XCOM 2
Diverse Aliens By Force Level WOTC
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Update: 20 Apr, 2022 @ 9:41am

Fixed FL handling in skirmish mode which broke in previous update.

Update: 4 Apr, 2022 @ 4:30am

Fixed handling for "Show of Force" sitrep which is supposed to add additional enemies and this mod was undoing that change. Handles other modded sitreps with the same approach as well.

Fix for a scenario where FL changing sitrep effect could be applied twice.

Update: 17 Nov, 2021 @ 7:50am

Fix for multiple entries of the same unit in EncounterLists not working as expected.

Update: 11 Apr, 2021 @ 11:07am

Fixed bug with exclusions not working with tactical -> tactical transitions, i.e. chosen chamber reinforcements. At least these now work, please report others that do not.

Update: 13 Dec, 2020 @ 1:55am

Added requested option for mission/sitrep modifiers to add/remove enemies.

Added scaling feature to help with themed pod generation while keeping things still random.
off by default.

Update: 22 Sep, 2020 @ 3:20am

A long overdue update.
I had cooked up a fix for the alien side goals problem quite some time ago but then the simple fix led into a quite major refactor of the code which I've then been tinkering with for far too long:

Now works with mods that use custom SpawnRequirements e.g. Alien Side Goals, Choose Your Aliens.
Implemented the few "quick and dirty" bug fixes in a cleaner way.
Changed the remaining config lookups to read from runtime values for better compatibility.
In general split the code into smaller pieces to ease future changes.

I tested it extensively and everything should function the same as before (or better), but I wouldn't be surprised if I've overlooked something.

Update: 21 Jul, 2020 @ 4:12am

Changed the encounter list lookup from config to reading the actual instance that may have been modified by other mods (eg. FL Extender)

Update: 27 May, 2020 @ 10:26am

Fixed an inconsistency in the base game lost brute encounter which led this mod to not be able to add more followers to it.

Update: 26 May, 2020 @ 7:05am

Fixed issue with Codices being able to be selected before skulljacking an officer which led to the pod not spawning correctly.
Now actually works alongside MOCX.

Update: 11 Mar, 2020 @ 9:42am

Disabled on missions with MOCX, as they don't play nice with this.
(Couldn't come up with a better solution due to how it's made, both use the same highlander hook so the outcome depends on load order among other things)