XCOM 2
Long War of the Chosen [Experimental]
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Update: 24 May, 2024 @ 2:05pm

beta v33

  • Fixed issue with inconsistent aim bonus from Slug Shot
  • Removed "The Lost" sitrep from Secure UFO missions
  • Increased the Hunter's ideal weapon range from 12 to 15
  • Refactored Close Combat Specialist to improve performance. Let me know if there are issues with it.
  • Chosen Stronghold Part 1 now uses a custom schedule instead of the base game one, so I can swap to LW encounterlists for the pods.
  • Removed some outdated pistol slot patching code that was causing issues with modded classes.

Update: 21 May, 2024 @ 3:51pm

test upload from laptop to verify content files are the same. No actual code changes.

Update: 21 May, 2024 @ 3:42pm

  • Fix issue preventing solders from being assigned to haven after gatecrasher caused by the previous update to prevent people from being both haven advisors and in squad select at the same time.

Update: 19 May, 2024 @ 10:04pm

Beta V32

  • Added config array to allow custom weapon categories per class to be set up for LW's Pistol Slot. Not used by base LW, but mod compatibility.
  • Fixed issue with staffing people to havens when they are currently selected in squad select. Sending out the squad would unstaff them anyways, but now you can't put them there in the first place.
  • Sidewinder's Hit and Slither replaced with Reposition. Functionally identical, but clearer for the player.
  • Standardized ADVENT unit names by Copyrite. Biggest change is now ADVENT Guardian and ADVENT Sentinel are now Advanced Sentry and Elite Sentry, respectively. Other units also standardized, including Hunter Drones, gunners, Rocketeers, M3 Grenadiers, and M2 Generals.
  • Templar Shield now mentions its crit reduction in localization.

Update: 18 May, 2024 @ 10:21pm

Beta v31

  • Fixed issue with Rupture not benefitting from graze band
  • Adjust run order of XModBase to run after things
  • Psi training is now properly paused upon launching an infiltration.
  • Andromedon Robot added to the fallback exclusion list - zombie suit shouldn't be running from XCOM.

Update: 9 May, 2024 @ 7:53pm

  • Chosen weapons research should now be instant.
  • Assassin Katana aim bonus raised from 10 to 25
  • Vektor Rifles range table nerfed slightly with a stronger penalty up close.
  • Cannon range table redone so there's no "sweet spot" and instead a close range penalty similar to sniper/vektor rifles. All tiers of cannon get +5 aim to compensate (Laser cannon now is +10 aim).
  • Fixed some bugged icons.

Update: 7 May, 2024 @ 11:05pm

  • Fix Cutthroat armor pierce not working with SPARK melee.
  • Fix interaction with Assault Servos perk and Kinetic Strike Module (modded)

Update: 7 May, 2024 @ 9:11am

  • Actually add Dedication to squaddie for Assault. Respec using Respecselectedsoldier if you are missing it.

Update: 5 May, 2024 @ 11:32pm

  • Fix issue with Solace ability not able to target friendly units in Mod Jam environment.

Update: 5 May, 2024 @ 6:08pm

beta v30:

  • Redone Specialist tree to improve utility aspects of it, along with redone xcom rows. Full tree is here: https://i.imgur.com/FQe4S6Z.png. Some highlights: Interference at squaddie, Medical Protocol now also gives the Field Medic effect, Neutralizing Agents and Blinding Protocol are now in the main tree, and Failsafe now refunds 1 AP after a failed hack.
  • Tweaked Assault tree. Lightning Reflexes moved to GSGT instead of Bring Em On, Lone Wolf added at LCPL, and Dedication added at Squaddie. Redone xcom decks. Tree is here: https://i.imgur.com/llcNX5j.png
  • Advent Guardians lose Covering Fire
  • Compound mission has an extra turn added before the infinite RNF starts after level 10. It's now 1 drop -> 1 turn delay -> infinite RNF, only 1 drop will happen before evac is available on Legend.
  • Added system to allow mission xp/enemy count to be offset based on config. Currently being used to add +2 enemy count to Compound missions to account for the first RNF pod.