XCOM 2
Tedster's Requiem Tweaks mod
Showing 11-20 of 27 entries
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Update: 2 Nov, 2024 @ 9:10pm

  • Chosen Stronghold mission changed to 6 people instead of 5.

Update: 27 Oct, 2024 @ 8:02pm

  • Legate now has a more aggressive scamper root so they shouldn't hide on scamper.

Update: 20 Oct, 2024 @ 3:24pm

Since Requiem expects you to take wounds, I've decreased the wound timers for lighter wounds (anything above 50% HP)

Update: 5 Oct, 2024 @ 11:25am

  • Standardized scientist/engineering requirements with Reshi's latest update.
  • Changed R&D project time from 1800 pts to 1600 pts.

Update: 3 Oct, 2024 @ 4:17pm

Update: 1 Oct, 2024 @ 7:44pm

  • Added Requiem to waterworld phase 2 RNFs for Ted Jam.

Update: 30 Sep, 2024 @ 10:54pm

  • Seeker armor loses Shadow, gains Phantom, Covert, and Fade instead.
  • Disabled the research project for the new alien since the workshop project was added.

Update: 30 Sep, 2024 @ 7:51pm

  • Added support for Reshi's latest creation
  • Moved all the localization to the main Ted Jam mod so that the extended information mod can overwrite it properly with more details.

Update: 23 Sep, 2024 @ 10:01am

  • Disabled the Betrayal DE until I can come up with a way to make it better balanced.

Update: 21 Sep, 2024 @ 9:31am

  • Adjusted project prereqs to be more sensible