XCOM 2
[WOTC] Resource Cost Fixer
Showing 1-8 of 8 entries
Update: 3 Oct, 2024 @ 12:08pm

Corrected difficulty template handling for gene mod costs.

Update: 19 Sep, 2024 @ 3:47pm

Improved code to more consistently keep the preferred duplicate items.

Update: 22 Jan, 2024 @ 11:31pm

New config option EnsureResourceItemsSingleStack, can now automatically make sure ResourceItems have their one single item stack at all times.

Removed MZFD_Cryolite and IRI_AuroraShard from the config, they will be handled by their respective mods instead.

Update: 22 Jan, 2024 @ 3:13pm

Addendum to the last update, also adding InertMeld to the list for only Meld For Long War of the Chosen (Psionics Ex Machina already did this).

Update: 22 Jan, 2024 @ 2:17pm

Automated fixing of missing resource items. Will now handle ActionableFacilityLead, MZFD_Cryolite and IRI_AuroraShard as well.

Update: 22 Jan, 2024 @ 11:20am

Added AbilityPoint to ResourceItems config array as Firaxis didn't do that themselves and the item stack was getting removed and you couldn't gain any more XCOM AP after that because Firaxis assumed they worked like the other hidden resources when they actually didn't because they didn't add it to the ResourceItems config array.

Thank you for the bug report DeaconIvory.

Update: 11 Jan, 2024 @ 10:51pm

updated Engine config with gene modding packages

Update: 11 Jan, 2024 @ 2:21pm