XCOM 2
[WOTC] Faction Anchor
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Update: 1 Mar, 2021 @ 6:02pm

v1.6

BUGFIX: Adds the Faction Anchor to the exclusion list for enemy counts on the Avenger Ramp, so the defense mission doesn't end in an auto-fail if the anchor spawns there. Bug Reported by onestrongbow and fixed by MrShadowCX

Thanks guys!

Update: 23 Feb, 2021 @ 1:06pm

v1.5.1

BUGFIX: I hope ....
Changed some of the logic that checks for ALIVE units, in particular around units it shouldn't be counting. This should hopefully better skip over units that ARE DEAD MOCX ?!?!.

Really hoping this squashing some of the infinite mission bugs.

Many Thanks to RealityMachina for helping me troubleshoot and discuss my issue, fingers crossed
Many Thanks to RoseBomb for providing detailed feedback and a launch.log of the issue

... I also set Logging to enabled by default, until things settle down and we catch all the edge cases :)

Update: 20 Feb, 2021 @ 9:32pm

v1.5

BUGFIX: I hope ....
Changed some of the logic that checks for alive units, in particular around 'removed from play'. This should hopefully better skip over units that have Evacc'ed whilst alive (like Chosen, Rulers, MOCX, Rebelious MOCX) ... units that are not selectable (like Mimic Beacons) and 'units' that are cosmetic (like Gremlins)

Really hoping this squashing some of the infinite mission bugs.

Many Thanks to RealityMachina for helping me troubleshoot and discuss my issue, fingers crossed :)

Update: 16 Feb, 2021 @ 9:09pm

v1.4

FEATURE UPDATE: Base game has you wait when Advent Reinforcements are inbound, so you have to kill them to be able to complete the 'sweep' objective ... now the Faction Anchor brings this same functionality to the faction teams.

This was mainly noticeable for the Black Legion , as they are the only faction team I know of to call in delayed reinforcements.

So now if a faction unit calls for delayed reinforcements the mission will wait for these to drop in and for you to kill them to complete the 'sweep' objective, just like it would for Advent.
Things just got a whole lot scarier out there!

Update: 13 Feb, 2021 @ 9:39am

v1.3

FEATURE UPDATE:
Added "Turrets" to the exclusion list .. base game doesn't care about if these are alive or dead to end the mission, so the Anchor method shouldn't too :)

Update: 13 Feb, 2021 @ 8:25am

v1.2

BUGFIX/FEATURE UPDATE:
Fixed an issue for LWotC where some LW Rebel units are added to the wrong team. This update includes a fix to skip counting of these units, and exposes the 'skip' list to the config found in XComGame.ini - many thanks to 2Battlestations for exposing the issue and Kiruka for finding me all the associated template names :)

Update: 10 Feb, 2021 @ 8:53pm

v1.1

BUGFIX; Hopefully fixed an issue with the Grouped Retaliation missions where the first team would not be classed as 'clear'. This was because I added the Anchor to the first advent group, which then never gets 'cleared' allowing the Resistance Team to move on. The Anchor should now instead be added to the 'last' advent group.

Update: 7 Feb, 2021 @ 1:13pm

v1.01

Initial Upload failed. All Fixed.

Update: 7 Feb, 2021 @ 12:57pm

v1.0

Initial Upload