XCOM 2
Restored SITREPs
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Update: 11 Feb, 2022 @ 11:19am

Changed Advanced/Surgical/Fireteam PostEncounterCreation filtering so it would affect specific eTeam_Alien pods only. (Lost swarms and special mod created encounters like MOCX or Raiders should be uanffected now.)

Update: 10 Aug, 2020 @ 8:15am

Fixed Advanced (and Surgical and Fireteam) sitreps not properly reducing pod size when proc'd.

Update: 17 Aug, 2019 @ 7:12am

Civilian groups on terror missions shouldn't be affected by the Advanced/Surgical/Fireteam etc sitreps anymore.

Added additional checks so encounters already at 2 or 1 pod size shouldn't be altered at all now.

Update: 20 Aug, 2018 @ 6:19pm

Added restrictions to what mission types Chemical Leak can be used on.

Update: 1 Jul, 2018 @ 6:52pm

Removed extranerous return from encounter modifier function, this might have been interfering with its intended goal of enforcing Advanced/Surgical/Fireteam limitations.

Update: 16 Apr, 2018 @ 4:17pm

Added localization for abilities granetd by two SITREPs.

Fixed temporary acid gear lasting a turn longer than expected.

Update: 28 Jan, 2018 @ 1:25am

Fireteam, Surgical, and Advanced now utilizes the new highlander hook to enforce proper pod limits.

Update: 18 Sep, 2017 @ 6:02pm

Fixed Black Ops and Ambush.

Update: 17 Sep, 2017 @ 1:04am

Juggernaut disabled, for now.


Ambush limited to specific mission types that should be able to support it.

Surgical, Fireteam, and Advanced now are limited to the lowest alert level: this should have a close enough effect on reducing pod sizes.

Update: 7 Sep, 2017 @ 1:10pm

After extensive changes and testing, Juggernaut now properly reacts to most actions enemies can make, excluding the Lost.

Low Visibility now grants a buff to XCOM: any hits that land on them will be a graze.