XCOM 2
Additional Dark Events
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Update: 26 Feb, 2016 @ 11:26am

Added:

Korean localization courtesy of thunderbeast.

Update: 26 Feb, 2016 @ 10:10am

Added:

Hazmat Armor dark event. This gives ADVENT units a 50/50 chance of being equipped with a Hazmat vest that gives them immunity to fire & poison (and acid if you have the mod that fixes hazmat vests for that).

Mindshielding dark event. This gives Advent and Alien units a 1 in 3 chance of being equipped with a Mindshield, rendering them immune to psionic mental effects and flashbangs.

Update: 25 Feb, 2016 @ 9:53am

Removed shader cache because I don't think 2 MBs of six images or so needs a 80MB shader cache.

Update: 25 Feb, 2016 @ 9:36am

Type of Dark Event Added:

Permanent Dark Events, a type of Dark Event that can only be added during deck refreshes that occur while the player is in the max doom state. (So don't edge too hard with that clock)


Permanent Dark Events Added:

Global Infestation - Permanent Chryssalid Additions

Global Infiltration - Permanent Faceless Additions

Berserker Camps - Permanent Berserker Additions

Avatar Moonbase - Permanent Avatar Additions

Update: 19 Feb, 2016 @ 11:58am

Added:

Incendiary Rounds Dark Event - functions like Viper Rounds, but with Dragon Rounds

Smart Rounds Dark Event - functions like Viper Rounds, but with Tracer Rounds

Shatter Rounds Dark Event - functions like Viper Rounds, but with Talon Rounds

AP Rounds Dark Event - functions like Viper Rounds, but with AP Rounds

Update: 18 Feb, 2016 @ 10:51am

Update: 16 Feb, 2016 @ 7:42pm