XCOM 2
Buildable Hunter Weapons
Showing 11-20 of 21 entries
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Update: 13 Jan, 2017 @ 9:46am

Shifted to having the items be directly buildable once you have the items instead of through schematics. This should cut down on erroneous requirements. Schematics will revert to vanilla behaviour.

Update: 24 May, 2016 @ 4:07pm

Changed
Magnetic and Beam schematics of the weapons require their previous variants (Conventional and Magnetic, respectively) to make them, instead of being free to produce once you've met the requirements

Update: 20 May, 2016 @ 1:21pm

Fixed
Tech requirements are now properly required on narrative-enabled games.

Update: 19 May, 2016 @ 12:24pm

Fixed

Changed special requirements of conventional weapon schematics, so they should activate when the narrative content is enabled.

Update: 19 May, 2016 @ 9:06am

Changed
Removed usage of OnLoadedSavedGameToStrategy, couldn't figure out how to get it to stop producing duplicate techs.

Update: 19 May, 2016 @ 8:50am

Fixed
Hopefully fixed the techs constantly adding themselves to games even if they've already been added once.

Update: 19 May, 2016 @ 5:06am

Fixed
Techs should actually get added to in-progress games this time, I swear

Update: 19 May, 2016 @ 4:52am

Fixed
Techs actually get added to in-progress games after removal of an errant "=" in the code.

Update: 19 May, 2016 @ 4:01am

Fixed

Techs wouldn't be added to in-progress games. This should now be corrected.

Update: 18 May, 2016 @ 8:18pm