XCOM 2
Suit Upgrading
Showing 1-10 of 10 entries
Update: 24 Jan, 2017 @ 2:00pm

Added updated Spanish translations, special thanks to Papas con mojo

Update: 24 Jan, 2017 @ 1:09pm

Added support for Long War 2.

Update: 2 Apr, 2016 @ 5:06am

Added localization support for all the languages that the base game supports.
Hiding upgrades if one does not posses a suit in the inventory is now a toggle in the .ini files.
Changed the function that adds techs to a game in progress so it only adds the tech if the game does not allready contain the tech, this should stop the game from adding multiple instances of each proving grounds project.

Update: 19 Mar, 2016 @ 5:53am

Added tags to the mod, also changed the way resource costs are handled so that if the costs of a resource is set to 0 it no longer shows when crafting it.

Update: 18 Feb, 2016 @ 9:05am

Upgrade EXO suit and Upgrade Spider suit now counts as if you had used the Construct WAR or Construct Wraith suits, what this means is that completing the upgrade unlocks techs that require these, like Heavy Powered Weapons from the WAR suit.

In addition Upgrade EXO and Upgrade Spider only shows up in the projects list if you have the required suit in stock, so when you finish upgrading all your EXO suits it wont show up anymore.

Update: 17 Feb, 2016 @ 3:16am

It seems i made a wrong assumption about how techs are added to existing games, causing existing games to not properly get the techs added if they dident allready have the tech researched, this should be fixed now but sadly theres nothing i can do about existing games that allready have the mod loaded in.

Update: 16 Feb, 2016 @ 12:35am

Changed EXO to E.X.O.

Update: 15 Feb, 2016 @ 12:01am

Update: 14 Feb, 2016 @ 11:47pm

Update: 14 Feb, 2016 @ 11:44pm