XCOM 2
War Of The Glass - Meta Mod
Showing 31-40 of 57 entries
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Update: 13 Oct, 2024 @ 8:38am

Fixed wrong configs for Plated Spark Bit.
Removed "plus 2 pod size" modifier on the Purge Deployment sitrep.

Update: 3 Oct, 2024 @ 11:55am

A much needed nerf for Hacker Laptop: hack bonus reduced from holy crap 35 to a much more decent 10.

Update: 2 Oct, 2024 @ 9:50am

Fixed wrong configs for Mag Pistols.

Update: 22 Sep, 2024 @ 6:15am

Update + Mod List update:
1. Added configs for "Balanced Commander's Avatar" mod. Now on Leviathan Commander's Avatar will get 3 abilities from a random pool of abilities representing the Psi Overhaul psi specs. Balanced Commander's Avatar mod is now added to the mod list.
2. Changed costs for the Modular Sparks experimental modules projects.
3. Excluded one of the Leviathan encounters from DABFL, so you don't ever need to fight a pod of 7 boss tie enemies...
4. Arsonist has been removed and replaced with Toxicologist (by Drummax) that can show up as a soldier reward. You can keep playing with Arsonist if you want, the configs are still there. Toxicologist mod has been added to the collection.
5. Knox's Warden class has been removed and replace with BlackDog's Warden class. Unfortunately, because of how MOCX works, this does require some action on your side: if you don't have any warden, then you can switch or keep the old one, doesn't matter. If you have a Warden, then you can either keep the old mod and just add the new one, and any future ones will come from the new Warden class. OR you can remove the old Warden class and use the console command to reroll the old Warden into a new one, and remove the older Warden move. BlackDog's Warden mod has been added to the collection.
6. Sectoid Voidweaver has been integrated into the mod. Sectoid Voidweaver mod is added to the collection.
7. Archon Vests: Vest Inspire is replaced with Sprinter (gain a movement only action on a cooldown).

Update: 3 Sep, 2024 @ 2:29am

Corrected a config error in one loot table.
Re-enabled the ADVENT Gunslingers from A Better ADVENT, to have one more source of Pistol components in the game.

Update: 23 Aug, 2024 @ 6:00am

Removed the Rapid Response Dark Event. Given that I made chances for reinforcements on Guerilla ops 0, this dark event wasn't doing anything anyway.

Update: 17 Aug, 2024 @ 5:41am

Updated safe to ignore missing dependencies in the doc. In the process I discovered a few required mods I needed to actually use. This includes Zelfana's assorted fixes for which I also included configs in this mod (this is the actual change now).
Also included a picture of the Gatcha Redux MCM settings that are in use - forget to take pictures of the relevant parts before.
So check the collection!

Update: 16 Aug, 2024 @ 3:21am

Another small balance pass:
-Removed some smaller modded maps from the configs.
-Hive Rippers showing up from reinforcements will always be 2HP Rippers, until FL5 (after this they can again be 4HP).
-Some tweaks with Purge Trooper's minimal FL in the early game. They should now appear a bit later.
-Decreased the number of drone pods across the board. Guerilla Ops should now have a chance to roll 1 or 2 solo drones. Missions with 4 drone pods will now only have 3. The "Robot City" missions will get 2-3 less drones on them.
-A hacky attempt to prevent Praetorian Sectopod to be a Pod Leader on Guerilla Ops missions with the Praetorian Leadership sitrep.
-Gone To Ground has been officially disabled.

These changes are mostly untested, so be on the lookout for wonkiness.

Update: 13 Aug, 2024 @ 5:39am

Another round of small updates:
1) Secondary weapon should no longer have attachment slots.
2) MOCX Training Exercise now should no longer appear on random missions.
3) +1 base time on the standard Guerilla ops - hack, and destroy objective.
4) Attempt to remove the Small Shanty plot from the list of retaliation maps (too small map for that enemy count).
5) Field Alchemists can no longer equip secondary weapons which are not cannisters.

Update: 3 Aug, 2024 @ 4:02am

MAJOR UPDATE
Now includes support for Deadput's new Hunter Restoration mod. YOU MUST SWAP THE OLD MOD FOR THE NEW ONE.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3261433470&searchtext=hunter

Minor Fixes
Fixed an error with the TLM configs vis-a-vis autopistols.
Fixed an issue where the Chosen Pulse Cannon will get the ABW cannon abilities twice.
Fixed an issue that would allow Hive chryssalids to summon any unit when they call for reinforcements.
Templar Knights can no longer roll for psionic gift. This will prevent them from having two psi amps...
Changed the Sectopod Hunter's (from Even More Robots) character group name to a custom one. This should help normal Sectopods to spawn up as bosses in the late game.
Made some of the later shadow projects shorter.