Additionally, the “Alien Pack” mod adds two upgrades to the Viper unit, as well as an upgrade to the Archon and the standard ADVENT MEC. A configurable system will also be included for changing colors and size on many units, as well as mixing and matching ADVENT soldier components to create your own ADVENT soldier types.
You can download the “Alien Pack” mod right now in the Steam Workshop. The “Alien Pack” replaces the “Muton Centurion” mod.
Good luck, Commander.
Hello, Commander. One of our resistance cells, Long War Studios[www.longwarstudios.com], has promised new tools to help us combat ADVENT and the alien menace. Starting today, XCOM soldiers will have new laser-based weapons to equip, as well as a complete reworking of classes and Abilities to employ in XCOM 2.
The “Perk Pack” and “Laser Pack” mods are available for download through the XCOM 2 Steam Workshop right now. Simply head over to the Long War Studios section of Steam Workshop here and subscribe to the new mods. They will then be automatically downloaded through your Steam client.
Here’s a rundown of the new mods:
“Perk Pack” Mod
Choice of three perks per promotion rank instead of two
More than 70 new and reworked Abilities that can be assigned to soldiers, gear or aliens
Reworks the four base classes into seven, including the assault, gunner and shinobi, or create your own class
Adds ten new PCS items, each granting a unique ability
Support for more than 15 active abilities in the tactical UI
“Laser Pack” Mod
Adds a new laser tier of XCOM weaponry, which includes a new variant for the assault rifle, shotgun, cannon, sniper rifle, pistol and SMG, plus all attachments
Mod includes models, textures, particle effects and sounds
Tier exists between magnetic and beam tiers, with two new technologies
So with the game back on I went to do a bomb disposal, no problem I thought, just have thin men etc and etc. However this was long war and at the latter stage where aliens were doing their research. Worse still these pods (and the cyberdisc off screen) were all activated on turn 1, the cyberdisc pod were at the left end of the truck and the rest were inside or top of the building. with a chrys on ground, seekers flying in and floaters went for a flank on the right. The only thing I didn't activate was a mechtoid lurking in the back!!!
In a nutshell it was a painful, painful ambush!So with the game back on I went to do a bomb disposal, no problem I thought, just have thin men etc and etc. However this was long war and at the latter stage where aliens were doing their research. Worse still these pods (and the cyberdisc off screen) were all activated on turn 1, the cyberdisc pod...See more