XCOM 2
[WOTC] Dark Event Manager
Showing 1-10 of 10 entries
Update: 7 Aug, 2024 @ 6:56am

Refined the FL gating logic. It is now additive, meaning the original Can Activate logic of whichever DE you are gating will ALSO be considered when restricting a DE to a specific Force Level.

Update: 6 Aug, 2024 @ 2:21pm

New config option added! Now Dark Events can be gated by Force Level.

Update: 8 May, 2024 @ 1:28pm

Fix small bug that caused index out of bounds errors.

Update: 10 Apr, 2024 @ 2:19pm

[EXPERIMENTAL]
Added support for Dark Events to be "always on". This allows for a Dark Event to be used like an additional "game rule" instead of a temporary modifier. This should work with all base game Dark Events and all mod added Dark Events so long as they do not add unique or new ways to be applied during game play. It should work regardless of if the Dark Event is a strategy mutator, a global combat mutator, or a tactical added ability. This feature requires starting a new game or loading a strategy save. DO NOT LOAD MID-TACTICAL.

Update: 22 Jun, 2022 @ 9:37pm

Added The Collectors to the list of Chosen toggled Dark Events. Missed it on initial sweep.

Update: 22 Jun, 2022 @ 12:46pm

Fix couple small issues around how DLC identifiers are handled

Update: 21 Jun, 2022 @ 6:30pm

Enable support for fully qualified DLC/Mod packages as well as naming them by their mod package name as opposed to X2DownloadableContentInfo_X.

Update: 21 Jun, 2022 @ 11:56am

DLC Gated Disabling now allows support for multiple Aliases for DLCs, such as the LW2 Classes & Perk Pack and LW2 Perk Pack.

Update: 21 Jun, 2022 @ 6:52am

Added configurations to disable dark events based upon Chosen state.

Update: 20 Jun, 2022 @ 8:53pm

Initial release!