XCOM 2
A Better Barracks Arsenal for LWOTC
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Update: 15 Feb, 2021 @ 7:10am

- Potential fix for the missing visual attachments on Advent weapons.

Update: 12 Feb, 2021 @ 10:22am

- Added missing header to XComTemplateEditor.ini.

Update: 11 Feb, 2021 @ 11:25am

- Visual attachments for Advent weapons have been fixed, by way of Iridar's Template Master. WSR no longer supports the ADD_ATTACHMENTS function, so be sure to grab Template Master to benefit from this fix. It has been added to Required Items.
- Edit: Forgot to mention a change from a previous update. Due to Mod Jam's recent update for Iridar's Laser and Coil weapons, ABBA's Alloy Sword has been nerfed in damage slightly, but is also cheaper to build now.

Update: 27 Jan, 2021 @ 7:54am

- Rewrote the Sure Shot ability using LWOTC's Close Encounters as a base. Also assigned its default equipment slot as Secondary Weapon.

- As a side effect of the rewrite, Sure Shot is more configurable now. You can configure how close to the target you have to be, how many times it can activate per turn, and what abilities it can work with. By default, it's 4 tile range, 1 activation per turn, and it only affects PistolStandardShot.

- Fixed up Sure Shot's localization a bit.

Update: 16 Jan, 2021 @ 6:26am

- Potential fix for a reported issue in which the Reflex Shot and Duplex Fire abilities of the Semi-Auto Pistol series were using the primary weapon instead of the pistol. There are two instances of a new config option in XComABBA_Ability_Options.ini that allow you to choose between those abilities being bound to the pistol slot or the secondary slot depending on what mods you have. They use pistol slot by default.
- Collateral Demolition configs should actually do something now (they were missing the appropriate header).

Update: 13 Jan, 2021 @ 6:09am

- The Advent Breaker Rifle series is now correctly unable to equip Auto-Loaders or Extended Magazines.

Update: 5 Jan, 2021 @ 9:51am

- Changed range tables for the Eclipse Lance to match those of the other Vektor Rifles' tables which will be changing in the next Long War of the Chosen Dev Build. Overall, this is a nerf from what they once were in ABBA.
- The Advent Breaker Rifle series has had its range tables changed to be similar to the Eclipse Lance, but more of a penalty up close. Again, this is a nerf.
- Base damage for the Eclipse Lance and Advent Breaker Rifle series has been buffed by 1.

Experimental Auto-Sniper Rifle Changes:

I felt that the Auto-Sniper Rifle was not in a good place at all compared to the Advent Breaker Rifle and Iridar's Heavy Cannons for SPARKs and MEC Troopers. Only being able to fire once every 3 turns due to reloading/steadying and the huge aim penalty making Overwatch useless was just too many drawbacks, even for the big damage, when LWOTC is so heavy on movement for a lot of missions. So....

- The special Steady Weapon ability is gone from the Auto-Sniper Rifle series. It still exists in the code if you want to use it again (you could use WSR to add it back).
- The Auto-Sniper Rifle series can now equip Stocks.
- The Auto-Sniper Rifle series' innate Aim penalty has been reduced by 85 across the board. For example, the conventional version only has an aim penalty of -15 now instead of -100 (and a LWOTC's Stock's Steady Weapon can offset that). Other tiers will have slightly better or slightly worse penalties than that depending on their tech.
- Base damage has been nerfed by 1 for all tiers of Auto-Sniper Rifle.
- Crit damage has been nerfed by 2 for the Turbulent Plasma tier and 1 for all other tiers of Auto-Sniper Rifle.
- Localizations have been updated to reflect these changes.

Update: 25 Dec, 2020 @ 10:50am

- A complete overhaul of the Advent weapon drop system. Check out the new Discussion thread for all the details.
- This new system uses some 2D assets from Avenger DeJanker, so it's now a requirement.
- Slightly tweaked the XComGameData.ini. Not sure if quotes actually matter or not. Let me know in the comments if there are problems.
- Edit: Forgot to mention one change: as the Advent Acid Blob Launcher family has been made as common as the non-faction primaries, I've expanded on the number of soldiers that can equip it. While it was previously only available to the secondary slot of Grenade Launcher users, it is now also available to the secondary slot of Gauntlet users, Canister users and Rocket Launcher users. Note that you can't fire rockets or a flamethrower from an Advent Acid Blob Launcher, so consider the builds of those particular soldiers carefully.

Update: 18 Dec, 2020 @ 6:57am

- Added an XComGameData.ini with +WeaponCategories=ABBAacidbloblauncher. I'm not sure if this not being there was causing any actual problems, but I found it among the redscreen errors when I was troubleshooting other issues and thought I'd fix it.

Update: 3 Dec, 2020 @ 6:44am

- Corrected all instances of "lw_laser" to "laser_lw" and "coilgun" to "coilgun_lw".