XCOM 2
Additional Mission Types
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Update: 21 Jul, 2016 @ 5:48pm

Fighter spawn and reinforcement timer variables should actually work now. Added additional achievements and spun them off into their own category.

Update: 20 Jul, 2016 @ 10:27pm

Update: 14 Jul, 2016 @ 2:16pm

Ok, haven siege really should work as intended now.

Update: 13 Jul, 2016 @ 10:24pm

Hopefully haven siege actually works as intended now.

Update: 9 Jul, 2016 @ 4:41pm

Rework of Haven Siege missions:

Reduced initial map spawns to scouting level forces of around 4 to 8, with no boss pods unless you're at the maximum difficulty on Legendary.

Reinforcements work like usual until the timer goes below 6 turns, when two pods start appearing per reinforcement wave.

The turns required and the number of resistancce fighters on Haven Sieges can be customized in XComHavenSiege.ini.

Update: 20 May, 2016 @ 11:24pm

Added
Mod Config Menu support. This will require a restart after updating for the new .ini initialization to fully take effect.

Update: 15 May, 2016 @ 6:33pm

Changed

Nerfed Resistance Haven mission schedules a bit more by replacing some spots by FillStandard/Boss groups. FillStandard only kick in if a Boss group can't be used and Boss groups only kick in at high enough force levels, effectively reducing some schedules' overall pod counts by one.

Update: 4 May, 2016 @ 9:38pm

Changed
Refactored map alerts for Haven Siege, they should consistently activate now.

Update: 23 Apr, 2016 @ 5:55pm

Rebalanced:

Power armour for resistance fighters now take 10000 points of research by default, or about 7 and a half days with 10 scientists.

Plasma rifles for resistance fighters now take about 15000 points of research by default, or about 11 days with 10 scientists.

Update: 21 Apr, 2016 @ 10:15am

Changed:

PR Tour - instead of using a hidden timer to force the timer to go off, a fallback activation of the timer when the VIP goes unconscious has been included. It shouldn't go off if the timer's already active by then.