XCOM 2
Experimental Item Unlock
Showing 1-10 of 10 entries
Update: 28 Mar, 2016 @ 8:07am

BugFixes:
- Changed the code inside XComGameState_HeadquartersXCom_unlockables to what it should have been (I made a big mistake and it caused the crash before, v. sorry about that)
- Edited experimental grenades to make them upgrade correctly.

Update: 28 Mar, 2016 @ 8:06am

Ignore this, accidental double upload.

Update: 13 Mar, 2016 @ 11:18am

Bugfixes:
- Changed the method which upgrades items, this method was moved by the xcom 2 devs from X2StrategyElement_DefaultTechs to XComGameState_HeadquartersXCom and changed significantly by the dev team. I made slight adjustments to upgrade the experimental items properlly as well.

Update: 15 Feb, 2016 @ 5:36am

Bugfixes:
- This mod will now check every time the build items menu is opened what is unlocked and what isnt. Though this does mean that if you lose an item it will also become locked again. This fixes the different unlocks between saves however.

Update: 14 Feb, 2016 @ 9:46am

Bugfixes
- "Fixed" a major issue that caused this mod to fail the starting mission. Still not sure what caused it.

Update: 13 Feb, 2016 @ 3:01pm

Update: 13 Feb, 2016 @ 2:54pm

Update: 13 Feb, 2016 @ 2:48pm

Minor Update

Bugfix
- Whether items are unlocked are not should be correct on loading a saved game.

Update: 13 Feb, 2016 @ 6:04am

Major Update

Features:
- Items not cost Elerium cores in addition to supplies, i've slightly rebalanced supplies costs as well.
- There is a config file called XComUnlockableCosts.ini located in XCOM 2\XComGame\Mods\ExperimentalItemUnlock\Config to change the supplies and elerium core cost of all experimental items.

Bug fixes
- Changed the way that checking items works on loading this mod into a new game, now if any soliders have experimental items equipped they will be unlocked for building in engineering.

Update: 12 Feb, 2016 @ 7:33am