XCOM 2
Recovery Turn System
Showing 1-8 of 8 entries
Update: 28 Sep, 2016 @ 5:58am

0.7.0 - Add display of unit recovery time on mouse over.

Update: 28 Sep, 2016 @ 5:16am

0.6.0 - Fix effects ticks for various disabling statuses and bleeding out

Fixes some side effects of the Persistent Effects tweak from 0.5.0. It is now focussed on specific effects instead, namely "Unconscious", "Stunned", "Panicked" and "Disoriented".

Also BleedingOut will always fulling end the unit's turn, meaning it shouldn't probably send points back into the action queue.

Update: 22 Jul, 2016 @ 5:14am

0.5.0 - Effects and Transitions

Mission Transitions (from Tactical to Tactical) no longer crash out, meaning the Shen's Last Gift DLC mission should work, and so should loading a Tactical save whilst in Tactical.

Persistent Effects are now 'ticked' every unit turn, which resolves stun and panic correctly. Please let me know if any effect behaves unexpectedly under this model.

Update: 23 May, 2016 @ 5:26am

0.4.0 - Improve UI Feedback

Show where in the queue your active unit will end up based on whether you wait, blue move or gold move, shown by one dash, two dashes and three dashes.

Properly throb Alien Activity during alien turns.

Add config option for showing unseen units in the Turn Queue, but thats hella cheating so y'know.


[RecoveryTurnSystem.UIRecoveryTurnSystemDisplay]

DisplayHiddenEnemiesInQueue=false

Update: 17 May, 2016 @ 5:27am

0.3.0

Escorted civilians now properly show on the Turn Queue UI.

Update: 17 May, 2016 @ 3:26am

0.2.0

Pods now move as a group when they aren't activated.

Dead units and civilians won't be iterated over during the action cycle anymore, speeding up the wait between XCom units.

Update: 16 May, 2016 @ 7:06am

Fix release notes and cover image.

Update: 16 May, 2016 @ 7:04am

0.1.0 - Initial Release