XCOM 2
Long War of the Chosen [Experimental]
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Update: 29 Jun @ 11:59am

  • more map fixes

Update: 28 Jun @ 10:46pm

  • Fix more map issues/textures
  • Hero units should now be able to activate civilians on Invasions

Update: 23 Jun @ 10:22pm

  • More map fixes, and cooked some of the larger maps to improve loading times and hopefully decrease crashing. A special thanks again to McDenny who originally made all of these maps for helping me out and answering all my questions on what they were/are.

Update: 23 Jun @ 3:40pm

  • Fixed a hard crash when loading into one of the new maps.
  • Fixed the Layered Armor perk flyover showing in fog of war for enemies that have it on turn 1.

Update: 22 Jun @ 7:52pm

Mega map update part 2:

  • Fixed reported issues with the first round of added maps.
  • Added basically everything else from Even More Maps, also rebuilt and tested the loading of all maps.

Update: 20 Jun @ 10:52pm

  • Mega Map Update!

  • Bringing in the first round of maps from Even More Maps, with City Center, Wilderness maps, and a bunch of map pieces to add more variety to existing maps, such as two new UFOs, two new train PCPs, some new jail pieces, and a bunch of road, forest, and courtyard pieces for more variety.
  • I've tested every map and parcel being added, and also rebuilt most of the PCPs as well to ensure no crashes. If anything breaks or does not play well,, let me know and send log, screenshots, and if possible, info from the X2debugmap command with the "show map" button clicked.
  • EMM has 21 parcels, 48 plots, and 101 PCPs, and I'm evaluating every one of them, so there are more to come in the future.
  • I also fixed and re-enabled a LW2 Slums map that was not updated for WOTC.
  • 2 of the new wilderness maps are modified to work for Rendezvous missions and Covert Ambushes, doubling the number of plots available for them. I'll be adding more in the future.

    other changes:
  • The base game classes (grenadier, ranger, sharpshooter, specialist) now have "unused" added to their name to differentiate them in windows that still show them, such as the Character Pool class selection. Only English localization updated for now.
  • Fixed the objective spawning for the wilderness Covert Ambushes not properly setting to where it should and instead defaulting to somewhere in the middle of the map. This caused only 1 evac spot to ever be used, and also caused the enemy spawns to clump together. Nnow the covert operatives will spawn farther away from the main team as expected. The pod that spawns near the covert ops team has been moved farther away from them so stealth shouldn't instantly be broken and better positions can be taken turn 1. This will also spread the enemy groups apart so the entire map doesn't activate the moment the rescue team leaves the spawn. From here I can properly evaluate the mission and improve how it plays further and make other balance tweaks as necessary

Update: 18 Jun @ 11:19pm

  • Smash N Grab crates now no longer spawn unless they are being used for an actual Smash N Grab mission (e.g. all the crates won't spawn if the mission is a Jailbreak and using the parcel, for example)
  • More new map pieces: Two new Supply Deport parcels for crate race missions taken from McDenny's Even More Maps that were unreleased, but fixed. One new Police Station parcel from Reshimael that can be used for HQs, Jailbreak, and Smash n Grab missions.

Update: 16 Jun @ 10:27pm

  • Fixed typo in the new implementation for Anticipation that caused it to apply to non-dashing melee.
  • Added 2 more PCPs for crate race missions for more variety in the train/convoy layouts.

Update: 16 Jun @ 9:50am

  • Avatars will now teleport out of Bind and Void Conduit type effects. The teleport range is much lower than the normal teleport.
  • Chosen teleport range nerfed so instead of 10-20 tiles away it is now 3-8 tiles away, since it's supposed to just be about getting out of hazards.
  • Chosen Kidnap can no longer be redirected by Spark's Sacrifice ability.
  • A bunch of new map elements for Network Tower missions courtesy of Reshimael.
  • Redone implementations of Iron Skin and Enhanced Layered Armor effects by Merist.
  • New handling to clean up old missions saved to XComHQ which should significantly reduce lategame save file bloat.

Update: 10 Jun @ 12:39am

  • Disabled some unnecessary logging
  • Big improvement to evac handling. Fixed some issues with inconsistent validation that caused evac flares to be silently yeeted. In the case it is yeeted in the future, you now get the Bradford "Evac Compromised" voiceline to let you know. You'll still need to re-throw it so the voiceline is a bit misleading.