XCOM 2
[OLD] Spectrum: Complete - Yellow Release v4.06
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Update: 12 Mar, 2016 @ 10:00am

Version Red has now been Released - 132 Hours

Main Contributors:
Wraithstorm - Graphic Artist
Raeli - Armor Stats Customiser Mod
Aeris_Tae - Sniper Rifle Code for Non-Sharpshooter Classes

This is a full Gameplay Overhaul for XCOM2, therefore any other mods that provide gameplay changes or additions will most likely conflict with this mod or at best be unbalanced changes.

Changes:

Tactical Changes
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High Cover grants 60 Defense
Low Cover grants 35 Defense
All aliens get range bonuses for being closer, except in melee
All ranged weapons receive no range bonus when the target is in melee range.

Strategy Changes
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Added Techs for Laser and Plasma Weapons

Soldier Changes
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Rank names are now replaced with a Badass scale. Rookie -> Legend
All classes gain the same stats when levelling up.
All classes have access to all primary weapons
8 New classes:
Guardian, Codebreaker, Paladin, Hunter, Support, Assault, Warrior, Commando
New Abilities:
EW Suite, Conditioning, Indomitable, Sprinter, Keen Senses, Predator, Eagle Eye, Covert Tactics, Comm Hack, Adrenaline Rush, Snapshot,

Weapon Changes
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All weapons except for shotguns provide at least some armour penetration.
All primary weapons can be accessed by all classes.
All weapons including aliens double the base damage on a crit.
Assault Rifles only receive extra pierce.
LMGs have Assault Rifle values and have a limited rapid fire and can suppress.
Sniper Rifles provide Squadsight have greater pierce and ALL shots cost 2 actions.
Shotguns have no pierce but greatest damage for a mobile weapon.
Swords share the same values as Assault Rifles
Pistols have less spread

Magnetic Weapons increase Damage, Crit and pierce for most weapons.
Beam Weapons further increase Damage, Crit and pierce for most weapons.
Laser Weapons sacrifice damage for greater accuracy and pierce.
Laser Weapons Available: Assault Rifle + Sniper Rifle
Plasma Weapons sacrifice accuracy and piercing for greater damage and shredding armor.
Plasma Weapons Available: Pistol, Assault Rifle and LMG

Grenades have significant spread, they are no longer guaranteed consistent damage.

Armor Changes
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Kevlar start with extra HP and a mobility penalty
Resistance Armor can be selected to remove these bonuses and penalties.
Mobility Armours sacrifice HP and Armor for 2nd utility slot and mobility.
Non-Mobility plated variants grant 1 piece of armour
Non-Mobility powered variants grant 2 pieces of armour
All Utility Armor vests provide greater protection at the cost of mobility

Enemy Changes
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All Aliens and ADVENT that wear clothes/armor have progressively stronger armor.
‘Naked’ units have extra health.
Robotic Units sacrifice health for more armor.
New Mission format: Each mission has a theme and all enemy will fit that theme, plan ahead accordingly.
New Enemies:
Advent Commander: Red Shieldbearer, High Health, Can Mark Targets, Spawns with 6 Troopers on ADVENT themed missions.
Light MEC: Smaller Blue MEC, Low Damage, Low Health spawns on Robot themed missions.

Known Issues
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Schematics for previous Cannon and Sniperrifle Mag and Beam still exist can be built but are useless.

Update: 12 Mar, 2016 @ 6:58am

Update: 4 Mar, 2016 @ 10:53am

HOTFIX:
===============
Removed Utility slot from Resistance Armour (was leftover testing)
Kevlar provides: +2 Hp, -1 Mobility
Resistance Armour provides: +10 Dodge

Light Mecs have had their armour reduced by 1 down to 2, incase your first mission was Mec based.

Update: 3 Mar, 2016 @ 1:43pm