XCOM 2
[WOTC] Resident Evil 3: Remake Nemesis (BETA)
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Update: 21 Sep, 2021 @ 11:07am

Due to some popular feedback, I've elected to provide a small balance pass! You can find the update notes listed below:


All Encounter List spawn weights for Nemesis have been reduced. Also lowered the amount of Nemesis units that can spawn in a single pod.

Nemesis Health numbers have been adjusted: the following are the health numbers for Veteran Difficulty.

  • Nemesis T1 now has 13 hp (up from 10)

  • Nemesis T2 now has 18 hp (up from 14)

  • Nemesis T3 now has 28 hp (up from 20)

Nemesis Damage numbers have been adjusted:

  • Nemesis' Conventional Rocket Launcher now deals 5 damage (up from 4)

  • Nemesis' Magnetic Rocket Launcher now deals 7 damage (up from 5)

  • Nemesis' Beam Rocket Launcher now deals 9 damage (up from 6)

  • Nemesis' Conventional Flamethrower now deals 5 damage (up from 3)

  • Nemesis' Magnetic Flamethrower now deals 7 damage (up from 4)

  • Nemesis' Tier 1 Scything Claws attack now deals 5 damage (up from 4)

  • Nemesis' Tier 2 Scything Claws attack now deals 7 damage (up from 5)

All Samurai Edge handguns have had their base damage lowered by 1.

Please consider making back-ups of any config changes you make to this mod, in case future updates/fixes are needed - thank you!

Update: 23 Mar, 2021 @ 4:48am

Fixed a typo preventing campaigns in-progress from receiving new Nemesis tech templates (autopsies) on first load of saved games. If you are still missing autopsies, try completing a tactical mission & then checking again (note: still requires AlienBiotech to be researched.)

Slightly lowered the spawn rate in DefaultLeaders & DefaultFollowers under XComEncounterLists.ini.

Please consider making back-ups of any config changes you make to this mod, in case future updates/fixes are needed - thank you!

Update: 18 Feb, 2021 @ 9:25am