XCOM: Enemy Unknown

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Feature List & Suggestions (4 comments)

  1. Flashstriker97
    Flashstriker97
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    I'll admit to having not played this mod, but would you be able to make LW's classes as a standalone mod? I know this probably isn't the right place to do this, but I love all sorts of new classes and I'd appreciate playing yors in this mod as well.
  2. Dethraker
    Dethraker
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    I have updated the details and included the most recent additions/changes for the latest version A2.00.  Please let us know if you run into any bugs, have any suggestions, or any other form of feedback.
  3. Dethraker
    Dethraker
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    I have included a list of the changes we have made so far and will get around to making a post regarding future plans, but I wanted to get a forum thread started to detail our changes for those that wanted a bit more information.  There are several other things we have started on and are in the process of adding/modifying, but these are the changes that we have working so far.  I may have missed a few small changes and will update when I remember them.
     
    Let us know what you think!
     
    Do you like the changes so far, do some seem meaningless/unimportant, is there something you'd like to see sooner rather than later?  Just make a post here and when I have the time I'll do my best to respond/answer.  Thanks to all those trying out our mod so far and I can't wait to start receiving some feedback!
  4. Dethraker
    Dethraker
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    XCom: Ascension - version A2.00
    This is a mod for the XCom Long War mod Enemy Within version. You must have the most recent copy of XCom Long War which requires a legitimate copy of XCom: Enemy Within in order to play. There is no Enemy Unknown version at this time.
     
    Known Bugs:
     
    vA2.00:
    *Fury stat gains from perk selection not working - fixed**
    *Pistol slot disappearing from Mercenaries - cannot replicate need a save from someone with the issue
    *Some text descriptions don't make sense/are wrong - tracking down to fix*
     
    vA1.01:
    *None reported or found internally
     
    Changelog:
     
    vA2.00:
    *Addition of New Mercenary Class: Fury
    -Must have researched Alien Biocybernetics
    -Must have the required resources to afford the Fury
    -Must have an available slot in the Augmentation bay
    -Must have the Repair Bay already built
    -Fury takes 6 days to arrive and is automatically placed into Augmentation
     
    *Reduced Soldier arrival time to 7 days
     
    *Reduced Mercenary arrival time to 6 days
     
    *Addition of Rookie Perk System:
    -Gives every new rookie a random perk
    -customizable in DefaultMercenary.ini for which perks can be attained by rookies
     
    *Addition of new Perks:
    -Resistance: If unit is mind controlled they will have reduced aim, mobility, and grenade throw distance
    -Corrupt: If an enemy unit uses a psi ability against this unit the enemy unit will suffer a panic check.  Targeted Unit's Will impacts chance of panic.
     
    *Addition of new OTS Projects:
    -Leave Out the Trash: $100 Cost; Lowest Possible Mercenary Rank is LCPL
    -I Expect the Best: $150 Cost; When you have a Field Commander Officer in the Barracks you can only get new SGT and TSGT Mercenaries
    -Mandatory Screening: $150 Cost; Transport time for soldiers increased to 10 days; Soldier arrival rank will be SPEC
    -Extended Bootcamp: $100 Cost; $15 monthly increase to OTS cost; Soldier arrival rank will be LCPL
    -Improved Facilities: $150 Cost; $10 monthly increase to OTS cost; Soldier arrival rank will be CPL
    -Best of the Best: $300 Cost; 50% increase in upfront Soldier cost; Soldier arrival rank will be SGT
     
     
    vA1.00:
    *Removed Ammo related perks from Soldier class trees
     
    *Removed Squadsight from soldier classes, i.e. Sniper
     
    *Removed Squadsight from LMG weapon variants
     
    *Modified Classes that used Squadsight and ammo type perks to replace those perks
    *Renamed Laser weapon variants to create some unique names like the Plasma weapons have:
    -Beam Precision Rifle(Sniper)
    -Beam Carbine
    -Beam Rifle
    -Precision Autolaser(SAW)
    -Beam Pistol
    -Heavy Beam Cannon(SHIV)
    -Beam Lance(MEC)
    -Modular Beam Rifle(Marksman)
    -Beam Shatterray(SMG)
    -Heavy Beam Rifle
    -Beam Pulverizer(LMG)

    *Renamed the Gauss LMG to Gauss Gladiator

    *Adjusted stat values for all weapons and modified ranges
    -see tactical videos for range value changes
    -see DGC.ini for stat value changes

    *Added a new range indicator into tactical play
    -see tactical videos for range indicator

    *Added new 'Mercenary Hire' system
    -new random stat system that is more configurable than LW stat system
    -new levelup stat system that includes defense into the stats on level up
    -hire button appears in Barracks after building OTS

    *Added new Mercenary Class
    -mercenaries arrive at rank Specialist
    -mercenary *arrival* rank can be random depending on highest level officer in the barracks, up to TSgt
    -mercenaries can become MECs but don't have a new MEC class, they get 1 of 3(Pathfinder, Marauder, Valkyrie) randomly
    -mercenaries have new perks and better starting stats
    -mercenaries can equip SMGs, Carbines, Rifles, BattleRifles, Shotguns, and SAWs

    *Added New Perks
    -Amnesia: Perk that allows a respec of all class perks and stats gained, resets soldier to rookie
    -This is the Life: Bonus xp when killing enemies, o fatigue if not injured at the cost of longer injury time
    -For The Cause: Removal of starting monthly cost and reduction of perk costs by 50%
    -Gun-Slinger: Adds 1 ammo to pistol, makes first pistol shot cost no action, all other pistol shots cost 1 action
    -Xenocide: Bonus to crit chance and will depending on how many kills achieved in a mission
    -You Ain't Nuthin: +10 def and -50% chance to be crit
    -Weapon Specialist: each item/armor/weapon you take on a tactical mission gives an additional perk
    -Weakpoint Analysis: +Aim/Crit/DR on mechanical units
    -Incapacitation: Uncovered enemies hit by primary fire receive mobility, defense, and DR penalty for 2 turns

    *Added new ammunition slot that only allows the equipping of ammunition type items
    -no weight for actual ammunition types
    -weight left for ammo increasing items(extended mag, drum mag)
     
    *Modification of Items
    -Marksman Scope can be used by all classes but is weapon restricted: MM Rifles, Snipers, LMGs, Battle Rifles, beam and pulse variants of SAW
    -Ammunition can be used by all classes
    -HEAT Ammo can be equipped with a shotgun but does not benefit the shotgun