
AddAlienRecruit PA_MutonInfiltrator
AddAlienRecruit PA_Floater
AddAlienRecruit PA_Taipan
AddAlienRecruit PA_Python
AddAlienRecruit PA_FrostViper

AddAlienRecruit PA_FrostAdder2 (This is a reworked one, this one can use ammo)


Feedback:
Visit LWOTC Discord, MJ and my experimental MJ thread, together, we can get somewhere.

https://discord.com/channels/590853492084572170/1198274529512927372

Credits (This is mostly copy and paste from my experimental MJ mod) :

Kiruka - While still absent from further dev of MJ, she is the source of everything here, pretty much everything she created is reused, repurposed and i simply learned from what she did.

The_Nocturni - Absolute mad lad that provided multitude of scripts that this mod uses, i cant state how much this person saved my sanity, thank you

Iridar - His tutorials were the foundation for this mod and his ghost assets were utilized as well (they were part of MJ already)

RustyDios - Even indirectly, he taught me the basics of localization and config inner workings, my other mods (Vanguard class, EIO) might have not even existed without his speedy help.

Illogical - For maintaining MJ collection

Mitzruti - As creator of Frost Legion and the perk pack

Tedster - For being really helpful, despite being the main current LWOTC dev with metric tons of work to do, he hangs around with losers like me on Discord, he is truly the man of the people.

Captain Pet Rock - A good chunk of this mod was made in secret alongside Playable Advent and he is responsible for the Alien Gatecrasher script and generally, he helped me alot through the initial stages, i also utilize his perks for some of the new units.

Mr Danger Dude - Requiem Legion uses his animations for Taipans, i use Taipans and their animations as new unit. Since 12.12.2024 i have officially started using his animations, so double credit goes to him.

Reshikillim - Requiem Legion lady, i use sdk magic to give new ayys life as XCOM units so without her, there would be no Requiem content via this mod

Claus - The_Nocturni brought life to his Devastator, which exists as future playable alien i want to introduce and its not just his Devastator, but his Pathfinders as well, given i use WSR magic to transfer weapon appereance to one of the playable alien primary weapon, plus his assault troopers were used for their radiation proc for the Devastator and i also reused the shotgun to be a new weapon for Vipers, so much credit goes to him.

ShinyMoogle - Creator of the original playable aliens, there wouldnt be like 7 playable vipers without the mod that started it all for WOTC.

Favid and Bstar - I utilize perks they have created for some of the classes

Ashlyn_Lee - Creator of the Muton Destroyer, which i turned in to Muton Sapper (The red muton)

LWOTC team (Peter, Grobobo and many, many others ) - We wouldnt be here without your work on converting LW2 to WOTC

Ketaros - For his 2D asset pack for class icons

Deadput - For permission to use his Python asset
Populära diskussioner Visa alla (13)
33
24 okt @ 8:47
KLISTRAD: Known issues/bugs/compability issues
Mrvecz
0
28 jul @ 21:52
Is your game crashing with EPA ? Dont use these mods
Mrvecz
234 kommentarer
Kleizar 26 okt @ 18:06 
So the Warmaster does require Muton Harriers hu? Thats a shame, my old PC cant handle the lag their gernade launchers cause. Well I cant complain; the rest of the units added in this outside of the bio troppers and requiem units work perfectly. Ill just dismiss the warmaster. Good shit Mrvecz!
Dalo Lorn 26 okt @ 12:18 
... Fresh run, but never mind: While compiling a list of mods referencing the tech ID to cross-check against your modlist, I figured it out. Rookie mistake, I read the name of the folder the INI was in, instead of the XComMod it belonged to.

Turns out it's an override from LongWarOfTheChosenBridgeCollection, the metamod for Tiaz's MJ variant. I'm gonna go double-check if he intended it, then!
Mrvecz  [skapare] 26 okt @ 12:04 
Hmm, i have no clue whats wrong on your side and that its like this, its been atleast half a year since i did any changes to the resistance contact tech, was EPA added to your campaign, mid-campaign vs you starting with it installed already ?
Dalo Lorn 26 okt @ 11:52 
... Oh, I'm an idiot. I have Steam, I don't need Discord to share screenshots! One minute...
Dalo Lorn 26 okt @ 11:51 
Nnngh, let me try that again. https://media.discordapp.net/attachments/352057297071243267/1432068876606112015/image.png?ex=68ffb592&is=68fe6412&hm=9c919fff2641ba51afab2843fbb4e357a687a6001a9cea4e89f93bbd513dd2b5&=&format=webp&quality=lossless&width=1211&height=681

Anyway, I think I used to have it at the start of the run, but didn't get around to researching it before it disappeared. That suggests one of the October patches, I think, but if you've got any kind of version control history to look through, I'm not privy to it.
Mrvecz  [skapare] 26 okt @ 11:43 
Cant view the picture , regardless if it was an actual issue for other players, i would have been bombarded by it on Discord that a critical tech is completely missing from the research lab. Yet i see Muton Trooper in rosters constantly, hell even some reserach screens where the tech is visible in the cyan colouring.

So i dont know whats wrong on your side
Dalo Lorn 26 okt @ 11:10 
"That file doesn't do anything" is a bold statement, considering one of my initial interpretations of its content was "it makes the tech its own prerequisite". It is even more so in light of the fact that that interpretation is supported by being on its own reward list in the research archives.

Just so you don't have to take my word for it: I took a screenshot. In a future run, I may go and tweak the configs for good measure, but at my current pace I'd say I've got another week or two before this campaign concludes...

https://cdn.discordapp.com/attachments/352057297071243267/1432068876606112015/image.png?ex=68ffb592&is=68fe6412&hm=9c919fff2641ba51afab2843fbb4e357a687a6001a9cea4e89f93bbd513dd2b5
Mrvecz  [skapare] 26 okt @ 8:29 
That file doesnt do anything, anyone on Discord can attest to it that they can research the alien radio (the resistance faction contact) just fine, hell i even got in to verbal fights over people refusing to reserach that tech ASAP.
Dalo Lorn 26 okt @ 6:09 
... I don't know if this is intentional, but apparently EPA's XComTemplateEditor.ini disables the DefectorRadio_TechTemplate tech, preventing it from ever being researched.

Considering it's an indirect requirement for all the synergy weapons (which are in fact the whole reason I noticed, cross-checking the unlocks with your spreadsheet), and for any alien armor upgrade until the Titan, it feels enough like a bug that I ended up cheating it into my run just now.