XCOM 2
Long War of the Chosen [Experimental]
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Update: 9 Jun @ 8:32am

  • Redone version of Zone Of Control that should hopefully fix any remaining issues with it.
  • Added default configurations for the Ever Vigilant and Smart Overwatch All mods so they function better with LWOTC
  • Off by default experimental save bloat reduction code. It can be flipped on by a config switch, or can be run manually via the command Ted_TacticalLootCleaner. This works like Tactical State Cleaner, but cleans up orphaned items and not just units. Save file size reduction happens after completing a mission after running the command. It's highly experimental and there's no guarantee it doesn't delete stuff that is actually in use still and shouldn't be deleted.

Update: 5 Jun @ 6:04am

  • Fixed bladestorm localization
  • Updated the Cutthroat effect for better compatibility

Update: 4 Jun @ 9:46am

  • infrastructure stuff for some updated perks for better mod compatibility, including Phosphorus, Executioner, Aggression, and Locked On.

Update: 17 May @ 11:08am

  • Hopefully fix some issues with Zone of Control leaving permanent stat debuffs on units
  • Remove CAs from the internal completed action list if they failed
  • Special weapons (bolt caster, hunter's axe, etc) should now auto-upgrade if they were equipped to a haven advisor when the schematic is purchased. This upgrade happens when the haven advisor is removed from the advisor slot.

Update: 13 May @ 11:23pm

  • More fixes to "pods freezing after going on yellow alert" behaviors

Update: 11 May @ 8:20pm

  • Improved handling for detecting when the avatar is engaged in waterworld part 2, and added a failsafe to it to start the RNFs/showdown stuff if the first avatar dies and the system isn't started yet.

Update: 9 May @ 9:52pm

  • If resistance orders are not enabled, the "order received" popups should now be gone
  • Added a config variable to allow setting a global str modifier on missions, so difficulty can be adjusted without affecting the strat layer. Set to 0 by default.

Update: 8 May @ 8:19am

  • Fixed an issue where the HP of destructable objects such as Relays, Spikes, and Datataps might not show the correct number of pips relative to their actual HP, leading to cases where damage to the device would not affect the number of pips displayed but still deal damage.

Update: 7 May @ 1:55pm

  • Fix issue where saving and reloading makes the relays/spikes vulnerable to fire again.

Update: 7 May @ 10:22am

  • Fix the spike not being targetable in Avenger Defense missions