XCOM 2
[WotC] Vanilla Balance Overhaul
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Update: 13 Dec, 2017 @ 5:34am

- Void Conduit can no longer be used against enemies that are immune to mental attacks such as Avatar, but can now be used on humanoid aliens
- Equipment Fragment image is changed to a better one
- EXALT Bladerunner aim is reduced by 5 on rookie and veteran
- Added new passive ability to some of the early EXALT units that prevents them from being raised as Psionic zombies
- Reverted XCOM Turret aim to vanilla values
- Fixed Chryssalid Corpse plural name in russian localization

Update: 11 Dec, 2017 @ 8:40am

Hotfix for incorrect plated armor schematic cost on lower difficulty levels

Update: 11 Dec, 2017 @ 7:09am

- Katana aim bonus is reduced to 80, crit chance is increased to 30
- Slightly reduced EXALT Heavy leader spawn chance
- Sharphooter's Aim perk is added to the list of Skirmisher's and Reaper's random xcom ability pool

Update: 9 Dec, 2017 @ 11:44am

Fixed incorrect spawn levels for EXALT Sniper, Commando and Captain. Also reduced them to make some room for vanilla leaders

Update: 8 Dec, 2017 @ 5:41am

- Removed Configurable Protect Device code from the overhaul (The mod is causing objective LOS bugs on Protect Device and Destroy Relay missions, you can still subscribe to it separately if you want to)

- Full Changelog is finally posted! It should include all the changes that I've implemented or burrowed from integrated mods. Please report any stuff that I forgot to mention

Update: 6 Dec, 2017 @ 5:46am

Hunker Down rework:

- Works outside of cover
- Costs 1 action point and does not end the turn (soldiers may fire their weapons, use abilities, etc. like they usually do), but makes them unable to move for the rest of it
- Defense bonus is reduced to 20
- Still puts out the fire as in vanilla

Other changes:

- EXALT Heavy grenade damage is reduced to 2-3 with a 20% chance to deal 3 (same as for Advanced Trooper)
- Bonus accuracy from Sharpshooters Aim ability is reduced to 15, because it can be used on the same turn after activating Hunker Down

Update: 4 Dec, 2017 @ 5:44am

- Katana damage is increased to 4-6
- EXALT Elite Shieldbearer's spawn chance is slightly increased, special ability is reworked: now passively grants +2 shield hp to all allies on the battlefield
- Elite Priest no longer has bonus spawn chance at force levels 19+

Changelog is coming soon hopefully (again)

Update: 3 Dec, 2017 @ 5:31am

Hotfix: added missing item to EXALT Elite Marksman's loadout

Update: 3 Dec, 2017 @ 5:11am

Tier 4 EXALT is finally in! (I'd been planning to include them into release version, but didn't have time to do so until now.)

- 6 new end-game EXALT units are added: Elite Sniper and Elite Captain (leaders), Elite Assault, Elite Marksman, Elite Bladerunner and Elite Shieldbearer (followers)
- All of them spawn at force levels 19+ and have massively higher chances to appear compared to ADVENT units (which may still spawn from time to time)
- All tier 4 EXALT units have Absorption Plating ability which reduces explosive damage taken. Some of them also have additional special abilities

Other changes:

- EXALT Assault and tier 1 Advent Trooper grenade radius is reduced to 3 (same as base XCOM Frag Grenade)
- Centurion damage is increased to 10-13
- EXALT Commando's Concussive Shot counts as Headshot ability against the lost units now

Update: 3 Dec, 2017 @ 3:24am