XCOM 2
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Update: 10 Dec, 2019 @ 7:14pm

v1.24 :
OnPreMission has been removed, it was causing crashes because of Gamestates being added by the different listeners, this might make some of the listeners stop working, such as SoldierColors, GraveStoneMarker and so on...

SoldierColors
Multiple identical strings weren't recognized, now they will be. Config has been changed quite a bit and custom config settings will have to be updated to use the new changes.

Update: 27 Nov, 2019 @ 2:27pm

v1.23 :
Show Research Unlocks
Had an unnecessary controller check that prevented the Item card from being updated

Rebalance UltrasonicLure
Disabled the SitRep addition as it was causing Lost to appear on all future missions
This means that only Swarms from the Lure will come when its activated, you won't be getting endless hordes from explosions without the SitRep
On the "Neutralize All Hostiles" objective, the spawned Lost don't seem to matter

AllOverwatch, AllHunkerDown, AllReload
Have had their BuildNewGameStateFn & BuildVisualizationFn generalized and won't be incorrectly adding old gamestates after they have been activated

AllEvac
Has been rebuilt and shouldn't crash the game anymore

AdvancedAbilityButton
Has been updated to use the highlander buttons

Squad Select
Has been updated to use the highlander submenu system

Neon Colors
Neon_Modify_ArmorTint wasn't used in code

Sharpshooters Can Reload And Shoot
If you did something else after moving you'd be able to shoot again, this has been fixed.

UnequipItems
UISquadSelect caused a crash when transfering from that screen to the final mission.
It has been removed from the feature because of this but you can still access the menu through the loadout screen when picking soldier loadout


Rebalance Shadow
Makes Reaper's Shadow ability have no charges, and have a 5 turn cooldown

Flamethrower Rebalanced
Flamethrowers don't use ammo, have no charges, no cooldown, and only require 1 action point to use

Revival Protocol Rebalanced
Allows Specialist's "Revival Protocol" to remove Mind Control


We're out of beta and releasing on time.

Update: 30 Jan, 2019 @ 7:50am

v1.22 :
Changed how "EVAC All" works to hopefully resolve some of the crashes after the post-mission screen.
Changed how corpses carried out gives loot, before there would be a message saying "(1) Sectoid Corpse Dropped" which didn't actually add that Sectoid Corpse to the player inventory but rather worked similarly like killed the Sectoid, having it drop itself but because you just EVAC'ed it, you didn't get anything.

Both changes need further testing to make sure they work as intended.

Update: 29 Jan, 2019 @ 9:52pm

v1.21 :
Changed "Rebalance UltrasonicLure" to use the same GameState as its Effect; fixing "GameState added without known history" and "GameState created but never added" errors.

Split the description into a thread too.

Update: 29 Jan, 2019 @ 3:36am

v1.20 :
Fixed "Rebalance UltrasonicLure" not working on maps where The Lost sitrep was disabled in the Kismet BattleData

Update: 27 Jan, 2019 @ 10:26pm

v1.19 :
Added "Sharpshooters Can Reload And Shoot" - The only thing stopping snipers from shooting now is if they have ability points enough and that they haven't moved.

Known Bugs : Because of the way the game stores location, moving a sharpshooter 1 tile won't count as them actually moving.

Update: 21 Jan, 2019 @ 1:26pm

v1.18 :
Fixed HeavyOrdnanceIndicator being visible even if the soldier hasn't unlocked the ability

Added "Rebalance Wraith" - Makes the Wraith Suit's WallPhasing ability passive

Added "Rebalance UltrasonicLure" - The Ultrasonic Lure now adds "The Lost" sitrep when activated, and also spawns in a lost swarm on the map, aswell as its vanilla behavior of attracting lost and painting a target for the lost to attack

Update: 29 Dec, 2018 @ 6:28pm

v1.17 :
"Cycle Mission Soldiers" Now supports multiple armory screens also added missing info about this feature in the mod's description

Added "Heavy Ordnance Indicator" In the armory loadout screen soldiers that have this ability will get the ability icon on that loadout slot to help indicate who has this ability and where the grenade should be placed.
Bugs : The icon disappears when changing anything in the soldier's loadout.

Added "NavHelp_RemoveItem" In the armory loadout screen you will now see a navhelp that tells you that you can unequip items with X on a xbox controller, this was specially annoying when playing with a controller as you wouldn't know that you could do this, while using a mouse the button to remove appears.

Addded "Chosen Weapon Upgrades" Allows Chosen weapons to be equipped with weapon upgrades.
Added "Alien Ruler Armors Rebalanced" The abilities these armors give will nolonger have charges.

Moved around more code, should not be noticeable unless you changed the "XcomGame.Ini" file as it would have been overwritten.

Due to this disaster i can't guarantee that this mod's files haven't been corrupted

Update: 23 Dec, 2018 @ 9:57am

v1.16 :
Disabling "Soldier Colors" still changed colors OnRecruitment, should be fixed now.
Rearranged and changed alot of code in the backend, you shouldn't notice anything other than needing to redo the XcomGame.ini file as some stuff has been moved to its own file.

Update: 22 Dec, 2018 @ 6:21pm

v1.15 :
Fixed "Advanced Ability Button" not showing the Training Center ability screen when a soldier had a promotion waiting.
Fixed "Advanced Ability Button" not promoting soldiers when they needed a promotion, effectively making it impossible to promote soldiers from the armory, note that due to the above not working in the first place, this bug was only present after that was fixed.