XCOM 2
War Of The Glass - Meta Mod
Showing 41-50 of 57 entries
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Update: 29 Jun, 2024 @ 8:20am

Reinforcements on ambush missions should now be limited to 2 enemies.
MOCX HQ should now remove 1 Avatar tick.

Update: 21 Jun, 2024 @ 6:25am

Some mild nerfs to the Andromedon New Armor dark event, which will make it not break Frost Andys anymore.

Update: 20 Jun, 2024 @ 6:30am

Changed schedules of Swarm Defense mission (tunnels VIP) so that it should no longer have boss pods in it (just like all other guerilla ops type missions).
Increased minimal FL of Exlated Pathfinder sitrep so that it won't break with encounters that have negative FL modifier.

Update: 20 Jun, 2024 @ 4:42am

A better attempt to remove the last two Iridar's ablative HP upgrades.

Update: 13 Jun, 2024 @ 1:17am

Fixed Overdrive serial (and similar abilities) ammo restoration effect affecting literally all units on the map, instead of just the shooter.
Removed Diverse Alien Pods (DANGER: this is not the same as Diverse Alien Pods By Force Level, which REMAINS in the mod list!!) from the collection. It was not doing the role I had for it correctly. A revised version of Diverse Alien Pods has been integrated into this mod. There's no harm in keeping Diverse Alien Pods mod active, but it's no longer needed.

Update: 11 Jun, 2024 @ 7:49am

An attempt to fix squadsight pcs not working (didn't verify correctness).
Added Nimble Hands for ATSR configs (in case it's obtained via conditioning).
Nerfed intel gains from datapads and data caches.
Should no longer see random reinforcements in guerilla ops.
Should see more reinforcmeents in UFO avenger defense.
Fixed some bad DLC Run Order configs.

Update: 8 Jun, 2024 @ 7:56am

Improved ability swapping mechanism, especially affects Heavy Gunner class. If you have one, respec it with a console command to get an updated tree (mostly swapping abilities for similar ones that are more in line with the Gunner).
Maybe some other small changes, not sure.

Update: 1 Jun, 2024 @ 7:40am

Made the names of the spark chain guns more obvious.
Unnerfed LWOTC enemy pack back to what it was pre-patch.
Experimental: made Delay Facility Reward into an Accelerate Facility "reward". Explanation: normally this reward is available for exactly three things: stage 1 reward of UFO chain, , partial reward for facility lead chain, and reward for recover intercepted supplies chain if Reward Interception risk triggers.
The latter even being there is a bug in CI: if that's the reward then you aren't going to get the intercepted materials back. So now there's literally no point in doing that chain if you see the reward of accelerating facility.
In the case of UFO chain, the UFO chain is good for the economy. Getting some Doom relief WHILE also getting economy stuff is quite nice. And War Of The Glass' geoscape is nothing but nice. So you want economy? Be prepared for a facility to pop up.
As for Facility lead chain - I find it a potentially interesting trade off: you get a facility lead, at the cost of a new facility speeding up.

Update: 24 May, 2024 @ 2:15am

Changed AP gain per rank for the Knox faction classes since they still pay AP for their usual rank ups.
Changed Traverse Fire to Double Tap on the Alpha's Heavy Gunner tree.
Changed the Spark class icon back to the default one, from the "do not use" one.

Update: 18 May, 2024 @ 12:04am

Change two researches to use electronics materials, where they didn't before.