XCOM 2
Elerium Grounds
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Update: 24 Jan, 2017 @ 1:51pm

Update: 24 Jan, 2017 @ 12:43pm

Update: 24 Jan, 2017 @ 12:38pm

Added proper support for Long War, also includes a fix for the spanish Translation, special thanks to Papas Con Mojo

Update: 2 Apr, 2016 @ 5:02am

Added localization support for the languages that Xcom 2 supports.
Added a toggle in the ini so it is possible to disable Suit Upgrading techs being hidden when you do not have a suit in your inventory.
Added a check on the DLC Run Once function so techs are only added when they dont allready exist, it seems like some rare cases caused it to be run multiple times, this should mean that the techs no longer show up multiple times(Unless you install the Suit Upgrading and / or Core Crafting mods as well).

Update: 19 Mar, 2016 @ 5:47am

Added mod tags, also changed the way costs are handled so that anything with a cost of 0 no longer shows up.

Also added the feature from the standalone Suit Upgrading mod that hides suit upgrading projects until you actually posses a suit of the upgradeable type in your inventory (as in not equipped on a character).

Update: 18 Feb, 2016 @ 9:53am

Alloy and Elerium costs for crafting cores now actually match the ini.

Update: 18 Feb, 2016 @ 8:58am

Upgrading EXO and Wraith suits now count as if you completed the Build Suit tech, so in effect Upgrade EXO suit now also unlocks Heavy Powered Armor as if you had built a WAR suit from scratch.

In addition Upgrade abilities only show up if you have at least 1 of the needed suits in stock, should reduce clutter a bit.

Update: 17 Feb, 2016 @ 3:55am

Update: 16 Feb, 2016 @ 12:48am

Changed EXO to E.X.O.

Update: 14 Feb, 2016 @ 10:55am

Removed all the default XCOM class overrides so the mod doesent ruin EVERYTHING for EVERYONE.