XCOM 2
Additional Mission Types
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Update: 6 Apr, 2016 @ 10:14pm

Reworked:

PR Tour - Map alerts drop on the VIP once reinforcements arrive, this should give you about two or three turns to deal with initial pods before having to deal with new ones once combat has initiated (or the fallback timer has gone off)

Update: 6 Apr, 2016 @ 9:27pm

Added:

Fallback mechanic for VIP tours to ensure timer activates.

Essentially a hidden 6 turn timer

Once it goes off it triggers the "Firebrand can't evac!" event, will not break concealment


Will remove if I figure out why timer wasn't activating for some people in the first place

Removed:

VIP map alert since it basically resulted in the pods becoming one super pod upon combat start. Will rethink how to implement.

Update: 6 Apr, 2016 @ 1:30pm

Fixed:

Haven Siege - resistance fighter spawn logic in the kismet has been reworked so it won't break the whole mission if it fails to successfully spawn a soldier.

This means it will also remember if it failed to spawn a soldier early on, and account for that when it starts sending in reinforcement rookies later on

Added:

XComHavenSiege.ini has two new values:

OverridePool - set this to true to avoid characters from the character pool from appearing as rookies

NoTechsRequired - set this to true to restore the old method of equipping resistance fighters, useful if you gotten the techs update during a campaign

Number of haven fighters spawned on sieges increased to 6.

Removed:

Rookie reward for retaliations removed since haven sieges now naturally give out soldiers.

Initial map alert in Haven Siege dropped to give player time to eliminate the starting pods without running into everybody else on the map.

Reinforcements will now drop map alerts though, to help prevent cheesing the mission through concealment rangers.

Update: 4 Apr, 2016 @ 5:56am

Rebalanced:

Resistance fighters now need research and proving grounds projects done by XCOM before they can have equipment beyond conventional level.

Tweaked:

Objective umaps have been reworked to make the usage of the RM_Subsystem_RNF .umap unnecessary. It has been deleted accordingly.

Update: 3 Apr, 2016 @ 7:57pm

Reworked:

Haven Siege:

All resistance fighters will now use the latest equipment XCOM has built, up to plated armour, magnetic rifles, and plasma grenades.

The four squad is now split into two, two members start off with XCOM at spawn (you may need the 5x5 spawn point mod for this if you're using a larger squad size past 6), two members come in later at spawn on as ADVENT reinforcements are coming in.

Any surviving resistance fighters, whether through mission completion or evacing, will join XCOM as full-time soldiers.

Resistance fighters now obey character pool rules.

Update: 2 Apr, 2016 @ 10:56pm

(Hopefully) Fixed:

PR Tour - VIP wasn't spawning for some people. Added parcel tag of a Guerilla Op to force the game to use a parcel that contains an objectivespawnzone the game can use to spawn the VIP at. This will result in some hilarious looking positions but should hopefully make it impossible for the game to not spawn a VIP barring other oddities.


PR Tour and Haven Siege - reinforcements timers being longer than intended.

PR Tour reinforcements should be coming at 3 or 2 turns each depending on the VIP's lifestate.

Haven Siege reinforcements should be coming in every 2 turns.

Update: 2 Apr, 2016 @ 6:34pm

Tweaked:

PR Tour - Knocking out the VIP won't spawn an extra reinforcement pod. Killing the VIP still does however.

Haven Siege - reinforcement timer and how the kismet calls reinforcements altered. Probably as easy as I can make it without it being *really* easy.

Update: 2 Apr, 2016 @ 12:17am

Fixed/Rebalanced:

Haven Siege - reinforcement part of the kismet now occurs on the start of alien turn, rather than at the end of XCOM's. This should prevent flares from appearing for a brief second before reinforcements drop right afterwards.

Update: 1 Apr, 2016 @ 4:42pm

Fixed:

PR Tour - Reinforcement counter wasn't resetting once reinforcements were called, causing the game to start calling reinforcements every turn. This has now been fixed.

Update: 1 Apr, 2016 @ 12:21pm

Rebalanced:

PR Tour - Reinforcement timers tweaked so the game doesn't end up being a complete reenactment of Haven Siege if you end up killing the VIP.