XCOM 2
Improved AI v1.47
Showing 1-10 of 14 entries
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Update: 6 Jul, 2016 @ 6:06am

Update: 1 Jun, 2016 @ 11:29am

Mod's been updated for the May patch, Spintoids should be spinning again.
Minor changes for the child nodes of behavior trees, no visible impact, but the scripts look nicer.

Update: 26 Feb, 2016 @ 1:17pm

Update: 18 Feb, 2016 @ 12:57pm

Spintoids were not working properly in the upload, I did not change line 620 in the upload but I had locally. Spinny spin spinny.

Update: 18 Feb, 2016 @ 6:44am

meme beacon nerfed, treat like normal by some robotic units + captains.

Update: 18 Feb, 2016 @ 6:30am

Update: 13 Feb, 2016 @ 9:42am

Fixed a bug with Arrays.

Update: 11 Feb, 2016 @ 2:17pm

Pilfered slightly outdated mod descripton from a backup version, found out I had published mod incorrectly and you guys have been running off placebo effect for abotu half the changes (Stun lancers!) this whole time. Fixed it.
Spintoids now spinning.

Update: 11 Feb, 2016 @ 12:24pm

Lost my mod description. Panic ensues.

Update: 9 Feb, 2016 @ 8:09am

-Made sectoids like Mindspin enough you should just call them Spintoids.

-Made ADVENT captains try and shoot you before trying to Mark Target you after moving/flanking.